WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d6a8fa507a45)
authorDavid Ludwig <dludwig@pobox.com>
Mon, 12 Aug 2013 22:29:55 -0400
changeset 8477ad08f0d710f3
parent 8476 25883bdf3cab
parent 7632 d6a8fa507a45
child 8478 337b5dc0797b
WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d6a8fa507a45)
.DISABLED-hgeol
.indent.pro
BUGS
COPYING
CREDITS
INSTALL
README
README-ios.txt
README.DirectFB
README.HG
README.MacOSX
README.Platforms
README.Porting
README.WinCE
README.android
README.cmake
README.gesture
README.iOS
README.pandora
README.psp
README.touch
TODO
VisualC/SDL/SDL_VS2012.vcxproj
VisualC/SDL_VS2012.sln
VisualC/tests/automated/automated_VS2008.vcproj
VisualC/tests/automated/automated_VS2010.vcxproj
VisualC/tests/automated/automated_VS2012.vcxproj
VisualC/tests/graywin/graywin_VS2008.vcproj
VisualC/tests/graywin/graywin_VS2010.vcxproj
VisualC/tests/testalpha/testalpha_VS2008.vcproj
VisualC/tests/testalpha/testalpha_VS2010.vcxproj
VisualC/tests/testcursor/testcursor_VS2008.vcproj
VisualC/tests/testcursor/testcursor_VS2010.vcxproj
VisualC/tests/testgamma/testgamma_VS2008.vcproj
VisualC/tests/testgamma/testgamma_VS2010.vcxproj
VisualC/tests/testgl/testgl_VS2008.vcproj
VisualC/tests/testgl/testgl_VS2010.vcxproj
VisualC/tests/testoverlay/testoverlay_VS2008.vcproj
VisualC/tests/testoverlay/testoverlay_VS2010.vcxproj
VisualC/tests/testsprite/testsprite_VS2008.vcproj
VisualC/tests/testsprite/testsprite_VS2010.vcxproj
VisualC/tests/testvidinfo/testvidinfo_VS2008.vcproj
VisualC/tests/testvidinfo/testvidinfo_VS2010.vcxproj
VisualC/tests/testwin/testwin_VS2008.vcproj
VisualC/tests/testwin/testwin_VS2010.vcxproj
VisualC/tests/testwm/testwm_VS2008.vcproj
VisualC/tests/testwm/testwm_VS2010.vcxproj
WhatsNew
Xcode-iOS/SDL/SDL.xcodeproj/project.pbxproj
Xcode-iOS/SDL/testsdl-Info.plist
Xcode/SDL/pkg-support/Readme SDL Developer.txt
Xcode/SDL/pkg-support/SDL-devel.info
Xcode/SDL/pkg-support/devel-resources/ReadMe.txt
Xcode/SDL/pkg-support/devel-resources/Welcome.txt
Xcode/SDL/pkg-support/devel-resources/install.sh
Xcode/SDL/pkg-support/resources/ReadMeDevLite.txt
Xcode/SDL/testsdl-Info.plist
Xcode/TemplatesForXcodeLeopard/SDL Application/English.lproj/InfoPlist.strings
Xcode/TemplatesForXcodeLeopard/SDL Application/Info.plist
Xcode/TemplatesForXcodeLeopard/SDL Application/___PROJECTNAMEASIDENTIFIER____Prefix.pch
Xcode/TemplatesForXcodeLeopard/SDL Application/___PROJECTNAME___.xcodeproj/TemplateIcon.icns
Xcode/TemplatesForXcodeLeopard/SDL Application/___PROJECTNAME___.xcodeproj/TemplateInfo.plist
Xcode/TemplatesForXcodeLeopard/SDL Application/___PROJECTNAME___.xcodeproj/project.pbxproj
Xcode/TemplatesForXcodeLeopard/SDL Application/main.c
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/English.lproj/InfoPlist.strings
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/English.lproj/SDLMain.nib/classes.nib
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/English.lproj/SDLMain.nib/info.nib
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/English.lproj/SDLMain.nib/objects.nib
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/Info.plist
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/___PROJECTNAMEASIDENTIFIER____Prefix.pch
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/___PROJECTNAME___.xcodeproj/TemplateIcon.icns
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/___PROJECTNAME___.xcodeproj/TemplateInfo.plist
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/___PROJECTNAME___.xcodeproj/project.pbxproj
Xcode/TemplatesForXcodeLeopard/SDL Cocoa Application/main.c
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/English.lproj/InfoPlist.strings
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/Info.plist
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/___PROJECTNAMEASIDENTIFIER____Prefix.pch
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/___PROJECTNAME___.xcodeproj/TemplateIcon.icns
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/___PROJECTNAME___.xcodeproj/TemplateInfo.plist
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/___PROJECTNAME___.xcodeproj/project.pbxproj
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/atlantis/atlantis.c
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/atlantis/atlantis.h
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/atlantis/dolphin.c
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/atlantis/shark.c
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/atlantis/swim.c
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/atlantis/whale.c
Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/main.c
Xcode/TemplatesForXcodeSnowLeopard/SDL Application/English.lproj/InfoPlist.strings
Xcode/TemplatesForXcodeSnowLeopard/SDL Application/Info.plist
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Xcode/TemplatesForXcodeSnowLeopard/SDL Application/___PROJECTNAME___.xcodeproj/TemplateInfo.plist
Xcode/TemplatesForXcodeSnowLeopard/SDL Application/___PROJECTNAME___.xcodeproj/project.pbxproj
Xcode/TemplatesForXcodeSnowLeopard/SDL Application/main.c
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/English.lproj/InfoPlist.strings
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/English.lproj/SDLMain.nib/classes.nib
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/English.lproj/SDLMain.nib/info.nib
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/English.lproj/SDLMain.nib/objects.nib
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/Info.plist
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/___PROJECTNAMEASIDENTIFIER____Prefix.pch
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/___PROJECTNAME___.xcodeproj/TemplateIcon.icns
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/___PROJECTNAME___.xcodeproj/TemplateInfo.plist
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/___PROJECTNAME___.xcodeproj/project.pbxproj
Xcode/TemplatesForXcodeSnowLeopard/SDL Cocoa Application/main.c
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/English.lproj/InfoPlist.strings
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/Info.plist
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/___PROJECTNAMEASIDENTIFIER____Prefix.pch
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/___PROJECTNAME___.xcodeproj/TemplateIcon.icns
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/___PROJECTNAME___.xcodeproj/TemplateInfo.plist
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/___PROJECTNAME___.xcodeproj/project.pbxproj
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/atlantis/atlantis.c
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/atlantis/atlantis.h
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/atlantis/dolphin.c
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/atlantis/shark.c
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/atlantis/swim.c
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/atlantis/whale.c
Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/main.c
Xcode/TemplatesForXcodeTiger/SDL Application/English.lproj/InfoPlist.strings
Xcode/TemplatesForXcodeTiger/SDL Application/Info.plist
Xcode/TemplatesForXcodeTiger/SDL Application/SDLApp.xcodeproj/TemplateInfo.plist
Xcode/TemplatesForXcodeTiger/SDL Application/SDLApp.xcodeproj/project.pbxproj
Xcode/TemplatesForXcodeTiger/SDL Application/SDLApp_Prefix.pch
Xcode/TemplatesForXcodeTiger/SDL Application/main.c
Xcode/TemplatesForXcodeTiger/SDL Cocoa Application/English.lproj/InfoPlist.strings
Xcode/TemplatesForXcodeTiger/SDL Cocoa Application/English.lproj/SDLMain.nib/classes.nib
Xcode/TemplatesForXcodeTiger/SDL Cocoa Application/English.lproj/SDLMain.nib/info.nib
Xcode/TemplatesForXcodeTiger/SDL Cocoa Application/English.lproj/SDLMain.nib/objects.nib
Xcode/TemplatesForXcodeTiger/SDL Cocoa Application/Info.plist
Xcode/TemplatesForXcodeTiger/SDL Cocoa Application/SDLApp_Prefix.pch
Xcode/TemplatesForXcodeTiger/SDL Cocoa Application/SDLCocoaApp.xcodeproj/TemplateInfo.plist
Xcode/TemplatesForXcodeTiger/SDL Cocoa Application/SDLCocoaApp.xcodeproj/project.pbxproj
Xcode/TemplatesForXcodeTiger/SDL Cocoa Application/main.c
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/English.lproj/InfoPlist.strings
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/Info.plist
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/SDLApp_Prefix.pch
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/SDLOpenGLApp.xcodeproj/TemplateInfo.plist
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/SDLOpenGLApp.xcodeproj/project.pbxproj
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/atlantis/atlantis.c
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/atlantis/atlantis.h
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/atlantis/dolphin.c
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/atlantis/shark.c
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/atlantis/swim.c
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/atlantis/whale.c
Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/main.c
Xcode/package
Xcode/stationary.csh
Xcode/uninstall.csh
aclocal.m4
build-scripts/fatbuild.sh
include/SDL_config.h
include/SDL_cpuinfo.h
include/SDL_main.h
include/SDL_platform.h
include/SDL_stdinc.h
include/SDL_system.h
include/SDL_syswm.h
include/SDL_types.h
include/begin_code.h
include/close_code.h
src/SDL_assert.c
src/SDL_fatal.c
src/SDL_fatal.h
src/SDL_hints_c.h
src/SDL_log.c
src/atomic/SDL_spinlock.c
src/audio/xaudio2/SDL_xaudio2.c
src/core/android/SDL_android.cpp
src/events/SDL_events.c
src/file/SDL_rwops.c
src/joystick/SDL_gamecontroller.c
src/joystick/android/SDL_sysjoystick.c
src/main/android/SDL_android_main.cpp
src/render/SDL_render.c
src/render/SDL_sysrender.h
src/thread/SDL_thread_c.h
src/timer/windows/SDL_systimer.c
src/video/SDL_sysvideo.h
src/video/SDL_video.c
src/video/uikit/SDL_uikitopengles.m
src/video/uikit/SDL_uikitview.m
src/video/uikit/SDL_uikitwindow.m
src/video/uikit/jumphack.c
src/video/uikit/jumphack.h
test/automated/Makefile
test/automated/README
test/automated/SDL_at.c
test/automated/SDL_at.h
test/automated/audio/audio.c
test/automated/audio/audio.h
test/automated/common/common.c
test/automated/common/common.h
test/automated/common/images.h
test/automated/common/img_blit.c
test/automated/common/img_blitblend.c
test/automated/common/img_face.c
test/automated/common/img_primitives.c
test/automated/common/img_primitivesblend.c
test/automated/platform/platform.c
test/automated/platform/platform.h
test/automated/rect/rect.c
test/automated/rect/rect.h
test/automated/render/render.c
test/automated/render/render.h
test/automated/rwops/TestSupportRWops.h
test/automated/rwops/TestSupportRWops_Cocoa.m
test/automated/rwops/TestSupportRWops_Generic.c
test/automated/rwops/read
test/automated/rwops/rwops.c
test/automated/rwops/rwops.h
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test/automated/testsdl.c
test/loopwave.c
test/test-automation/AUTHORS
test/test-automation/COPYING
test/test-automation/ChangeLog
test/test-automation/DoxyFile
test/test-automation/INSTALL
test/test-automation/Makefile.am
test/test-automation/NEWS
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test/test-automation/acinclude/libtool.m4
test/test-automation/acinclude/ltoptions.m4
test/test-automation/acinclude/ltsugar.m4
test/test-automation/acinclude/ltversion.m4
test/test-automation/acinclude/lt~obsolete.m4
test/test-automation/aclocal.m4
test/test-automation/autogen.sh
test/test-automation/build-scripts/compile
test/test-automation/build-scripts/config.guess
test/test-automation/build-scripts/config.sub
test/test-automation/build-scripts/depcomp
test/test-automation/build-scripts/distclean.sh
test/test-automation/build-scripts/install-runner.sh
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test/test-automation/build-scripts/ltmain.sh
test/test-automation/build-scripts/missing
test/test-automation/config.h.in
test/test-automation/configure.ac
test/test-automation/data/images/icon.bmp
test/test-automation/include/SDL_test.h
test/test-automation/skeleton.xsl
test/test-automation/src/libSDLtest/Makefile.am
test/test-automation/src/libSDLtest/SDL_test.c
test/test-automation/src/libSDLtest/common/common.c
test/test-automation/src/libSDLtest/common/common.h
test/test-automation/src/libSDLtest/common/images.h
test/test-automation/src/libSDLtest/common/img_blit.c
test/test-automation/src/libSDLtest/common/img_blitblend.c
test/test-automation/src/libSDLtest/common/img_face.c
test/test-automation/src/libSDLtest/common/img_primitives.c
test/test-automation/src/libSDLtest/common/img_primitivesblend.c
test/test-automation/src/libSDLtest/fuzzer/fuzzer.c
test/test-automation/src/libSDLtest/fuzzer/fuzzer.h
test/test-automation/src/libSDLtest/fuzzer/utl_crc32.c
test/test-automation/src/libSDLtest/fuzzer/utl_crc32.h
test/test-automation/src/libSDLtest/fuzzer/utl_md5.c
test/test-automation/src/libSDLtest/fuzzer/utl_md5.h
test/test-automation/src/libSDLtest/fuzzer/utl_random.c
test/test-automation/src/libSDLtest/fuzzer/utl_random.h
test/test-automation/src/libSDLtest/logger_helpers.c
test/test-automation/src/libSDLtest/logger_helpers.h
test/test-automation/src/libSDLtest/plain_logger.c
test/test-automation/src/libSDLtest/plain_logger.h
test/test-automation/src/libSDLtest/xml.c
test/test-automation/src/libSDLtest/xml.h
test/test-automation/src/libSDLtest/xml_logger.c
test/test-automation/src/libSDLtest/xml_logger.h
test/test-automation/src/runner/Makefile.am
test/test-automation/src/runner/logger.h
test/test-automation/src/runner/runner.c
test/test-automation/src/runner/support.c
test/test-automation/src/runner/support.h
test/test-automation/style.xsl
test/test-automation/tests/testaudio/Makefile.am
test/test-automation/tests/testaudio/testaudio.c
test/test-automation/tests/testclipboard/Makefile.am
test/test-automation/tests/testclipboard/testclipboard.c
test/test-automation/tests/testdummy/Makefile.am
test/test-automation/tests/testdummy/testdummy.c
test/test-automation/tests/testevents/Makefile.am
test/test-automation/tests/testevents/testevents.c
test/test-automation/tests/testkeyboard/Makefile.am
test/test-automation/tests/testkeyboard/testkeyboard.c
test/test-automation/tests/testplatform/Makefile.am
test/test-automation/tests/testplatform/testplatform.c
test/test-automation/tests/testrect/Makefile.am
test/test-automation/tests/testrect/testrect.c
test/test-automation/tests/testrender/Makefile.am
test/test-automation/tests/testrender/testrender.c
test/test-automation/tests/testrwops/Makefile.am
test/test-automation/tests/testrwops/TestSupportRWops.h
test/test-automation/tests/testrwops/read
test/test-automation/tests/testrwops/testrwops.c
test/test-automation/tests/testsurface/Makefile.am
test/test-automation/tests/testsurface/testsurface.c
test/test-automation/tests/testsyswm/Makefile.am
test/test-automation/tests/testsyswm/testsyswm.c
test/test-automation/tests/testvideo/Makefile.am
test/test-automation/tests/testvideo/testvideo.c
test/testthread.c
     1.1 --- a/.DISABLED-hgeol	Sat Jun 08 14:34:09 2013 -0400
     1.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.3 @@ -1,57 +0,0 @@
     1.4 -[patterns]
     1.5 -.hgeol = native
     1.6 -.hgignore = native
     1.7 -BUGS = native
     1.8 -CREDITS = native
     1.9 -INSTALL = native
    1.10 -NOTES = native
    1.11 -TODO = native
    1.12 -WhatsNew = native
    1.13 -**COPYING = native
    1.14 -**README = native
    1.15 -**doxyfile = native
    1.16 -**Doxyfile = native
    1.17 -**install-sh = LF
    1.18 -**mkinstalldirs = LF
    1.19 -**Makefile = LF
    1.20 -**Makefile.* = LF
    1.21 -test/automated/rwops/read = LF
    1.22 -**README.* = native
    1.23 -**.S = native
    1.24 -**.bmp = BIN
    1.25 -**.c = native
    1.26 -**.cc = native
    1.27 -**.cpp = native
    1.28 -**.csh = LF
    1.29 -**.dat = BIN
    1.30 -**.gdbinit = LF
    1.31 -build-scripts/config.guess = LF
    1.32 -**.h = native
    1.33 -**.htm = native
    1.34 -**.html = native
    1.35 -**.icns = BIN
    1.36 -**.in = LF
    1.37 -**.java = native
    1.38 -**.m = native
    1.39 -**.m4 = native
    1.40 -**.mk = LF
    1.41 -**.nib = BIN
    1.42 -**.pch = BIN
    1.43 -**.pdf = BIN
    1.44 -**.pl = native
    1.45 -**.plist = native
    1.46 -**.png = BIN
    1.47 -.indent.pro = LF
    1.48 -**.rc = native
    1.49 -**.rtf = BIN
    1.50 -**.sh = LF
    1.51 -**.sln = native
    1.52 -**.txt = native
    1.53 -**.vcp = native
    1.54 -**.vcproj = native
    1.55 -**.vcw = native
    1.56 -**.vcxproj = native
    1.57 -**.wav = BIN
    1.58 -**.xbm = BIN
    1.59 -**.xml = native
    1.60 -**.zip = BIN
     2.1 --- a/.hgignore	Sat Jun 08 14:34:09 2013 -0400
     2.2 +++ b/.hgignore	Mon Aug 12 22:29:55 2013 -0400
     2.3 @@ -1,5 +1,5 @@
     2.4  syntax:glob
     2.5 -.svn
     2.6 +aclocal.m4
     2.7  autom4te*
     2.8  config.cache
     2.9  config.log
    2.10 @@ -38,6 +38,7 @@
    2.11  *.user
    2.12  *.ncb
    2.13  *.suo
    2.14 +*.sdf
    2.15  
    2.16  # for Android
    2.17  android-project/local.properties
     3.1 --- a/.hgtags	Sat Jun 08 14:34:09 2013 -0400
     3.2 +++ b/.hgtags	Mon Aug 12 22:29:55 2013 -0400
     3.3 @@ -13,3 +13,4 @@
     3.4  e044e7c70a50a2f54d14ee20d0933e904e5853b6 release-1.2.9
     3.5  f14cf9d71233934811774f941d0de121d5f96ccf release-1.2.14
     3.6  39c22a953456f6c9e2c8993c8ff973824104102a pre-touch-removal
     3.7 +ccf5fbfa2afabab429ad911308f362201a94d810 macosx_10_4_supported
     4.1 --- a/.indent.pro	Sat Jun 08 14:34:09 2013 -0400
     4.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
     4.3 @@ -1,1 +0,0 @@
     4.4 --i4 -nut -nsc -br -ce -cdw -npcs
     5.1 --- a/Android.mk	Sat Jun 08 14:34:09 2013 -0400
     5.2 +++ b/Android.mk	Mon Aug 12 22:29:55 2013 -0400
     5.3 @@ -12,6 +12,8 @@
     5.4  
     5.5  LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
     5.6  
     5.7 +LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
     5.8 +
     5.9  LOCAL_SRC_FILES := \
    5.10  	$(subst $(LOCAL_PATH)/,, \
    5.11  	$(wildcard $(LOCAL_PATH)/src/*.c) \
    5.12 @@ -20,7 +22,7 @@
    5.13  	$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
    5.14  	$(LOCAL_PATH)/src/atomic/SDL_atomic.c \
    5.15  	$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
    5.16 -	$(wildcard $(LOCAL_PATH)/src/core/android/*.cpp) \
    5.17 +	$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
    5.18  	$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
    5.19  	$(wildcard $(LOCAL_PATH)/src/events/*.c) \
    5.20  	$(wildcard $(LOCAL_PATH)/src/file/*.c) \
     6.1 --- a/BUGS	Sat Jun 08 14:34:09 2013 -0400
     6.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
     6.3 @@ -1,18 +0,0 @@
     6.4 -
     6.5 -Bugs are now managed in the SDL bug tracker, here:
     6.6 -
     6.7 -    http://bugzilla.libsdl.org/
     6.8 -
     6.9 -You may report bugs there, and search to see if a given issue has already
    6.10 - been reported, discussed, and maybe even fixed.
    6.11 -
    6.12 -
    6.13 -
    6.14 -You may also find help at the SDL mailing list. Subscription information:
    6.15 -
    6.16 -    http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
    6.17 -
    6.18 -Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
    6.19 - bugs discussed on the mailing list may be forgotten or missed.
    6.20 -
    6.21 -
     7.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     7.2 +++ b/BUGS.txt	Mon Aug 12 22:29:55 2013 -0400
     7.3 @@ -0,0 +1,16 @@
     7.4 +
     7.5 +Bugs are now managed in the SDL bug tracker, here:
     7.6 +
     7.7 +    http://bugzilla.libsdl.org/
     7.8 +
     7.9 +You may report bugs there, and search to see if a given issue has already
    7.10 + been reported, discussed, and maybe even fixed.
    7.11 +
    7.12 +
    7.13 +You may also find help on the SDL mailing list. Subscription information:
    7.14 +
    7.15 +    http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
    7.16 +
    7.17 +Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
    7.18 + bugs discussed on the mailing list may be forgotten or missed.
    7.19 +
     8.1 --- a/CMakeLists.txt	Sat Jun 08 14:34:09 2013 -0400
     8.2 +++ b/CMakeLists.txt	Mon Aug 12 22:29:55 2013 -0400
     8.3 @@ -38,6 +38,8 @@
     8.4  math(EXPR LT_CURRENT "${SDL_MICRO_VERSION} - ${SDL_INTERFACE_AGE}")
     8.5  math(EXPR LT_AGE "${SDL_BINARY_AGE} - ${SDL_INTERFACE_AGE}")
     8.6  set(LT_REVISION "${SDL_INTERFACE_AGE}")
     8.7 +set(LT_RELEASE "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}")
     8.8 +set(LT_VERSION "${LT_CURRENT}.${LT_REVISION}.${LT_AGE}")
     8.9  
    8.10  # General settings & flags
    8.11  set(LIBRARY_OUTPUT_DIRECTORY "build")
    8.12 @@ -104,6 +106,12 @@
    8.13    set(UNIX_SYS OFF)
    8.14  endif(UNIX AND NOT APPLE)
    8.15  
    8.16 +if(UNIX OR APPLE)
    8.17 +  set(UNIX_OR_MAC_SYS ON)
    8.18 +else()
    8.19 +  set(UNIX_OR_MAC_SYS OFF)
    8.20 +endif(UNIX OR APPLE)
    8.21 +
    8.22  # Default option knobs
    8.23  if(APPLE OR ARCH_64)
    8.24    set(OPT_DEF_SSEMATH ON)
    8.25 @@ -190,7 +198,7 @@
    8.26  set_option(VIDEO_DUMMY         "Use dummy video driver" ON)
    8.27  set_option(VIDEO_OPENGL        "Include OpenGL support" ON)
    8.28  set_option(VIDEO_OPENGLES      "Include OpenGL ES support" ON)
    8.29 -set_option(PTHREADS            "Use POSIX threads for multi-threading" ${UNIX_SYS})
    8.30 +set_option(PTHREADS            "Use POSIX threads for multi-threading" ${UNIX_OR_MAC_SYS})
    8.31  dep_option(PTHREADS_SEM        "Use pthread semaphores" ON "PTHREADS" OFF)
    8.32  set_option(SDL_DLOPEN          "Use dlopen for shared object loading" ON)
    8.33  set_option(OSS                 "Support the OSS audio API" ${UNIX_SYS})
    8.34 @@ -203,6 +211,7 @@
    8.35  set_option(ARTS                "Support the Analog Real Time Synthesizer" ${UNIX_SYS})
    8.36  dep_option(ARTS_SHARED         "Dynamically load aRts audio support" ON "ARTS" OFF)
    8.37  set_option(NAS                 "Support the NAS audio API" ${UNIX_SYS})
    8.38 +set_option(SNDIO               "Support the sndio audio API" ${UNIX_SYS})
    8.39  set_option(RPATH               "Use an rpath when linking SDL" ${UNIX_SYS})
    8.40  set_option(CLOCK_GETTIME       "Use clock_gettime() instead of gettimeofday()" OFF)
    8.41  set_option(INPUT_TSLIB         "Use the Touchscreen library for input" ${UNIX_SYS})
    8.42 @@ -621,6 +630,7 @@
    8.43      CheckESD()
    8.44      CheckARTS()
    8.45      CheckNAS()
    8.46 +    CheckSNDIO()
    8.47      CheckFusionSound()
    8.48    endif(SDL_AUDIO)
    8.49  
    8.50 @@ -793,6 +803,7 @@
    8.51        ${SDL2_SOURCE_DIR}/src/thread/windows/SDL_sysmutex.c
    8.52        ${SDL2_SOURCE_DIR}/src/thread/windows/SDL_syssem.c
    8.53        ${SDL2_SOURCE_DIR}/src/thread/windows/SDL_systhread.c
    8.54 +      ${SDL2_SOURCE_DIR}/src/thread/windows/SDL_systls.c
    8.55        ${SDL2_SOURCE_DIR}/src/thread/generic/SDL_syscond.c)
    8.56      set(HAVE_SDL_THREADS TRUE)
    8.57    endif(SDL_THREADS)
    8.58 @@ -1135,9 +1146,17 @@
    8.59  
    8.60  if(SDL_SHARED)
    8.61    add_library(SDL2 SHARED ${SOURCE_FILES})
    8.62 -  set_target_properties(SDL2 PROPERTIES
    8.63 -    VERSION ${SDL_VERSION}
    8.64 -    SOVERSION ${LT_CURRENT})
    8.65 +  if(UNIX)
    8.66 +    set_target_properties(SDL2 PROPERTIES
    8.67 +      VERSION ${LT_VERSION}
    8.68 +      SOVERSION ${LT_CURRENT}
    8.69 +      OUTPUT_NAME "SDL2-${LT_RELEASE}")
    8.70 +  else(UNIX)
    8.71 +    set_target_properties(SDL2 PROPERTIES
    8.72 +      VERSION ${SDL_VERSION}
    8.73 +      SOVERSION ${LT_CURRENT}
    8.74 +      OUTPUT_NAME "SDL2")
    8.75 +  endif(UNIX)
    8.76   set(_INSTALL_LIBS "SDL2" ${_INSTALL_LIBS})
    8.77   target_link_libraries(SDL2 ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
    8.78  endif(SDL_SHARED)
    8.79 @@ -1165,6 +1184,13 @@
    8.80  list(APPEND INCLUDE_FILES ${BIN_INCLUDE_FILES})
    8.81  install(FILES ${INCLUDE_FILES} DESTINATION include/SDL2)
    8.82  
    8.83 +if(SDL_SHARED)
    8.84 +  install(CODE "
    8.85 +    execute_process(COMMAND ${CMAKE_COMMAND} -E create_symlink
    8.86 +    \"libSDL2-2.0.so\" \"libSDL2.so\")")
    8.87 +  install(FILES ${SDL2_BINARY_DIR}/libSDL2.so DESTINATION "lib${LIB_SUFFIX}")
    8.88 +endif(SDL_SHARED)
    8.89 +
    8.90  if(NOT WINDOWS OR CYGWIN)
    8.91    if(FREEBSD)
    8.92      # FreeBSD uses ${PREFIX}/libdata/pkgconfig
    8.93 @@ -1175,4 +1201,5 @@
    8.94    endif(FREEBSD)
    8.95    install(PROGRAMS ${SDL2_BINARY_DIR}/sdl2-config DESTINATION bin)
    8.96    # TODO: what about the .spec file? Is it only needed for RPM creation?
    8.97 +  install(FILES "${SDL2_SOURCE_DIR}/sdl2.m4" DESTINATION "share/aclocal")
    8.98  endif(NOT WINDOWS OR CYGWIN)
     9.1 --- a/COPYING	Sat Jun 08 14:34:09 2013 -0400
     9.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
     9.3 @@ -1,20 +0,0 @@
     9.4 -
     9.5 -Simple DirectMedia Layer
     9.6 -Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
     9.7 -  
     9.8 -This software is provided 'as-is', without any express or implied
     9.9 -warranty.  In no event will the authors be held liable for any damages
    9.10 -arising from the use of this software.
    9.11 -
    9.12 -Permission is granted to anyone to use this software for any purpose,
    9.13 -including commercial applications, and to alter it and redistribute it
    9.14 -freely, subject to the following restrictions:
    9.15 -  
    9.16 -1. The origin of this software must not be misrepresented; you must not
    9.17 -   claim that you wrote the original software. If you use this software
    9.18 -   in a product, an acknowledgment in the product documentation would be
    9.19 -   appreciated but is not required. 
    9.20 -2. Altered source versions must be plainly marked as such, and must not be
    9.21 -   misrepresented as being the original software.
    9.22 -3. This notice may not be removed or altered from any source distribution.
    9.23 -
    10.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    10.2 +++ b/COPYING.txt	Mon Aug 12 22:29:55 2013 -0400
    10.3 @@ -0,0 +1,20 @@
    10.4 +
    10.5 +Simple DirectMedia Layer
    10.6 +Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
    10.7 +  
    10.8 +This software is provided 'as-is', without any express or implied
    10.9 +warranty.  In no event will the authors be held liable for any damages
   10.10 +arising from the use of this software.
   10.11 +
   10.12 +Permission is granted to anyone to use this software for any purpose,
   10.13 +including commercial applications, and to alter it and redistribute it
   10.14 +freely, subject to the following restrictions:
   10.15 +  
   10.16 +1. The origin of this software must not be misrepresented; you must not
   10.17 +   claim that you wrote the original software. If you use this software
   10.18 +   in a product, an acknowledgment in the product documentation would be
   10.19 +   appreciated but is not required. 
   10.20 +2. Altered source versions must be plainly marked as such, and must not be
   10.21 +   misrepresented as being the original software.
   10.22 +3. This notice may not be removed or altered from any source distribution.
   10.23 +
    11.1 --- a/CREDITS	Sat Jun 08 14:34:09 2013 -0400
    11.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    11.3 @@ -1,70 +0,0 @@
    11.4 -
    11.5 -Simple DirectMedia Layer CREDITS
    11.6 -Thanks to everyone who made this possible, including:
    11.7 -
    11.8 -* Cliff Matthews, for giving me a reason to start this project. :)
    11.9 - -- Executor rocks!  *grin*
   11.10 -
   11.11 -* The Linux Fund, C Magazine, Educational Technology Resources Inc.,
   11.12 -  Gareth Noyce, Jesse Pavel, Keith Kitchin, Jeremy Horvath, Thomas Nicholson,
   11.13 -  Hans-Peter Gygax, the Eternal Lands Development Team, Lars Brubaker,
   11.14 -  and Phoenix Kokido for financial contributions
   11.15 -
   11.16 -* Edgar "bobbens" Simo for his force feedback API development during the
   11.17 -  Google Summer of Code 2008
   11.18 -
   11.19 -* Aaron Wishnick for his work on audio resampling and pitch shifting during
   11.20 -  the Google Summer of Code 2008
   11.21 -
   11.22 -* Holmes Futrell for port of SDL to the iPhone and iPod Touch during the
   11.23 -  Google Summer of Code 2008
   11.24 -
   11.25 -* Szymon "Wilku" Wilczek for adding support for multiple mice and tablets
   11.26 -  during the Google Summer of Code 2008
   11.27 -
   11.28 -* Marty Leisner, Andrew, Will, Edgar Simo, Donny Viszneki, Andrea Mazzoleni,
   11.29 -  Dmytro Bogovych, and Couriersud for helping find SDL 1.3 bugs in the great
   11.30 -  SDL Bug Hunt of January 2009!
   11.31 -
   11.32 -* Donny Viszneki for helping fix SDL 1.3 bugs in the great SDL Bug Hunt of
   11.33 -  January 2009!
   11.34 -
   11.35 -* Luke Benstead for OpenGL 3.0 support
   11.36 -
   11.37 -* GaŰtan de Menten for writing the PHP and SQL behind the SDL website
   11.38 -
   11.39 -* Tim Jones for the new look of the SDL website
   11.40 -
   11.41 -* Ryan Gordon for helping everybody out and keeping the dream alive. :)
   11.42 -
   11.43 -* Mattias Engdegňrd, for help with the Solaris port and lots of other help
   11.44 -
   11.45 -* Eric Wing, Max Horn, and Darrell Walisser for unflagging work on the Mac OS X port
   11.46 -
   11.47 -* David CarrÚ, for the Pandora port
   11.48 -
   11.49 -* Couriersud for the DirectFB driver
   11.50 -
   11.51 -* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation
   11.52 -
   11.53 -* Arne Claus, for the 2004 winning SDL logo,
   11.54 -  and Shandy Brown, Jac, Alex Lyman, Mikkel Gjoel, #Guy, Jonas Hartmann,
   11.55 -  Daniel Liljeberg,  Ronald Sowa, DocD, Pekka Jaervinen, Patrick Avella,
   11.56 -  Erkki Kontilla, Levon Gavalian, Hal Emerich, David Wiktorsson,
   11.57 -  S. Schury and F. Hufsky, Ciska de Ruyver, Shredweat, Tyler Montbriand,
   11.58 -  Martin Andersson, Merlyn Wysard, Fernando Ibanez, David Miller,
   11.59 -  Andre Bommele, lovesby.com, Francisco Camenforte Torres, and David Igreja
   11.60 -  for other logo entries.
   11.61 -
   11.62 -* Bob Pendleton and David Olofson for being long time contributors to
   11.63 -  the SDL mailing list.
   11.64 -
   11.65 -* Everybody at Loki Software, Inc. for their great contributions!
   11.66 -
   11.67 - And a big hand to everyone else who gave me appreciation, advice,
   11.68 - and suggestions, especially the good folks on the SDL mailing list.
   11.69 -
   11.70 -THANKS! :)
   11.71 -
   11.72 -  -- Sam Lantinga			<slouken@libsdl.org>
   11.73 -
    12.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    12.2 +++ b/CREDITS.txt	Mon Aug 12 22:29:55 2013 -0400
    12.3 @@ -0,0 +1,51 @@
    12.4 +
    12.5 +Simple DirectMedia Layer CREDITS
    12.6 +Thanks to everyone who made this possible, including:
    12.7 +
    12.8 +* Cliff Matthews, for giving me a reason to start this project. :)
    12.9 + -- Executor rocks!  *grin*
   12.10 +
   12.11 +* Ryan Gordon for helping everybody out and keeping the dream alive. :)
   12.12 +
   12.13 +* Gabriel Jacobo for his work on the Android port and generally helping out all around.
   12.14 + 
   12.15 +* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
   12.16 +
   12.17 +* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
   12.18 +
   12.19 +* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
   12.20 +
   12.21 +* Alfred Reynolds for the game controller API and general (in)sanity
   12.22 +
   12.23 +* J├Şrgen Tjern├Ş for numerous magical Mac OS X fixes.
   12.24 +
   12.25 +* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
   12.26 + 
   12.27 +* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
   12.28 +
   12.29 +* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
   12.30 +
   12.31 +* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
   12.32 +
   12.33 +* Jim Grandpre for his work on multi-touch and gesture recognition during
   12.34 +  the Google Summer of Code 2010.
   12.35 +
   12.36 +* Edgar "bobbens" Simo for his force feedback API development during the
   12.37 +  Google Summer of Code 2008.
   12.38 +
   12.39 +* Aaron Wishnick for his work on audio resampling and pitch shifting during
   12.40 +  the Google Summer of Code 2008.
   12.41 +
   12.42 +* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
   12.43 +  Google Summer of Code 2008.
   12.44 +
   12.45 +* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
   12.46 +
   12.47 +* Everybody at Loki Software, Inc. for their great contributions!
   12.48 +
   12.49 + And a big hand to everyone else who has contributed over the years.
   12.50 +
   12.51 +THANKS! :)
   12.52 +
   12.53 +  -- Sam Lantinga			<slouken@libsdl.org>
   12.54 +
    13.1 --- a/INSTALL	Sat Jun 08 14:34:09 2013 -0400
    13.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    13.3 @@ -1,27 +0,0 @@
    13.4 -
    13.5 -To compile and install SDL:
    13.6 -
    13.7 -    0.  If you have downloaded this from the website, skip to the next step.
    13.8 -        If you have checked this out from subversion, you'll need to run
    13.9 -        ./autogen.sh to build the configure script. 
   13.10 -
   13.11 -    1.  Run './configure; make; make install'
   13.12 -
   13.13 -        If you are compiling for Windows using gcc, read the FAQ at:
   13.14 -        http://www.libsdl.org/faq.php?action=listentries&category=4#42
   13.15 -
   13.16 -        If you are compiling using Visual C++ on Win32, you should read
   13.17 -        the file VisualC.html
   13.18 -
   13.19 -    2.  Look at the example programs in ./test, and check out the online
   13.20 -        documentation at http://wiki.libsdl.org/
   13.21 -
   13.22 -    3.  Join the SDL developer mailing list by sending E-mail to
   13.23 -    	sdl-request@libsdl.org
   13.24 -        and put "subscribe" in the subject of the message.
   13.25 -
   13.26 -        Or alternatively you can use the web interface:
   13.27 -            http://www.libsdl.org/mailing-list.php
   13.28 -
   13.29 -That's it!
   13.30 -Sam Lantinga <slouken@libsdl.org>
    14.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    14.2 +++ b/INSTALL.txt	Mon Aug 12 22:29:55 2013 -0400
    14.3 @@ -0,0 +1,40 @@
    14.4 +
    14.5 +To compile and install SDL:
    14.6 +
    14.7 +    1.  Windows with Visual Studio:
    14.8 +        * Read VisualC.html
    14.9 +
   14.10 +        Windows with gcc, either native or cross-compiling:
   14.11 +        * Read the FAQ at http://wiki.libsdl.org/moin.fcg/FAQWindows
   14.12 +        * Run './configure; make; make install'
   14.13 +
   14.14 +        Mac OS X with Xcode:
   14.15 +        * Read README-macosx.txt
   14.16 +
   14.17 +        Mac OS X from the command line:
   14.18 +        * Run './configure; make; make install'
   14.19 +
   14.20 +        Linux and other UNIX systems:
   14.21 +        * Run './configure; make; make install'
   14.22 +
   14.23 +        Android:
   14.24 +        * Read README-android.txt
   14.25 +
   14.26 +        iOS:
   14.27 +        * Read README-ios.txt
   14.28 +
   14.29 +        Using Cmake:
   14.30 +        * Read README-cmake.txt
   14.31 +
   14.32 +    2.  Look at the example programs in ./test, and check out the online
   14.33 +        documentation at http://wiki.libsdl.org/
   14.34 +
   14.35 +    3.  Join the SDL developer mailing list by sending E-mail to
   14.36 +    	sdl-request@libsdl.org
   14.37 +        and put "subscribe" in the subject of the message.
   14.38 +
   14.39 +        Or alternatively you can use the web interface:
   14.40 +            http://www.libsdl.org/mailing-list.php
   14.41 +
   14.42 +That's it!
   14.43 +Sam Lantinga <slouken@libsdl.org>
    15.1 --- a/Makefile.in	Sat Jun 08 14:34:09 2013 -0400
    15.2 +++ b/Makefile.in	Mon Aug 12 22:29:55 2013 -0400
    15.3 @@ -39,7 +39,7 @@
    15.4  SDLTEST_TARGET = libSDL2_test.a
    15.5  SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
    15.6  
    15.7 -SRC_DIST = acinclude Android.mk autogen.sh BUGS build-scripts configure configure.in COPYING CREDITS debian include INSTALL Makefile.minimal Makefile.in README* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test TODO VisualC.html VisualC WhatsNew Xcode Xcode-iOS
    15.8 +SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake configure configure.in debian include Makefile.* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test VisualC.html VisualC Xcode Xcode-iOS
    15.9  GEN_DIST = SDL2.spec
   15.10  
   15.11  HDRS = \
   15.12 @@ -47,7 +47,7 @@
   15.13  	SDL_assert.h \
   15.14  	SDL_atomic.h \
   15.15  	SDL_audio.h \
   15.16 -        SDL_bits.h \
   15.17 +    SDL_bits.h \
   15.18  	SDL_blendmode.h \
   15.19  	SDL_clipboard.h \
   15.20  	SDL_cpuinfo.h \
   15.21 @@ -216,26 +216,3 @@
   15.22  
   15.23  rpm: $(distfile)
   15.24  	rpmbuild -ta $?
   15.25 -
   15.26 -# Run indent on the source to standardize coding style
   15.27 -indent:
   15.28 -	@echo "Running indent... modified files:"
   15.29 -	@cd $(srcdir) && \
   15.30 -	find . \( \
   15.31 -	    -name '*.h' -o \
   15.32 -	    -name '*.c' -o \
   15.33 -	    -name '*.cc' \) \
   15.34 -	    -print | fgrep -v ./Xcode | \
   15.35 -	while read file; do \
   15.36 -	    indent "$$file" -o "$$file.indent"; \
   15.37 -	    if cmp "$$file" "$$file.indent" >/dev/null; then \
   15.38 -	        rm -f "$$file.indent"; \
   15.39 -	    else \
   15.40 -	        echo "$$file"; \
   15.41 -	        mv -f "$$file.indent" "$$file"; \
   15.42 -	    fi; \
   15.43 -	done
   15.44 -
   15.45 -# Run indent and then commit modified files
   15.46 -commit: indent
   15.47 -	hg commit
    16.1 --- a/Makefile.psp	Sat Jun 08 14:34:09 2013 -0400
    16.2 +++ b/Makefile.psp	Mon Aug 12 22:29:55 2013 -0400
    16.3 @@ -2,7 +2,6 @@
    16.4  OBJS= src/SDL.o \
    16.5        src/SDL_assert.o \
    16.6        src/SDL_error.o \
    16.7 -      src/SDL_fatal.o \
    16.8        src/SDL_hints.o \
    16.9        src/SDL_log.o \
   16.10        src/atomic/SDL_atomic.o \
    17.1 --- a/README	Sat Jun 08 14:34:09 2013 -0400
    17.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    17.3 @@ -1,39 +0,0 @@
    17.4 -
    17.5 -                         Simple DirectMedia Layer
    17.6 -
    17.7 -                                  (SDL)
    17.8 -
    17.9 -                                Version 2.0
   17.10 -
   17.11 ----
   17.12 -http://www.libsdl.org/
   17.13 -
   17.14 -This is the Simple DirectMedia Layer, a general API that provides low
   17.15 -level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
   17.16 -and 2D framebuffer across multiple platforms.
   17.17 -
   17.18 -The current version supports Windows, Mac OS X, Linux, FreeBSD,
   17.19 -NetBSD, OpenBSD, BSD/OS, Solaris, iOS, and Android. The code contains
   17.20 -support for other operating systems but those are not officially supported.
   17.21 -
   17.22 -SDL is written in C, but works with C++ natively, and has bindings to
   17.23 -several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
   17.24 -Go, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
   17.25 -Pike, Pliant, Python, Ruby, and Smalltalk.
   17.26 -
   17.27 -This library is distributed under the zlib license, which can be found
   17.28 -in the file "COPYING".
   17.29 -
   17.30 -The best way to learn how to use SDL is to check out the header files in
   17.31 -the "include" subdirectory and the programs in the "test" subdirectory.
   17.32 -The header files and test programs are well commented and always up to date.
   17.33 -More documentation and FAQs are available online at:
   17.34 -	http://wiki.libsdl.org/
   17.35 -
   17.36 -If you need help with the library, or just want to discuss SDL related
   17.37 -issues, you can join the developers mailing list:
   17.38 -	http://www.libsdl.org/mailing-list.php
   17.39 -
   17.40 -Enjoy!
   17.41 -	Sam Lantinga				(slouken@libsdl.org)
   17.42 -
    18.1 --- a/README-SDL.txt	Sat Jun 08 14:34:09 2013 -0400
    18.2 +++ b/README-SDL.txt	Mon Aug 12 22:29:55 2013 -0400
    18.3 @@ -1,13 +1,13 @@
    18.4 -
    18.5 -Please distribute this file with the SDL runtime environment:
    18.6 -
    18.7 -The Simple DirectMedia Layer (SDL for short) is a cross-platform library
    18.8 -designed to make it easy to write multi-media software, such as games and
    18.9 -emulators.
   18.10 -
   18.11 -The Simple DirectMedia Layer library source code is available from:
   18.12 -http://www.libsdl.org/
   18.13 -
   18.14 -This library is distributed under the terms of the zlib license:
   18.15 -http://www.zlib.net/zlib_license.html
   18.16 -
   18.17 +
   18.18 +Please distribute this file with the SDL runtime environment:
   18.19 +
   18.20 +The Simple DirectMedia Layer (SDL for short) is a cross-platform library
   18.21 +designed to make it easy to write multi-media software, such as games and
   18.22 +emulators.
   18.23 +
   18.24 +The Simple DirectMedia Layer library source code is available from:
   18.25 +http://www.libsdl.org/
   18.26 +
   18.27 +This library is distributed under the terms of the zlib license:
   18.28 +http://www.zlib.net/zlib_license.html
   18.29 +
    19.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    19.2 +++ b/README-android.txt	Mon Aug 12 22:29:55 2013 -0400
    19.3 @@ -0,0 +1,384 @@
    19.4 +================================================================================
    19.5 +Simple DirectMedia Layer for Android
    19.6 +================================================================================
    19.7 +
    19.8 +Requirements:
    19.9 +
   19.10 +Android SDK (version 10 or later)
   19.11 +http://developer.android.com/sdk/index.html
   19.12 +
   19.13 +Android NDK r7 or later
   19.14 +http://developer.android.com/sdk/ndk/index.html
   19.15 +
   19.16 +Minimum API level supported by SDL: 10 (Android 2.3.3)
   19.17 +
   19.18 +================================================================================
   19.19 + How the port works
   19.20 +================================================================================
   19.21 +
   19.22 +- Android applications are Java-based, optionally with parts written in C
   19.23 +- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
   19.24 +the SDL library
   19.25 +- This means that your application C code must be placed inside an Android 
   19.26 +Java project, along with some C support code that communicates with Java
   19.27 +- This eventually produces a standard Android .apk package
   19.28 +
   19.29 +The Android Java code implements an "Activity" and can be found in:
   19.30 +android-project/src/org/libsdl/app/SDLActivity.java
   19.31 +
   19.32 +The Java code loads your game code, the SDL shared library, and
   19.33 +dispatches to native functions implemented in the SDL library:
   19.34 +src/SDL_android.c
   19.35 +
   19.36 +Your project must include some glue code that starts your main() routine:
   19.37 +src/main/android/SDL_android_main.c
   19.38 +
   19.39 +
   19.40 +================================================================================
   19.41 + Building an app
   19.42 +================================================================================
   19.43 +
   19.44 +Instructions:
   19.45 +1. Copy the android-project directory wherever you want to keep your projects
   19.46 +   and rename it to the name of your project.
   19.47 +2. Move or symlink this SDL directory into the <project>/jni directory
   19.48 +3. Edit <project>/jni/src/Android.mk to include your source files
   19.49 +4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
   19.50 +
   19.51 +If you want to use the Eclipse IDE, skip to the Eclipse section below.
   19.52 +
   19.53 +5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
   19.54 +sdk.dir=PATH_TO_ANDROID_SDK
   19.55 +6. Run 'ant debug' in android/project. This compiles the .java and eventually 
   19.56 +   creates a .apk with the native code embedded
   19.57 +7. 'ant debug install' will push the apk to the device or emulator (if connected)
   19.58 +
   19.59 +Here's an explanation of the files in the Android project, so you can customize them:
   19.60 +
   19.61 +android-project/
   19.62 +	AndroidManifest.xml	- package manifest. Among others, it contains the class name
   19.63 +				  of the main Activity and the package name of the application.
   19.64 +	build.properties	- empty
   19.65 +	build.xml		- build description file, used by ant. The actual application name
   19.66 +				  is specified here.
   19.67 +	default.properties	- holds the target ABI for the application, android-10 and up
   19.68 +	project.properties	- holds the target ABI for the application, android-10 and up
   19.69 +	local.properties	- holds the SDK path, you should change this to the path to your SDK
   19.70 +	jni/			- directory holding native code
   19.71 +	jni/Android.mk		- Android makefile that can call recursively the Android.mk files
   19.72 +				  in all subdirectories
   19.73 +	jni/SDL/		- (symlink to) directory holding the SDL library files
   19.74 +	jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
   19.75 +	jni/src/		- directory holding your C/C++ source
   19.76 +	jni/src/Android.mk	- Android makefile that you should customize to include your 
   19.77 +                                  source code and any library references
   19.78 +	res/			- directory holding resources for your application
   19.79 +	res/drawable-*		- directories holding icons for different phone hardware. Could be
   19.80 +				  one dir called "drawable".
   19.81 +	res/layout/main.xml	- Usually contains a file main.xml, which declares the screen layout.
   19.82 +				  We don't need it because we use the SDL video output.
   19.83 +	res/values/strings.xml	- strings used in your application, including the application name
   19.84 +				  shown on the phone.
   19.85 +	src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
   19.86 +				  to SDL.  Be very careful changing this, as the SDL library relies
   19.87 +				  on this implementation.
   19.88 +
   19.89 +
   19.90 +================================================================================
   19.91 + Customizing your application name
   19.92 +================================================================================
   19.93 +
   19.94 +To customize your application name, edit AndroidManifest.xml and replace
   19.95 +"org.libsdl.app" with an identifier for your product package.
   19.96 +
   19.97 +Then create a Java class extending SDLActivity and place it in a directory
   19.98 +under src matching your package, e.g.
   19.99 +	src/com/gamemaker/game/MyGame.java
  19.100 +
  19.101 +Here's an example of a minimal class file:
  19.102 +--- MyGame.java --------------------------
  19.103 +package com.gamemaker.game;
  19.104 +
  19.105 +import org.libsdl.app.SDLActivity; 
  19.106 +
  19.107 +/* 
  19.108 + * A sample wrapper class that just calls SDLActivity 
  19.109 + */ 
  19.110 +
  19.111 +public class MyGame extends SDLActivity { }
  19.112 +
  19.113 +------------------------------------------
  19.114 +
  19.115 +Then replace "SDLActivity" in AndroidManifest.xml with the name of your
  19.116 +class, .e.g. "MyGame"
  19.117 +
  19.118 +================================================================================
  19.119 + Customizing your application icon
  19.120 +================================================================================
  19.121 +
  19.122 +Conceptually changing your icon is just replacing the "ic_launcher.png" files in
  19.123 +the drawable directories under the res directory. There are four directories for
  19.124 +different screen sizes. These can be replaced with one dir called "drawable",
  19.125 +containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72.
  19.126 +
  19.127 +You may need to change the name of your icon in AndroidManifest.xml to match
  19.128 +this icon filename.
  19.129 +
  19.130 +================================================================================
  19.131 + Loading assets
  19.132 +================================================================================
  19.133 +
  19.134 +Any files you put in the "assets" directory of your android-project directory
  19.135 +will get bundled into the application package and you can load them using the
  19.136 +standard functions in SDL_rwops.h.
  19.137 +
  19.138 +There are also a few Android specific functions that allow you to get other
  19.139 +useful paths for saving and loading data:
  19.140 +SDL_AndroidGetInternalStoragePath()
  19.141 +SDL_AndroidGetExternalStorageState()
  19.142 +SDL_AndroidGetExternalStoragePath()
  19.143 +
  19.144 +See SDL_system.h for more details on these functions.
  19.145 +
  19.146 +The asset packaging system will, by default, compress certain file extensions.
  19.147 +SDL includes two asset file access mechanisms, the preferred one is the so
  19.148 +called "File Descriptor" method, which is faster and doesn't involve the Dalvik
  19.149 +GC, but given this method does not work on compressed assets, there is also the
  19.150 +"Input Stream" method, which is automatically used as a fall back by SDL. You
  19.151 +may want to keep this fact in mind when building your APK, specially when large
  19.152 +files are involved.
  19.153 +For more information on which extensions get compressed by default and how to
  19.154 +disable this behaviour, see for example:
  19.155 +    
  19.156 +http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
  19.157 +
  19.158 +================================================================================
  19.159 + Pause / Resume behaviour
  19.160 +================================================================================
  19.161 +
  19.162 +If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
  19.163 +the event loop will block itself when the app is paused (ie, when the user
  19.164 +returns to the main Android dashboard). Blocking is better in terms of battery
  19.165 +use, and it allows your app to spring back to life instantaneously after resume
  19.166 +(versus polling for a resume message).
  19.167 +
  19.168 +Upon resume, SDL will attempt to restore the GL context automatically.
  19.169 +In modern devices (Android 3.0 and up) this will most likely succeed and your
  19.170 +app can continue to operate as it was.
  19.171 +
  19.172 +However, there's a chance (on older hardware, or on systems under heavy load),
  19.173 +where the GL context can not be restored. In that case you have to listen for
  19.174 +a specific message, (which is not yet implemented!) and restore your textures
  19.175 +manually or quit the app (which is actually the kind of behaviour you'll see
  19.176 +under iOS, if the OS can not restore your GL context it will just kill your app)
  19.177 +
  19.178 +================================================================================
  19.179 + Threads and the Java VM
  19.180 +================================================================================
  19.181 +
  19.182 +For a quick tour on how Linux native threads interoperate with the Java VM, take
  19.183 +a look here: http://developer.android.com/guide/practices/jni.html
  19.184 +If you want to use threads in your SDL app, it's strongly recommended that you
  19.185 +do so by creating them using SDL functions. This way, the required attach/detach
  19.186 +handling is managed by SDL automagically. If you have threads created by other
  19.187 +means and they make calls to SDL functions, make sure that you call
  19.188 +Android_JNI_SetupThread before doing anything else otherwise SDL will attach
  19.189 +your thread automatically anyway (when you make an SDL call), but it'll never
  19.190 +detach it.
  19.191 +
  19.192 +================================================================================
  19.193 + Using STL
  19.194 +================================================================================
  19.195 +
  19.196 +You can use STL in your project by creating an Application.mk file in the jni
  19.197 +folder and adding the following line:
  19.198 +APP_STL := stlport_static
  19.199 +
  19.200 +For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
  19.201 +
  19.202 +================================================================================
  19.203 + Additional documentation
  19.204 +================================================================================
  19.205 +
  19.206 +The documentation in the NDK docs directory is very helpful in understanding the
  19.207 +build process and how to work with native code on the Android platform.
  19.208 +
  19.209 +The best place to start is with docs/OVERVIEW.TXT
  19.210 +
  19.211 +
  19.212 +================================================================================
  19.213 + Using Eclipse
  19.214 +================================================================================
  19.215 +
  19.216 +First make sure that you've installed Eclipse and the Android extensions as described here:
  19.217 +	http://developer.android.com/sdk/eclipse-adt.html
  19.218 +
  19.219 +Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
  19.220 + * File -> New -> Other
  19.221 + * Select the Android -> Android Project wizard and click Next
  19.222 + * Enter the name you'd like your project to have
  19.223 + * Select "Create project from existing source" and browse for your project directory
  19.224 + * Make sure the Build Target is set to Android 2.0
  19.225 + * Click Finish
  19.226 +
  19.227 +
  19.228 +================================================================================
  19.229 + Using the emulator
  19.230 +================================================================================
  19.231 +
  19.232 +There are some good tips and tricks for getting the most out of the
  19.233 +emulator here: http://developer.android.com/tools/devices/emulator.html
  19.234 +
  19.235 +Especially useful is the info on setting up OpenGL ES 2.0 emulation.
  19.236 +
  19.237 +Notice that this software emulator is incredibly slow and needs a lot of disk space.
  19.238 +Using a real device works better.
  19.239 +
  19.240 +================================================================================
  19.241 + Troubleshooting
  19.242 +================================================================================
  19.243 +
  19.244 +You can create and run an emulator from the Eclipse IDE:
  19.245 + * Window -> Android SDK and AVD Manager
  19.246 +
  19.247 +You can see if adb can see any devices with the following command:
  19.248 +	adb devices
  19.249 +
  19.250 +You can see the output of log messages on the default device with:
  19.251 +	adb logcat
  19.252 +
  19.253 +You can push files to the device with:
  19.254 +	adb push local_file remote_path_and_file
  19.255 +
  19.256 +You can push files to the SD Card at /sdcard, for example:
  19.257 +	adb push moose.dat /sdcard/moose.dat
  19.258 +
  19.259 +You can see the files on the SD card with a shell command:
  19.260 +	adb shell ls /sdcard/
  19.261 +
  19.262 +You can start a command shell on the default device with:
  19.263 +	adb shell
  19.264 +
  19.265 +You can remove the library files of your project (and not the SDL lib files) with:
  19.266 +	ndk-build clean
  19.267 +
  19.268 +You can do a build with the following command:
  19.269 +	ndk-build
  19.270 +
  19.271 +You can see the complete command line that ndk-build is using by passing V=1 on the command line:
  19.272 +	ndk-build V=1
  19.273 +
  19.274 +If your application crashes in native code, you can use addr2line to convert the
  19.275 +addresses in the stack trace to lines in your code.
  19.276 +
  19.277 +For example, if your crash looks like this:
  19.278 +I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
  19.279 +I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
  19.280 +I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
  19.281 +I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
  19.282 +I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
  19.283 +I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
  19.284 +I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
  19.285 +I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
  19.286 +I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
  19.287 +
  19.288 +You can see that there's a crash in the C library being called from the main code.
  19.289 +I run addr2line with the debug version of my code:
  19.290 +	arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
  19.291 +and then paste in the number after "pc" in the call stack, from the line that I care about:
  19.292 +000014bc
  19.293 +
  19.294 +I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
  19.295 +
  19.296 +You can add logging to your code to help show what's happening:
  19.297 +
  19.298 +#include <android/log.h>
  19.299 +
  19.300 +	__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
  19.301 +
  19.302 +If you need to build without optimization turned on, you can create a file called
  19.303 +"Application.mk" in the jni directory, with the following line in it:
  19.304 +APP_OPTIM := debug
  19.305 +
  19.306 +
  19.307 +================================================================================
  19.308 + Memory debugging
  19.309 +================================================================================
  19.310 +
  19.311 +The best (and slowest) way to debug memory issues on Android is valgrind.
  19.312 +Valgrind has support for Android out of the box, just grab code using:
  19.313 +	svn co svn://svn.valgrind.org/valgrind/trunk valgrind
  19.314 +... and follow the instructions in the file README.android to build it.
  19.315 +
  19.316 +One thing I needed to do on Mac OS X was change the path to the toolchain,
  19.317 +and add ranlib to the environment variables:
  19.318 +export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
  19.319 +
  19.320 +Once valgrind is built, you can create a wrapper script to launch your
  19.321 +application with it, changing org.libsdl.app to your package identifier:
  19.322 +--- start_valgrind_app -------------------
  19.323 +#!/system/bin/sh
  19.324 +export TMPDIR=/data/data/org.libsdl.app
  19.325 +exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
  19.326 +------------------------------------------
  19.327 +
  19.328 +Then push it to the device:
  19.329 +	adb push start_valgrind_app /data/local
  19.330 +
  19.331 +and make it executable:
  19.332 +	adb shell chmod 755 /data/local/start_valgrind_app
  19.333 +
  19.334 +and tell Android to use the script to launch your application:
  19.335 +	adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
  19.336 +
  19.337 +If the setprop command says "could not set property", it's likely that
  19.338 +your package name is too long and you should make it shorter by changing
  19.339 +AndroidManifest.xml and the path to your class file in android-project/src
  19.340 +
  19.341 +You can then launch your application normally and waaaaaaaiiittt for it.
  19.342 +You can monitor the startup process with the logcat command above, and
  19.343 +when it's done (or even while it's running) you can grab the valgrind
  19.344 +output file:
  19.345 +	adb pull /sdcard/valgrind.log
  19.346 +
  19.347 +When you're done instrumenting with valgrind, you can disable the wrapper:
  19.348 +	adb shell setprop wrap.org.libsdl.app ""
  19.349 +
  19.350 +================================================================================
  19.351 + Why is API level 10 the minimum required?
  19.352 +================================================================================
  19.353 +
  19.354 +API level 10 is required because SDL requires some functionality for running not
  19.355 +available on older devices and some for building which is not in older NDK/SDKs.
  19.356 +
  19.357 +Support for native OpenGL ES and ES2 applications was introduced in the NDK for
  19.358 +API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
  19.359 +has since then been obsoleted, with the recommendation to developers to bump the
  19.360 +required API level to 10.
  19.361 +As of this writing, according to http://developer.android.com/about/dashboards/index.html
  19.362 +about 90% of the Android devices accessing Google Play support API level 10 or
  19.363 +higher (March 2013).
  19.364 +
  19.365 +================================================================================
  19.366 + A note regarding the use of the "dirty rectangles" rendering technique
  19.367 +================================================================================
  19.368 +
  19.369 +If your app uses a variation of the "dirty rectangles" rendering technique,
  19.370 +where you only update a portion of the screen on each frame, you may notice a
  19.371 +variety of visual glitches on Android, that are not present on other platforms.
  19.372 +This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
  19.373 +contexts, in particular the use of the eglSwapBuffers function. As stated in the
  19.374 +documentation for the function "The contents of ancillary buffers are always 
  19.375 +undefined after calling eglSwapBuffers".
  19.376 +Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
  19.377 +is not possible for SDL as it requires EGL 1.4, available only on the API level
  19.378 +17+, so the only workaround available on this platform is to redraw the entire
  19.379 +screen each frame.
  19.380 +
  19.381 +Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
  19.382 +
  19.383 +================================================================================
  19.384 + Known issues
  19.385 +================================================================================
  19.386 +
  19.387 +- TODO. I'm sure there's a bunch more stuff I haven't thought of 
    20.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    20.2 +++ b/README-cmake.txt	Mon Aug 12 22:29:55 2013 -0400
    20.3 @@ -0,0 +1,31 @@
    20.4 +================================================================================
    20.5 +CMake build system for SDL (www.cmake.org)
    20.6 +================================================================================
    20.7 +
    20.8 +SDL's build system was traditionally based on autotools. Over time, this
    20.9 +approach has suffered from several issues across the different supported 
   20.10 +platforms.
   20.11 +To solve these problems, a new build system based on CMake is under development.
   20.12 +It works in parallel to the legacy system, so users can experiment with it
   20.13 +without complication.
   20.14 +While still experimental, the build system should be usable on the following
   20.15 +platforms:
   20.16 +    
   20.17 +    * FreeBSD
   20.18 +    * Linux
   20.19 +    * VS.NET 2010
   20.20 +    * MinGW and Msys
   20.21 +    * OS X with support for XCode
   20.22 +    
   20.23 +================================================================================
   20.24 +Usage
   20.25 +================================================================================
   20.26 +
   20.27 +Assuming the source for SDL is located at ~/sdl
   20.28 +
   20.29 +cd ~
   20.30 +mkdir build
   20.31 +cd build
   20.32 +cmake ../sdl
   20.33 +
   20.34 +This will build the static and dynamic versions of SDL in the ~/build directory.
    21.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    21.2 +++ b/README-directfb.txt	Mon Aug 12 22:29:55 2013 -0400
    21.3 @@ -0,0 +1,106 @@
    21.4 +SDL on DirectFB
    21.5 +
    21.6 +Supports:
    21.7 +
    21.8 +- Hardware YUV overlays
    21.9 +- OpenGL - software only
   21.10 +- 2D/3D accelerations (depends on directfb driver)
   21.11 +- multiple displays
   21.12 +- windows
   21.13 +
   21.14 +What you need:
   21.15 +
   21.16 +DirectFB 1.0.1, 1.2.x, 1.3.0
   21.17 +Kernel-Framebuffer support: required: vesafb, radeonfb .... 
   21.18 +Mesa 7.0.x	   - optional for OpenGL
   21.19 +
   21.20 +/etc/directfbrc
   21.21 +
   21.22 +This file should contain the following lines to make
   21.23 +your joystick work and avoid crashes:
   21.24 +------------------------
   21.25 +disable-module=joystick
   21.26 +disable-module=cle266
   21.27 +disable-module=cyber5k
   21.28 +no-linux-input-grab
   21.29 +------------------------
   21.30 +
   21.31 +To disable to use x11 backend when DISPLAY variable is found use
   21.32 +
   21.33 +export SDL_DIRECTFB_X11_CHECK=0
   21.34 +
   21.35 +To disable the use of linux input devices, i.e. multimice/multikeyboard support,
   21.36 +use
   21.37 +
   21.38 +export SDL_DIRECTFB_LINUX_INPUT=0
   21.39 +
   21.40 +To use hardware accelerated YUV-overlays for YUV-textures, use:
   21.41 +
   21.42 +export SDL_DIRECTFB_YUV_DIRECT=1
   21.43 +
   21.44 +This is disabled by default. It will only support one 
   21.45 +YUV texture, namely the first. Every other YUV texture will be
   21.46 +rendered in software.
   21.47 +
   21.48 +In addition, you may use (directfb-1.2.x)
   21.49 +
   21.50 +export SDL_DIRECTFB_YUV_UNDERLAY=1
   21.51 +
   21.52 +to make the YUV texture an underlay. This will make the cursor to
   21.53 +be shown.
   21.54 +
   21.55 +Simple Window Manager
   21.56 +=====================
   21.57 +
   21.58 +The driver has support for a very, very basic window manager you may
   21.59 +want to use when running with "wm=default". Use
   21.60 +
   21.61 +export SDL_DIRECTFB_WM=1
   21.62 +
   21.63 +to enable basic window borders. In order to have the window title rendered,
   21.64 +you need to have the following font installed:
   21.65 +
   21.66 +/usr/share/fonts/truetype/freefont/FreeSans.ttf
   21.67 +
   21.68 +OpenGL Support
   21.69 +==============
   21.70 +
   21.71 +The following instructions will give you *software* OpenGL. However this
   21.72 +works at least on all directfb supported platforms.
   21.73 +
   21.74 +As of this writing 20100802 you need to pull Mesa from git and do the following:
   21.75 +
   21.76 +------------------------
   21.77 +git clone git://anongit.freedesktop.org/git/mesa/mesa
   21.78 +cd mesa 
   21.79 +git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
   21.80 +------------------------
   21.81 +
   21.82 +Edit configs/linux-directfb so that the Directories-section looks like
   21.83 +------------------------
   21.84 +# Directories
   21.85 +SRC_DIRS     = mesa glu 
   21.86 +GLU_DIRS     = sgi
   21.87 +DRIVER_DIRS  = directfb
   21.88 +PROGRAM_DIRS = 
   21.89 +------------------------
   21.90 +
   21.91 +make linux-directfb
   21.92 +make
   21.93 +
   21.94 +echo Installing - please enter sudo pw.
   21.95 +
   21.96 +sudo make install INSTALL_DIR=/usr/local/dfb_GL
   21.97 +cd src/mesa/drivers/directfb
   21.98 +make
   21.99 +sudo make install INSTALL_DIR=/usr/local/dfb_GL
  21.100 +------------------------
  21.101 +
  21.102 +To run the SDL - testprograms:
  21.103 +
  21.104 +export SDL_VIDEODRIVER=directfb
  21.105 +export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
  21.106 +export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
  21.107 +
  21.108 +./testgl
  21.109 +
    22.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    22.2 +++ b/README-gesture.txt	Mon Aug 12 22:29:55 2013 -0400
    22.3 @@ -0,0 +1,72 @@
    22.4 +===========================================================================
    22.5 +Dollar Gestures
    22.6 +===========================================================================
    22.7 +SDL Provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
    22.8 +
    22.9 +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. 
   22.10 +
   22.11 +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.
   22.12 +
   22.13 +Recording:
   22.14 +----------
   22.15 +To begin recording on a touch device call:
   22.16 +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.
   22.17 +
   22.18 +Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
   22.19 +A SDL_DOLLARRECORD event is a dgesture with the following fields:
   22.20 +
   22.21 +event.dgesture.touchId   - the Id of the touch used to record the gesture.
   22.22 +event.dgesture.gestureId - the unique id of the recorded gesture.
   22.23 +
   22.24 +
   22.25 +Performing:
   22.26 +-----------
   22.27 +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:
   22.28 +
   22.29 +event.dgesture.touchId    - the Id of the touch which performed the gesture.
   22.30 +event.dgesture.gestureId  - the unique id of the closest gesture to the performed stroke.
   22.31 +event.dgesture.error      - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
   22.32 +event.dgesture.numFingers - the number of fingers used to draw the stroke.
   22.33 +
   22.34 +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).
   22.35 +
   22.36 +
   22.37 +
   22.38 +Saving:
   22.39 +-------
   22.40 +To save a template, call SDL_SaveDollarTemplate(gestureId, src) where gestureId is the id of the gesture you want to save, and src is an SDL_RWops pointer to the file where the gesture will be stored.
   22.41 +
   22.42 +To save all currently loaded templates, call SDL_SaveAllDollarTemplates(src) where source is an SDL_RWops pointer to the file where the gesture will be stored.
   22.43 +
   22.44 +Both functions return the number of gestures successfully saved.
   22.45 +
   22.46 +
   22.47 +Loading:
   22.48 +--------
   22.49 +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. 
   22.50 +
   22.51 +SDL_LoadDollarTemplates returns the number of templates successfully loaded.
   22.52 +
   22.53 +
   22.54 +
   22.55 +===========================================================================
   22.56 +Multi Gestures
   22.57 +===========================================================================
   22.58 +SDL provides simple support for pinch/rotate/swipe gestures. 
   22.59 +Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
   22.60 +
   22.61 +event.mgesture.touchId - the Id of the touch on which the gesture was performed.
   22.62 +event.mgesture.x       - the normalized x coordinate of the gesture. (0..1)
   22.63 +event.mgesture.y       - the normalized y coordinate of the gesture. (0..1)
   22.64 +event.mgesture.dTheta  - the amount that the fingers rotated during this motion.
   22.65 +event.mgesture.dDist   - the amount that the fingers pinched during this motion.
   22.66 +event.mgesture.numFingers - the number of fingers used in the gesture.
   22.67 +
   22.68 +
   22.69 +===========================================================================
   22.70 +Notes
   22.71 +===========================================================================
   22.72 +For a complete example see test/testgesture.c
   22.73 +
   22.74 +Please direct questions/comments to:
   22.75 +   jim.tla+sdl_touch@gmail.com
    23.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    23.2 +++ b/README-hg.txt	Mon Aug 12 22:29:55 2013 -0400
    23.3 @@ -0,0 +1,23 @@
    23.4 +The latest development version of SDL is available via Mercurial.
    23.5 +Mercurial allows you to get up-to-the-minute fixes and enhancements;
    23.6 +as a developer works on a source tree, you can use "hg" to mirror that
    23.7 +source tree instead of waiting for an official release. Please look
    23.8 +at the Mercurial website ( http://mercurial.selenic.com/ ) for more
    23.9 +information on using hg, where you can also download software for
   23.10 +Mac OS X, Windows, and Unix systems.
   23.11 +
   23.12 +  hg clone http://hg.libsdl.org/SDL
   23.13 +
   23.14 +If you are building SDL with an IDE, you will need to copy the file
   23.15 +include/SDL_config.h.default to include/SDL_config.h before building.
   23.16 +
   23.17 +If you are building SDL via configure, you will need to run autogen.sh
   23.18 +before running configure.
   23.19 +
   23.20 +There is a web interface to the subversion repository at:
   23.21 +
   23.22 +	http://hg.libsdl.org/SDL/
   23.23 +
   23.24 +There is an RSS feed available at that URL, for those that want to
   23.25 +track commits in real time.
   23.26 +
    24.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    24.2 +++ b/README-ios.txt	Mon Aug 12 22:29:55 2013 -0400
    24.3 @@ -0,0 +1,222 @@
    24.4 +==============================================================================
    24.5 +Building the Simple DirectMedia Layer for iPhone OS 2.0
    24.6 +==============================================================================
    24.7 +
    24.8 +Requirements: Mac OS X v10.5 or later and the iPhone SDK.
    24.9 +
   24.10 +Instructions:
   24.11 +1.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in XCode.
   24.12 +2.  Select your desired target, and hit build.
   24.13 +
   24.14 +There are three build targets:
   24.15 +- libSDL.a:
   24.16 +	Build SDL as a statically linked library
   24.17 +- testsdl
   24.18 +	Build a test program (there are known test failures which are fine)
   24.19 +- Template:
   24.20 +	Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers.  The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
   24.21 +
   24.22 +==============================================================================
   24.23 +Build SDL for iOS from the command line
   24.24 +==============================================================================
   24.25 +
   24.26 +1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
   24.27 +2. ./iosbuild.sh
   24.28 +
   24.29 +If everything goes fine, you should see a build/ios directory, inside there's
   24.30 +two directories "lib" and "include". 
   24.31 +"include" contains a copy of the SDL headers that you'll need for your project,
   24.32 +make sure to configure XCode to look for headers there.
   24.33 +"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both 
   24.34 +to your XCode project. These libraries contain three architectures in them,
   24.35 +armv6 for legacy devices, armv7, and i386 (for the simulator).
   24.36 +By default, iosbuild.sh will autodetect the SDK version you have installed using 
   24.37 +xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour 
   24.38 +by setting the MIN_OS_VERSION variable, ie:
   24.39 +
   24.40 +MIN_OS_VERSION=4.2 ./iosbuild.sh
   24.41 +
   24.42 +==============================================================================
   24.43 +Using the Simple DirectMedia Layer for iOS
   24.44 +==============================================================================
   24.45 +
   24.46 +FIXME: This needs to be updated for the latest methods
   24.47 +
   24.48 +Here is the easiest method:
   24.49 +1.  Build the SDL libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template.
   24.50 +1.  Install the iPhone SDL Application template by copying it to one of XCode's template directories.  I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/XCode/Project Templates/" and placing it there.
   24.51 +2.  Start a new project using the template.  The project should be immediately ready for use with SDL.
   24.52 +
   24.53 +Here is a more manual method:
   24.54 +1.  Create a new iPhone view based application.
   24.55 +2.  Build the SDL static libraries (libSDL.a and libSDLSimulator.a) for iPhone and include them in your project.  XCode will ignore the library that is not currently of the correct architecture, hence your app will work both on iPhone and in the iPhone Simulator.
   24.56 +3.  Include the SDL header files in your project.
   24.57 +4.  Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate.  Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically.
   24.58 +5.  Delete the contents of main.m and program your app as a regular SDL program instead.  You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
   24.59 +
   24.60 +==============================================================================
   24.61 +Notes -- Application events
   24.62 +==============================================================================
   24.63 +
   24.64 +On iOS the application goes through a fixed life cycle and you will get
   24.65 +notifications of state changes via application events. When these events
   24.66 +are delivered you must handle them in an event callback because the OS may
   24.67 +not give you any processing time after the events are delivered.
   24.68 +
   24.69 +e.g.
   24.70 +
   24.71 +int HandleAppEvents(void *userdata, SDL_Event *event)
   24.72 +{
   24.73 +    switch (event->type)
   24.74 +    {
   24.75 +    case SDL_APP_TERMINATING:
   24.76 +        /* Terminate the app.
   24.77 +           Shut everything down before returning from this function.
   24.78 +        */
   24.79 +        return 0;
   24.80 +    case SDL_APP_LOWMEMORY:
   24.81 +        /* You will get this when your app is paused and iOS wants more memory.
   24.82 +           Release as much memory as possible.
   24.83 +        */
   24.84 +        return 0;
   24.85 +    case SDL_APP_WILLENTERBACKGROUND:
   24.86 +        /* Prepare your app to go into the background.  Stop loops, etc.
   24.87 +           This gets called when the user hits the home button, or gets a call.
   24.88 +        */
   24.89 +        return 0;
   24.90 +    case SDL_APP_DIDENTERBACKGROUND:
   24.91 +        /* This will get called if the user accepted whatever sent your app to the background.
   24.92 +           If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
   24.93 +           When you get this, you have 5 seconds to save all your state or the app will be terminated.
   24.94 +           Your app is NOT active at this point.
   24.95 +        */
   24.96 +        return 0;
   24.97 +    case SDL_APP_WILLENTERFOREGROUND:
   24.98 +        /* This call happens when your app is coming back to the foreground.
   24.99 +           Restore all your state here.
  24.100 +        */
  24.101 +        return 0;
  24.102 +    case SDL_APP_DIDENTERFOREGROUND:
  24.103 +        /* Restart your loops here.
  24.104 +           Your app is interactive and getting CPU again.
  24.105 +        */
  24.106 +        return 0;
  24.107 +    default:
  24.108 +        /* No special processing, add it to the event queue */
  24.109 +        return 1;
  24.110 +    }
  24.111 +}
  24.112 +
  24.113 +int main(int argc, char *argv[])
  24.114 +{
  24.115 +    SDL_SetEventFilter(HandleAppEvents, NULL);
  24.116 +
  24.117 +    ... run your main loop
  24.118 +
  24.119 +    return 0;
  24.120 +}
  24.121 +
  24.122 +    
  24.123 +==============================================================================
  24.124 +Notes -- Accelerometer as Joystick
  24.125 +==============================================================================
  24.126 +
  24.127 +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.
  24.128 +
  24.129 +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.
  24.130 +
  24.131 +==============================================================================
  24.132 +Notes -- OpenGL ES
  24.133 +==============================================================================
  24.134 +
  24.135 +Your SDL application for iPhone uses OpenGL ES for video by default.
  24.136 +
  24.137 +OpenGL ES for iPhone 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.
  24.138 +
  24.139 +If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
  24.140 +
  24.141 +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 1.
  24.142 +
  24.143 +==============================================================================
  24.144 +Notes -- Keyboard
  24.145 +==============================================================================
  24.146 +
  24.147 +The SDL keyboard API has been extended to support on-screen keyboards:
  24.148 +
  24.149 +void SDL_StartTextInput()
  24.150 +	-- enables text events and reveals the onscreen keyboard.
  24.151 +void SDL_StopTextInput()
  24.152 +	-- disables text events and hides the onscreen keyboard.
  24.153 +SDL_bool SDL_IsTextInputActive()
  24.154 +	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
  24.155 +
  24.156 +==============================================================================
  24.157 +Notes -- Reading and Writing files
  24.158 +==============================================================================
  24.159 +
  24.160 +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.
  24.161 +
  24.162 +Once your application is installed its directory tree looks like:
  24.163 +
  24.164 +MySDLApp Home/
  24.165 +	MySDLApp.app
  24.166 +	Documents/
  24.167 +	Library/
  24.168 +		Preferences/
  24.169 +	tmp/
  24.170 +
  24.171 +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".  
  24.172 +
  24.173 +More information on this subject is available here:
  24.174 +http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
  24.175 +
  24.176 +==============================================================================
  24.177 +Notes -- iPhone SDL limitations
  24.178 +==============================================================================
  24.179 +
  24.180 +Windows:
  24.181 +	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).
  24.182 +
  24.183 +Textures:
  24.184 +	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
  24.185 +
  24.186 +Loading Shared Objects:
  24.187 +	This is disabled by default since it seems to break the terms of the iPhone SDK agreement.  It can be re-enabled in SDL_config_iphoneos.h.
  24.188 +
  24.189 +==============================================================================
  24.190 +Game Center 
  24.191 +==============================================================================
  24.192 +
  24.193 +Game Center integration requires 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:
  24.194 +    
  24.195 +int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
  24.196 +
  24.197 +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.
  24.198 +
  24.199 +e.g.
  24.200 +
  24.201 +extern "C"
  24.202 +void ShowFrame(void*)
  24.203 +{
  24.204 +    ... do event handling, frame logic and rendering
  24.205 +}
  24.206 +
  24.207 +int main(int argc, char *argv[])
  24.208 +{
  24.209 +   ... initialize game ...
  24.210 +
  24.211 +#if __IPHONEOS__
  24.212 +        // Initialize the Game Center for scoring and matchmaking
  24.213 +        InitGameCenter();
  24.214 +
  24.215 +        // Set up the game to run in the window animation callback on iOS
  24.216 +        // so that Game Center and so forth works correctly.
  24.217 +        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
  24.218 +#else
  24.219 +        while ( running ) {
  24.220 +                ShowFrame(0);
  24.221 +                DelayFrame();
  24.222 +        }
  24.223 +#endif
  24.224 +        return 0;
  24.225 +}
    25.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    25.2 +++ b/README-macosx.txt	Mon Aug 12 22:29:55 2013 -0400
    25.3 @@ -0,0 +1,186 @@
    25.4 +==============================================================================
    25.5 +Using the Simple DirectMedia Layer with Mac OS X
    25.6 +==============================================================================
    25.7 +
    25.8 +These instructions are for people using Apple's Mac OS X (pronounced
    25.9 +"ten").
   25.10 +
   25.11 +From the developer's point of view, OS X is a sort of hybrid Mac and
   25.12 +Unix system, and you have the option of using either traditional
   25.13 +command line tools or Apple's IDE Xcode.
   25.14 +
   25.15 +To build SDL using the command line, use the standard configure and make
   25.16 +process:
   25.17 +
   25.18 +	./configure
   25.19 +	make
   25.20 +	sudo make install
   25.21 +
   25.22 +You can also build SDL as a Universal library (a single binary for both
   25.23 +PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
   25.24 +the fatbuild.sh script in build-scripts:
   25.25 +	sh build-scripts/fatbuild.sh
   25.26 +	sudo build-scripts/fatbuild.sh install
   25.27 +This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
   25.28 +ABI compatibility on Intel architectures.  For best compatibility you
   25.29 +should compile your application the same way.  A script which wraps
   25.30 +gcc to make this easy is provided in test/gcc-fat.sh
   25.31 +
   25.32 +To use the library once it's built, you essential have two possibilities:
   25.33 +use the traditional autoconf/automake/make method, or use Xcode.
   25.34 +
   25.35 +==============================================================================
   25.36 +Using the Simple DirectMedia Layer with a traditional Makefile
   25.37 +==============================================================================
   25.38 +
   25.39 +An existing autoconf/automake build system for your SDL app has good chances
   25.40 +to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
   25.41 +that you can distribute to users, you need to put the generated binary into a
   25.42 +so called "bundle", which basically is a fancy folder with a name like
   25.43 +"MyCoolGame.app".
   25.44 +
   25.45 +To get this build automatically, add something like the following rule to
   25.46 +your Makefile.am:
   25.47 +
   25.48 +bundle_contents = APP_NAME.app/Contents
   25.49 +APP_NAME_bundle: EXE_NAME
   25.50 +	mkdir -p $(bundle_contents)/MacOS
   25.51 +	mkdir -p $(bundle_contents)/Resources
   25.52 +	echo "APPL????" > $(bundle_contents)/PkgInfo
   25.53 +	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
   25.54 +
   25.55 +You should replace EXE_NAME with the name of the executable. APP_NAME is what
   25.56 +will be visible to the user in the Finder. Usually it will be the same
   25.57 +as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
   25.58 +usually is "TestGame". You might also want to use @PACKAGE@ to use the package
   25.59 +name as specified in your configure.in file.
   25.60 +
   25.61 +If your project builds more than one application, you will have to do a bit
   25.62 +more. For each of your target applications, you need a separate rule.
   25.63 +
   25.64 +If you want the created bundles to be installed, you may want to add this
   25.65 +rule to your Makefile.am:
   25.66 +
   25.67 +install-exec-hook: APP_NAME_bundle
   25.68 +	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
   25.69 +	mkdir -p $(DESTDIR)$(prefix)/Applications/
   25.70 +	cp -r $< /$(DESTDIR)$(prefix)Applications/
   25.71 +
   25.72 +This rule takes the Bundle created by the rule from step 3 and installs them
   25.73 +into $(DESTDIR)$(prefix)/Applications/.
   25.74 +
   25.75 +Again, if you want to install multiple applications, you will have to augment
   25.76 +the make rule accordingly.
   25.77 +
   25.78 +
   25.79 +But beware! That is only part of the story! With the above, you end up with
   25.80 +a bare bone .app bundle, which is double clickable from the Finder. But
   25.81 +there are some more things you should do before shipping your product...
   25.82 +
   25.83 +1) The bundle right now probably is dynamically linked against SDL. That 
   25.84 +   means that when you copy it to another computer, *it will not run*,
   25.85 +   unless you also install SDL on that other computer. A good solution
   25.86 +   for this dilemma is to static link against SDL. On OS X, you can
   25.87 +   achieve that by linking against the libraries listed by
   25.88 +     sdl-config --static-libs
   25.89 +   instead of those listed by
   25.90 +     sdl-config --libs
   25.91 +   Depending on how exactly SDL is integrated into your build systems, the
   25.92 +   way to achieve that varies, so I won't describe it here in detail
   25.93 +2) Add an 'Info.plist' to your application. That is a special XML file which
   25.94 +   contains some meta-information about your application (like some copyright
   25.95 +   information, the version of your app, the name of an optional icon file,
   25.96 +   and other things). Part of that information is displayed by the Finder
   25.97 +   when you click on the .app, or if you look at the "Get Info" window.
   25.98 +   More information about Info.plist files can be found on Apple's homepage.
   25.99 +
  25.100 +
  25.101 +As a final remark, let me add that I use some of the techniques (and some
  25.102 +variations of them) in Exult and ScummVM; both are available in source on
  25.103 +the net, so feel free to take a peek at them for inspiration!
  25.104 +
  25.105 +
  25.106 +==============================================================================
  25.107 +Using the Simple DirectMedia Layer with Xcode
  25.108 +==============================================================================
  25.109 +
  25.110 +These instructions are for using Apple's Xcode IDE to build SDL applications.
  25.111 +
  25.112 +- First steps
  25.113 +
  25.114 +The first thing to do is to unpack the Xcode.tar.gz archive in the
  25.115 +top level SDL directory (where the Xcode.tar.gz archive resides).
  25.116 +Because Stuffit Expander will unpack the archive into a subdirectory,
  25.117 +you should unpack the archive manually from the command line:
  25.118 +	cd [path_to_SDL_source]
  25.119 +	tar zxf Xcode.tar.gz
  25.120 +This will create a new folder called Xcode, which you can browse
  25.121 +normally from the Finder.
  25.122 +
  25.123 +- Building the Framework
  25.124 +
  25.125 +The SDL Library is packaged as a framework bundle, an organized
  25.126 +relocatable folder hierarchy of executable code, interface headers,
  25.127 +and additional resources. For practical purposes, you can think of a 
  25.128 +framework as a more user and system-friendly shared library, whose library
  25.129 +file behaves more or less like a standard UNIX shared library.
  25.130 +
  25.131 +To build the framework, simply open the framework project and build it. 
  25.132 +By default, the framework bundle "SDL.framework" is installed in 
  25.133 +/Library/Frameworks. Therefore, the testers and project stationary expect
  25.134 +it to be located there. However, it will function the same in any of the
  25.135 +following locations:
  25.136 +
  25.137 +    ~/Library/Frameworks
  25.138 +    /Local/Library/Frameworks
  25.139 +    /System/Library/Frameworks
  25.140 +
  25.141 +- Build Options
  25.142 +    There are two "Build Styles" (See the "Targets" tab) for SDL.
  25.143 +    "Deployment" should be used if you aren't tweaking the SDL library.
  25.144 +    "Development" should be used to debug SDL apps or the library itself.
  25.145 +
  25.146 +- Building the Testers
  25.147 +    Open the SDLTest project and build away!
  25.148 +
  25.149 +- Using the Project Stationary
  25.150 +    Copy the stationary to the indicated folders to access it from
  25.151 +    the "New Project" and "Add target" menus. What could be easier?
  25.152 +
  25.153 +- Setting up a new project by hand
  25.154 +    Some of you won't want to use the Stationary so I'll give some tips:
  25.155 +    * Create a new "Cocoa Application"
  25.156 +    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
  25.157 +    * Remove "main.c" from your project
  25.158 +    * Remove "MainMenu.nib" from your project
  25.159 +    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
  25.160 +    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
  25.161 +    * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
  25.162 +    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
  25.163 +    * Add your files
  25.164 +    * Clean and build
  25.165 +
  25.166 +- Building from command line
  25.167 +    Use pbxbuild in the same directory as your .pbproj file
  25.168 +
  25.169 +- Running your app
  25.170 +    You can send command line args to your app by either invoking it from
  25.171 +    the command line (in *.app/Contents/MacOS) or by entering them in the
  25.172 +    "Executables" panel of the target settings.
  25.173 +    
  25.174 +- Implementation Notes
  25.175 +    Some things that may be of interest about how it all works...
  25.176 +    * Working directory
  25.177 +        As defined in the SDL_main.m file, the working directory of your SDL app
  25.178 +        is by default set to its parent. You may wish to change this to better
  25.179 +        suit your needs.
  25.180 +    * You have a Cocoa App!
  25.181 +        Your SDL app is essentially a Cocoa application. When your app
  25.182 +        starts up and the libraries finish loading, a Cocoa procedure is called,
  25.183 +        which sets up the working directory and calls your main() method.
  25.184 +        You are free to modify your Cocoa app with generally no consequence 
  25.185 +        to SDL. You cannot, however, easily change the SDL window itself.
  25.186 +        Functionality may be added in the future to help this.
  25.187 +
  25.188 +
  25.189 +Known bugs are listed in the file "BUGS"
    26.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    26.2 +++ b/README-pandora.txt	Mon Aug 12 22:29:55 2013 -0400
    26.3 @@ -0,0 +1,16 @@
    26.4 +SDL 2.0 with open pandora console support ( http://openpandora.org/ )
    26.5 +=====================================================================
    26.6 +
    26.7 +- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
    26.8 +support to work on the pandora under the framebuffer. This driver do not have
    26.9 +input support for now, so if you use it you will have to add your own control code.
   26.10 +The video driver name is "pandora" so if you have problem running it from
   26.11 +the framebuffer, try to set the following variable before starting your application :
   26.12 +"export SDL_VIDEODRIVER=pandora"
   26.13 +
   26.14 +- OpenGL ES support was added to the x11 driver, so it's working like the normal
   26.15 +x11 driver one with OpenGLX support, with SDL input event's etc..
   26.16 +
   26.17 +
   26.18 +David Carr├ę (Cpasjuste)
   26.19 +cpasjuste@gmail.com
    27.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    27.2 +++ b/README-platforms.txt	Mon Aug 12 22:29:55 2013 -0400
    27.3 @@ -0,0 +1,30 @@
    27.4 +
    27.5 +This is a list of the platforms SDL supports, and who maintains them.
    27.6 +
    27.7 +Officially supported platforms
    27.8 +==============================
    27.9 +(code compiles, and thoroughly tested for release)
   27.10 +==============================
   27.11 +Windows XP/Vista/7/8
   27.12 +Mac OS X 10.5+
   27.13 +Linux 2.6+
   27.14 +iOS 5.1.1+
   27.15 +Android 2.3.3+
   27.16 +
   27.17 +Unofficially supported platforms
   27.18 +================================
   27.19 +(code compiles, but not thoroughly tested)
   27.20 +================================
   27.21 +FreeBSD
   27.22 +NetBSD
   27.23 +OpenBSD
   27.24 +Solaris
   27.25 +
   27.26 +Platforms supported by volunteers
   27.27 +=================================
   27.28 +Haiku - maintained by Axel D├Ârfler <axeld@pinc-software.de>
   27.29 +PSP - maintained by 527721088@qq.com
   27.30 +Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
   27.31 +
   27.32 +Platforms that need maintainers
   27.33 +===============================
    28.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    28.2 +++ b/README-porting.txt	Mon Aug 12 22:29:55 2013 -0400
    28.3 @@ -0,0 +1,61 @@
    28.4 +
    28.5 +* Porting To A New Platform
    28.6 +
    28.7 +  The first thing you have to do when porting to a new platform, is look at
    28.8 +include/SDL_platform.h and create an entry there for your operating system.
    28.9 +The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
   28.10 +Ideally SDL_platform.h will be able to auto-detect the system it's building
   28.11 +on based on C preprocessor symbols.
   28.12 +
   28.13 +There are two basic ways of building SDL at the moment:
   28.14 +
   28.15 +1. The "UNIX" way:  ./configure; make; make install
   28.16 +
   28.17 +   If you have a GNUish system, then you might try this.  Edit configure.in,
   28.18 +   take a look at the large section labelled:
   28.19 +	"Set up the configuration based on the target platform!"
   28.20 +   Add a section for your platform, and then re-run autogen.sh and build!
   28.21 +
   28.22 +2. Using an IDE:
   28.23 +
   28.24 +   If you're using an IDE or other non-configure build system, you'll probably
   28.25 +   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
   28.26 +   add a section for your platform, and create a custom SDL_config_{platform}.h,
   28.27 +   based on SDL_config.h.minimal and SDL_config.h.in
   28.28 +
   28.29 +   Add the top level include directory to the header search path, and then add
   28.30 +   the following sources to the project:
   28.31 +	src/*.c
   28.32 +	src/atomic/*.c
   28.33 +	src/audio/*.c
   28.34 +	src/cpuinfo/*.c
   28.35 +	src/events/*.c
   28.36 +	src/file/*.c
   28.37 +	src/haptic/*.c
   28.38 +	src/joystick/*.c
   28.39 +	src/power/*.c
   28.40 +	src/render/*.c
   28.41 +	src/stdlib/*.c
   28.42 +	src/thread/*.c
   28.43 +	src/timer/*.c
   28.44 +	src/video/*.c
   28.45 +	src/audio/disk/*.c
   28.46 +	src/audio/dummy/*.c
   28.47 +	src/video/dummy/*.c
   28.48 +	src/haptic/dummy/*.c
   28.49 +	src/joystick/dummy/*.c
   28.50 +	src/main/dummy/*.c
   28.51 +	src/thread/generic/*.c
   28.52 +	src/timer/dummy/*.c
   28.53 +	src/loadso/dummy/*.c
   28.54 +
   28.55 +
   28.56 +Once you have a working library without any drivers, you can go back to each
   28.57 +of the major subsystems and start implementing drivers for your platform.
   28.58 +
   28.59 +If you have any questions, don't hesitate to ask on the SDL mailing list:
   28.60 +	http://www.libsdl.org/mailing-list.php
   28.61 +
   28.62 +Enjoy!
   28.63 +	Sam Lantinga				(slouken@libsdl.org)
   28.64 +
    29.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    29.2 +++ b/README-psp.txt	Mon Aug 12 22:29:55 2013 -0400
    29.3 @@ -0,0 +1,17 @@
    29.4 +SDL port for the Sony PSP contributed by 
    29.5 +   Captian Lex 
    29.6 +
    29.7 +Credit to
    29.8 +   Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
    29.9 +   Geecko for his PSP GU lib "Glib2d"
   29.10 +
   29.11 +Building
   29.12 +--------
   29.13 +To build for the PSP, make sure psp-config is in the path and run:
   29.14 +   make -f Makefile.psp
   29.15 +
   29.16 +
   29.17 +
   29.18 +To Do
   29.19 +------
   29.20 +PSP Screen Keyboard
    30.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    30.2 +++ b/README-touch.txt	Mon Aug 12 22:29:55 2013 -0400
    30.3 @@ -0,0 +1,84 @@
    30.4 +===========================================================================
    30.5 +System Specific Notes
    30.6 +===========================================================================
    30.7 +Linux:
    30.8 +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 jim.tla+sdl_touch@gmail.com and I will help you get support for it.
    30.9 +
   30.10 +Mac:
   30.11 +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.
   30.12 +
   30.13 +iPhone: 
   30.14 +Works out of box.
   30.15 +
   30.16 +Windows:
   30.17 +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 jim.tla+sdl_touch@gmail.com
   30.18 +
   30.19 +===========================================================================
   30.20 +Events
   30.21 +===========================================================================
   30.22 +SDL_FINGERDOWN:
   30.23 +Sent when a finger (or stylus) is placed on a touch device.
   30.24 +Fields:
   30.25 +event.tfinger.touchId  - the Id of the touch device.
   30.26 +event.tfinger.fingerId - the Id of the finger which just went down.
   30.27 +event.tfinger.x        - the x coordinate of the touch (0..1)
   30.28 +event.tfinger.y        - the y coordinate of the touch (0..1)
   30.29 +event.tfinger.pressure - the pressure of the touch (0..1)
   30.30 +
   30.31 +SDL_FINGERMOTION:
   30.32 +Sent when a finger (or stylus) is moved on the touch device.
   30.33 +Fields:
   30.34 +Same as SDL_FINGERDOWN but with additional:
   30.35 +event.tfinger.dx       - change in x coordinate during this motion event.
   30.36 +event.tfinger.dy       - change in y coordinate during this motion event.
   30.37 +
   30.38 +SDL_FINGERUP:
   30.39 +Sent when a finger (or stylus) is lifted from the touch device.
   30.40 +Fields:
   30.41 +Same as SDL_FINGERDOWN.
   30.42 +
   30.43 +
   30.44 +===========================================================================
   30.45 +Functions
   30.46 +===========================================================================
   30.47 +SDL provides the ability to access the underlying Finger structures.
   30.48 +These structures should _never_ be modified.
   30.49 +
   30.50 +The following functions are included from SDL_touch.h
   30.51 +
   30.52 +To get a SDL_TouchID call SDL_GetTouchDevice(index).
   30.53 +This returns a SDL_TouchID.
   30.54 +IMPORTANT: If the touch has been removed, or there is no touch with the given ID, SDL_GetTouchID will return 0. Be sure to check for this!
   30.55 +
   30.56 +The number of touch devices can be queried with SDL_GetNumTouchDevices().
   30.57 +
   30.58 +A SDL_TouchID may be used to get pointers to SDL_Finger.
   30.59 +
   30.60 +SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
   30.61 +
   30.62 +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:
   30.63 +
   30.64 +      float x = event.tfinger.x;
   30.65 +      float y = event.tfinger.y;
   30.66 +
   30.67 +
   30.68 +
   30.69 +To get a SDL_Finger, call SDL_GetTouchFinger(touchID,index), where touchID is a SDL_TouchID, and index is the requested finger.
   30.70 +This returns a SDL_Finger*, or NULL if the finger does not exist, or has been removed.
   30.71 +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.
   30.72 +As a result, be very careful to check for NULL return values.
   30.73 +
   30.74 +A SDL_Finger has the following fields:
   30.75 +>x,y,pressure:
   30.76 +	The current coordinates of the touch.
   30.77 +>pressure:
   30.78 +	The pressure of the touch.
   30.79 +
   30.80 +===========================================================================
   30.81 +Notes
   30.82 +===========================================================================
   30.83 +For a complete example see test/testgesture.c
   30.84 +
   30.85 +Please direct questions/comments to:
   30.86 +   jim.tla+sdl_touch@gmail.com
   30.87 +   (original author, API was changed since)
    31.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    31.2 +++ b/README-wince.txt	Mon Aug 12 22:29:55 2013 -0400
    31.3 @@ -0,0 +1,9 @@
    31.4 +
    31.5 +Windows CE is no longer supported by SDL.
    31.6 +
    31.7 +We have left the CE support in SDL 1.2 for those that must have it, and we
    31.8 +will accept patches that support more modern Windows Mobile platforms for
    31.9 +SDL 2.0.
   31.10 +
   31.11 +--ryan.
   31.12 +
    32.1 --- a/README.DirectFB	Sat Jun 08 14:34:09 2013 -0400
    32.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    32.3 @@ -1,106 +0,0 @@
    32.4 -SDL on DirectFB
    32.5 -
    32.6 -Supports:
    32.7 -
    32.8 -- Hardware YUV overlays
    32.9 -- OpenGL - software only
   32.10 -- 2D/3D accelerations (depends on directfb driver)
   32.11 -- multiple displays
   32.12 -- windows
   32.13 -
   32.14 -What you need:
   32.15 -
   32.16 -DirectFB 1.0.1, 1.2.x, 1.3.0
   32.17 -Kernel-Framebuffer support: required: vesafb, radeonfb .... 
   32.18 -Mesa 7.0.x	   - optional for OpenGL
   32.19 -
   32.20 -/etc/directfbrc
   32.21 -
   32.22 -This file should contain the following lines to make
   32.23 -your joystick work and avoid crashes:
   32.24 -------------------------
   32.25 -disable-module=joystick
   32.26 -disable-module=cle266
   32.27 -disable-module=cyber5k
   32.28 -no-linux-input-grab
   32.29 -------------------------
   32.30 -
   32.31 -To disable to use x11 backend when DISPLAY variable is found use
   32.32 -
   32.33 -export SDL_DIRECTFB_X11_CHECK=0
   32.34 -
   32.35 -To disable the use of linux input devices, i.e. multimice/multikeyboard support,
   32.36 -use
   32.37 -
   32.38 -export SDL_DIRECTFB_LINUX_INPUT=0
   32.39 -
   32.40 -To use hardware accelerated YUV-overlays for YUV-textures, use:
   32.41 -
   32.42 -export SDL_DIRECTFB_YUV_DIRECT=1
   32.43 -
   32.44 -This is disabled by default. It will only support one 
   32.45 -YUV texture, namely the first. Every other YUV texture will be
   32.46 -rendered in software.
   32.47 -
   32.48 -In addition, you may use (directfb-1.2.x)
   32.49 -
   32.50 -export SDL_DIRECTFB_YUV_UNDERLAY=1
   32.51 -
   32.52 -to make the YUV texture an underlay. This will make the cursor to
   32.53 -be shown.
   32.54 -
   32.55 -Simple Window Manager
   32.56 -=====================
   32.57 -
   32.58 -The driver has support for a very, very basic window manager you may
   32.59 -want to use when running with "wm=default". Use
   32.60 -
   32.61 -export SDL_DIRECTFB_WM=1
   32.62 -
   32.63 -to enable basic window borders. In order to have the window title rendered,
   32.64 -you need to have the following font installed:
   32.65 -
   32.66 -/usr/share/fonts/truetype/freefont/FreeSans.ttf
   32.67 -
   32.68 -OpenGL Support
   32.69 -==============
   32.70 -
   32.71 -The following instructions will give you *software* OpenGL. However this
   32.72 -works at least on all directfb supported platforms.
   32.73 -
   32.74 -As of this writing 20100802 you need to pull Mesa from git and do the following:
   32.75 -
   32.76 -------------------------
   32.77 -git clone git://anongit.freedesktop.org/git/mesa/mesa
   32.78 -cd mesa 
   32.79 -git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
   32.80 -------------------------
   32.81 -
   32.82 -Edit configs/linux-directfb so that the Directories-section looks like
   32.83 -------------------------
   32.84 -# Directories
   32.85 -SRC_DIRS     = mesa glu 
   32.86 -GLU_DIRS     = sgi
   32.87 -DRIVER_DIRS  = directfb
   32.88 -PROGRAM_DIRS = 
   32.89 -------------------------
   32.90 -
   32.91 -make linux-directfb
   32.92 -make
   32.93 -
   32.94 -echo Installing - please enter sudo pw.
   32.95 -
   32.96 -sudo make install INSTALL_DIR=/usr/local/dfb_GL
   32.97 -cd src/mesa/drivers/directfb
   32.98 -make
   32.99 -sudo make install INSTALL_DIR=/usr/local/dfb_GL
  32.100 -------------------------
  32.101 -
  32.102 -To run the SDL - testprograms:
  32.103 -
  32.104 -export SDL_VIDEODRIVER=directfb
  32.105 -export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
  32.106 -export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
  32.107 -
  32.108 -./testgl
  32.109 -
    33.1 --- a/README.HG	Sat Jun 08 14:34:09 2013 -0400
    33.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    33.3 @@ -1,23 +0,0 @@
    33.4 -The latest development version of SDL is available via Mercurial.
    33.5 -Mercurial allows you to get up-to-the-minute fixes and enhancements;
    33.6 -as a developer works on a source tree, you can use "hg" to mirror that
    33.7 -source tree instead of waiting for an official release. Please look
    33.8 -at the Mercurial website ( http://mercurial.selenic.com/ ) for more
    33.9 -information on using hg, where you can also download software for
   33.10 -Mac OS X, Windows, and Unix systems.
   33.11 -
   33.12 -  hg clone http://hg.libsdl.org/SDL
   33.13 -
   33.14 -If you are building SDL with an IDE, you will need to copy the file
   33.15 -include/SDL_config.h.default to include/SDL_config.h before building.
   33.16 -
   33.17 -If you are building SDL via configure, you will need to run autogen.sh
   33.18 -before running configure.
   33.19 -
   33.20 -There is a web interface to the subversion repository at:
   33.21 -
   33.22 -	http://hg.libsdl.org/SDL/
   33.23 -
   33.24 -There is an RSS feed available at that URL, for those that want to
   33.25 -track commits in real time.
   33.26 -
    34.1 --- a/README.MacOSX	Sat Jun 08 14:34:09 2013 -0400
    34.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    34.3 @@ -1,186 +0,0 @@
    34.4 -==============================================================================
    34.5 -Using the Simple DirectMedia Layer with Mac OS X
    34.6 -==============================================================================
    34.7 -
    34.8 -These instructions are for people using Apple's Mac OS X (pronounced
    34.9 -"ten").
   34.10 -
   34.11 -From the developer's point of view, OS X is a sort of hybrid Mac and
   34.12 -Unix system, and you have the option of using either traditional
   34.13 -command line tools or Apple's IDE Xcode.
   34.14 -
   34.15 -To build SDL using the command line, use the standard configure and make
   34.16 -process:
   34.17 -
   34.18 -	./configure
   34.19 -	make
   34.20 -	sudo make install
   34.21 -
   34.22 -You can also build SDL as a Universal library (a single binary for both
   34.23 -PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
   34.24 -the fatbuild.sh script in build-scripts:
   34.25 -	sh build-scripts/fatbuild.sh
   34.26 -	sudo build-scripts/fatbuild.sh install
   34.27 -This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
   34.28 -ABI compatibility on Intel architectures.  For best compatibility you
   34.29 -should compile your application the same way.  A script which wraps
   34.30 -gcc to make this easy is provided in test/gcc-fat.sh
   34.31 -
   34.32 -To use the library once it's built, you essential have two possibilities:
   34.33 -use the traditional autoconf/automake/make method, or use Xcode.
   34.34 -
   34.35 -==============================================================================
   34.36 -Using the Simple DirectMedia Layer with a traditional Makefile
   34.37 -==============================================================================
   34.38 -
   34.39 -An existing autoconf/automake build system for your SDL app has good chances
   34.40 -to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
   34.41 -that you can distribute to users, you need to put the generated binary into a
   34.42 -so called "bundle", which basically is a fancy folder with a name like
   34.43 -"MyCoolGame.app".
   34.44 -
   34.45 -To get this build automatically, add something like the following rule to
   34.46 -your Makefile.am:
   34.47 -
   34.48 -bundle_contents = APP_NAME.app/Contents
   34.49 -APP_NAME_bundle: EXE_NAME
   34.50 -	mkdir -p $(bundle_contents)/MacOS
   34.51 -	mkdir -p $(bundle_contents)/Resources
   34.52 -	echo "APPL????" > $(bundle_contents)/PkgInfo
   34.53 -	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
   34.54 -
   34.55 -You should replace EXE_NAME with the name of the executable. APP_NAME is what
   34.56 -will be visible to the user in the Finder. Usually it will be the same
   34.57 -as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
   34.58 -usually is "TestGame". You might also want to use @PACKAGE@ to use the package
   34.59 -name as specified in your configure.in file.
   34.60 -
   34.61 -If your project builds more than one application, you will have to do a bit
   34.62 -more. For each of your target applications, you need a separate rule.
   34.63 -
   34.64 -If you want the created bundles to be installed, you may want to add this
   34.65 -rule to your Makefile.am:
   34.66 -
   34.67 -install-exec-hook: APP_NAME_bundle
   34.68 -	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
   34.69 -	mkdir -p $(DESTDIR)$(prefix)/Applications/
   34.70 -	cp -r $< /$(DESTDIR)$(prefix)Applications/
   34.71 -
   34.72 -This rule takes the Bundle created by the rule from step 3 and installs them
   34.73 -into $(DESTDIR)$(prefix)/Applications/.
   34.74 -
   34.75 -Again, if you want to install multiple applications, you will have to augment
   34.76 -the make rule accordingly.
   34.77 -
   34.78 -
   34.79 -But beware! That is only part of the story! With the above, you end up with
   34.80 -a bare bone .app bundle, which is double clickable from the Finder. But
   34.81 -there are some more things you should do before shipping your product...
   34.82 -
   34.83 -1) The bundle right now probably is dynamically linked against SDL. That 
   34.84 -   means that when you copy it to another computer, *it will not run*,
   34.85 -   unless you also install SDL on that other computer. A good solution
   34.86 -   for this dilemma is to static link against SDL. On OS X, you can
   34.87 -   achieve that by linking against the libraries listed by
   34.88 -     sdl-config --static-libs
   34.89 -   instead of those listed by
   34.90 -     sdl-config --libs
   34.91 -   Depending on how exactly SDL is integrated into your build systems, the
   34.92 -   way to achieve that varies, so I won't describe it here in detail
   34.93 -2) Add an 'Info.plist' to your application. That is a special XML file which
   34.94 -   contains some meta-information about your application (like some copyright
   34.95 -   information, the version of your app, the name of an optional icon file,
   34.96 -   and other things). Part of that information is displayed by the Finder
   34.97 -   when you click on the .app, or if you look at the "Get Info" window.
   34.98 -   More information about Info.plist files can be found on Apple's homepage.
   34.99 -
  34.100 -
  34.101 -As a final remark, let me add that I use some of the techniques (and some
  34.102 -variations of them) in Exult and ScummVM; both are available in source on
  34.103 -the net, so feel free to take a peek at them for inspiration!
  34.104 -
  34.105 -
  34.106 -==============================================================================
  34.107 -Using the Simple DirectMedia Layer with Xcode
  34.108 -==============================================================================
  34.109 -
  34.110 -These instructions are for using Apple's Xcode IDE to build SDL applications.
  34.111 -
  34.112 -- First steps
  34.113 -
  34.114 -The first thing to do is to unpack the Xcode.tar.gz archive in the
  34.115 -top level SDL directory (where the Xcode.tar.gz archive resides).
  34.116 -Because Stuffit Expander will unpack the archive into a subdirectory,
  34.117 -you should unpack the archive manually from the command line:
  34.118 -	cd [path_to_SDL_source]
  34.119 -	tar zxf Xcode.tar.gz
  34.120 -This will create a new folder called Xcode, which you can browse
  34.121 -normally from the Finder.
  34.122 -
  34.123 -- Building the Framework
  34.124 -
  34.125 -The SDL Library is packaged as a framework bundle, an organized
  34.126 -relocatable folder hierarchy of executable code, interface headers,
  34.127 -and additional resources. For practical purposes, you can think of a 
  34.128 -framework as a more user and system-friendly shared library, whose library
  34.129 -file behaves more or less like a standard UNIX shared library.
  34.130 -
  34.131 -To build the framework, simply open the framework project and build it. 
  34.132 -By default, the framework bundle "SDL.framework" is installed in 
  34.133 -/Library/Frameworks. Therefore, the testers and project stationary expect
  34.134 -it to be located there. However, it will function the same in any of the
  34.135 -following locations:
  34.136 -
  34.137 -    ~/Library/Frameworks
  34.138 -    /Local/Library/Frameworks
  34.139 -    /System/Library/Frameworks
  34.140 -
  34.141 -- Build Options
  34.142 -    There are two "Build Styles" (See the "Targets" tab) for SDL.
  34.143 -    "Deployment" should be used if you aren't tweaking the SDL library.
  34.144 -    "Development" should be used to debug SDL apps or the library itself.
  34.145 -
  34.146 -- Building the Testers
  34.147 -    Open the SDLTest project and build away!
  34.148 -
  34.149 -- Using the Project Stationary
  34.150 -    Copy the stationary to the indicated folders to access it from
  34.151 -    the "New Project" and "Add target" menus. What could be easier?
  34.152 -
  34.153 -- Setting up a new project by hand
  34.154 -    Some of you won't want to use the Stationary so I'll give some tips:
  34.155 -    * Create a new "Cocoa Application"
  34.156 -    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
  34.157 -    * Remove "main.c" from your project
  34.158 -    * Remove "MainMenu.nib" from your project
  34.159 -    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
  34.160 -    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
  34.161 -    * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
  34.162 -    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
  34.163 -    * Add your files
  34.164 -    * Clean and build
  34.165 -
  34.166 -- Building from command line
  34.167 -    Use pbxbuild in the same directory as your .pbproj file
  34.168 -
  34.169 -- Running your app
  34.170 -    You can send command line args to your app by either invoking it from
  34.171 -    the command line (in *.app/Contents/MacOS) or by entering them in the
  34.172 -    "Executables" panel of the target settings.
  34.173 -    
  34.174 -- Implementation Notes
  34.175 -    Some things that may be of interest about how it all works...
  34.176 -    * Working directory
  34.177 -        As defined in the SDL_main.m file, the working directory of your SDL app
  34.178 -        is by default set to its parent. You may wish to change this to better
  34.179 -        suit your needs.
  34.180 -    * You have a Cocoa App!
  34.181 -        Your SDL app is essentially a Cocoa application. When your app
  34.182 -        starts up and the libraries finish loading, a Cocoa procedure is called,
  34.183 -        which sets up the working directory and calls your main() method.
  34.184 -        You are free to modify your Cocoa app with generally no consequence 
  34.185 -        to SDL. You cannot, however, easily change the SDL window itself.
  34.186 -        Functionality may be added in the future to help this.
  34.187 -
  34.188 -
  34.189 -Known bugs are listed in the file "BUGS"
    35.1 --- a/README.Platforms	Sat Jun 08 14:34:09 2013 -0400
    35.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    35.3 @@ -1,32 +0,0 @@
    35.4 -
    35.5 -This is a list of the platforms SDL supports, and who maintains them.
    35.6 -
    35.7 -Officially supported platforms
    35.8 -==============================
    35.9 -(code compiles, and thoroughly tested for release)
   35.10 -==============================
   35.11 -Windows XP
   35.12 -Windows Vista
   35.13 -Windows 7
   35.14 -Mac OS X 10.4+
   35.15 -Linux 2.6+
   35.16 -iOS 3.1.3+
   35.17 -Android 2.3.3+
   35.18 -
   35.19 -Unofficially supported platforms
   35.20 -================================
   35.21 -(code compiles, but not thoroughly tested)
   35.22 -================================
   35.23 -FreeBSD
   35.24 -NetBSD
   35.25 -OpenBSD
   35.26 -Solaris
   35.27 -
   35.28 -Platforms supported by volunteers
   35.29 -=================================
   35.30 -Haiku - maintained by Axel D├Ârfler <axeld@pinc-software.de>
   35.31 -PSP - maintained by 527721088@qq.com
   35.32 -Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
   35.33 -
   35.34 -Platforms that need maintainers
   35.35 -===============================
    36.1 --- a/README.Porting	Sat Jun 08 14:34:09 2013 -0400
    36.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    36.3 @@ -1,61 +0,0 @@
    36.4 -
    36.5 -* Porting To A New Platform
    36.6 -
    36.7 -  The first thing you have to do when porting to a new platform, is look at
    36.8 -include/SDL_platform.h and create an entry there for your operating system.
    36.9 -The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
   36.10 -Ideally SDL_platform.h will be able to auto-detect the system it's building
   36.11 -on based on C preprocessor symbols.
   36.12 -
   36.13 -There are two basic ways of building SDL at the moment:
   36.14 -
   36.15 -1. The "UNIX" way:  ./configure; make; make install
   36.16 -
   36.17 -   If you have a GNUish system, then you might try this.  Edit configure.in,
   36.18 -   take a look at the large section labelled:
   36.19 -	"Set up the configuration based on the target platform!"
   36.20 -   Add a section for your platform, and then re-run autogen.sh and build!
   36.21 -
   36.22 -2. Using an IDE:
   36.23 -
   36.24 -   If you're using an IDE or other non-configure build system, you'll probably
   36.25 -   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
   36.26 -   add a section for your platform, and create a custom SDL_config_{platform}.h,
   36.27 -   based on SDL_config.h.minimal and SDL_config.h.in
   36.28 -
   36.29 -   Add the top level include directory to the header search path, and then add
   36.30 -   the following sources to the project:
   36.31 -	src/*.c
   36.32 -	src/atomic/*.c
   36.33 -	src/audio/*.c
   36.34 -	src/cpuinfo/*.c
   36.35 -	src/events/*.c
   36.36 -	src/file/*.c
   36.37 -	src/haptic/*.c
   36.38 -	src/joystick/*.c
   36.39 -	src/power/*.c
   36.40 -	src/render/*.c
   36.41 -	src/stdlib/*.c
   36.42 -	src/thread/*.c
   36.43 -	src/timer/*.c
   36.44 -	src/video/*.c
   36.45 -	src/audio/disk/*.c
   36.46 -	src/audio/dummy/*.c
   36.47 -	src/video/dummy/*.c
   36.48 -	src/haptic/dummy/*.c
   36.49 -	src/joystick/dummy/*.c
   36.50 -	src/main/dummy/*.c
   36.51 -	src/thread/generic/*.c
   36.52 -	src/timer/dummy/*.c
   36.53 -	src/loadso/dummy/*.c
   36.54 -
   36.55 -
   36.56 -Once you have a working library without any drivers, you can go back to each
   36.57 -of the major subsystems and start implementing drivers for your platform.
   36.58 -
   36.59 -If you have any questions, don't hesitate to ask on the SDL mailing list:
   36.60 -	http://www.libsdl.org/mailing-list.php
   36.61 -
   36.62 -Enjoy!
   36.63 -	Sam Lantinga				(slouken@libsdl.org)
   36.64 -
    37.1 --- a/README.WinCE	Sat Jun 08 14:34:09 2013 -0400
    37.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    37.3 @@ -1,9 +0,0 @@
    37.4 -
    37.5 -Windows CE is no longer supported by SDL.
    37.6 -
    37.7 -We have left the CE support in SDL 1.2 for those that must have it, and we
    37.8 -will accept patches that support more modern Windows Mobile platforms for
    37.9 -SDL 2.0.
   37.10 -
   37.11 ---ryan.
   37.12 -
    38.1 --- a/README.android	Sat Jun 08 14:34:09 2013 -0400
    38.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    38.3 @@ -1,384 +0,0 @@
    38.4 -================================================================================
    38.5 -Simple DirectMedia Layer for Android
    38.6 -================================================================================
    38.7 -
    38.8 -Requirements:
    38.9 -
   38.10 -Android SDK (version 10 or later)
   38.11 -http://developer.android.com/sdk/index.html
   38.12 -
   38.13 -Android NDK r7 or later
   38.14 -http://developer.android.com/sdk/ndk/index.html
   38.15 -
   38.16 -Minimum API level supported by SDL: 10 (Android 2.3.3)
   38.17 -
   38.18 -================================================================================
   38.19 - How the port works
   38.20 -================================================================================
   38.21 -
   38.22 -- Android applications are Java-based, optionally with parts written in C
   38.23 -- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
   38.24 -the SDL library
   38.25 -- This means that your application C code must be placed inside an Android 
   38.26 -Java project, along with some C support code that communicates with Java
   38.27 -- This eventually produces a standard Android .apk package
   38.28 -
   38.29 -The Android Java code implements an "activity" and can be found in:
   38.30 -android-project/src/org/libsdl/app/SDLActivity.java
   38.31 -
   38.32 -The Java code loads your game code, the SDL shared library, and
   38.33 -dispatches to native functions implemented in the SDL library:
   38.34 -src/SDL_android.cpp
   38.35 -
   38.36 -Your project must include some glue code that starts your main() routine:
   38.37 -src/main/android/SDL_android_main.cpp
   38.38 -
   38.39 -
   38.40 -================================================================================
   38.41 - Building an app
   38.42 -================================================================================
   38.43 -
   38.44 -Instructions:
   38.45 -1. Copy the android-project directory wherever you want to keep your projects
   38.46 -   and rename it to the name of your project.
   38.47 -2. Move or symlink this SDL directory into the <project>/jni directory
   38.48 -3. Edit <project>/jni/src/Android.mk to include your source files
   38.49 -4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
   38.50 -
   38.51 -If you want to use the Eclipse IDE, skip to the Eclipse section below.
   38.52 -
   38.53 -5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
   38.54 -sdk.dir=PATH_TO_ANDROID_SDK
   38.55 -6. Run 'ant debug' in android/project. This compiles the .java and eventually 
   38.56 -   creates a .apk with the native code embedded
   38.57 -7. 'ant debug install' will push the apk to the device or emulator (if connected)
   38.58 -
   38.59 -Here's an explanation of the files in the Android project, so you can customize them:
   38.60 -
   38.61 -android-project/
   38.62 -	AndroidManifest.xml	- package manifest. Among others, it contains the class name
   38.63 -				  of the main activity.
   38.64 -	build.properties	- empty
   38.65 -	build.xml		- build description file, used by ant. The actual application name
   38.66 -				  is specified here.
   38.67 -	default.properties	- holds the target ABI for the application, android-10 and up
   38.68 -	project.properties	- holds the target ABI for the application, android-10 and up
   38.69 -	local.properties	- holds the SDK path, you should change this to the path to your SDK
   38.70 -	jni/			- directory holding native code
   38.71 -	jni/Android.mk		- Android makefile that can call recursively the Android.mk files
   38.72 -				  in all subdirectories
   38.73 -	jni/SDL/		- (symlink to) directory holding the SDL library files
   38.74 -	jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
   38.75 -	jni/src/		- directory holding your C/C++ source
   38.76 -	jni/src/Android.mk	- Android makefile that you should customize to include your 
   38.77 -                                  source code and any library references
   38.78 -	res/			- directory holding resources for your application
   38.79 -	res/drawable-*		- directories holding icons for different phone hardware. Could be
   38.80 -				  one dir called "drawable".
   38.81 -	res/layout/main.xml	- Usually contains a file main.xml, which declares the screen layout.
   38.82 -				  We don't need it because we use the SDL video output.
   38.83 -	res/values/strings.xml	- strings used in your application, including the application name
   38.84 -				  shown on the phone.
   38.85 -	src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
   38.86 -				  to SDL.  Be very careful changing this, as the SDL library relies
   38.87 -				  on this implementation.
   38.88 -
   38.89 -
   38.90 -================================================================================
   38.91 - Customizing your application name
   38.92 -================================================================================
   38.93 -
   38.94 -To customize your application name, edit AndroidManifest.xml and replace
   38.95 -"org.libsdl.app" with an identifier for your product package.
   38.96 -
   38.97 -Then create a Java class extending SDLActivity and place it in a directory
   38.98 -under src matching your package, e.g.
   38.99 -	src/com/gamemaker/game/MyGame.java
  38.100 -
  38.101 -Here's an example of a minimal class file:
  38.102 ---- MyGame.java --------------------------
  38.103 -package com.gamemaker.game;
  38.104 -
  38.105 -import org.libsdl.app.SDLActivity; 
  38.106 -
  38.107 -/* 
  38.108 - * A sample wrapper class that just calls SDLActivity 
  38.109 - */ 
  38.110 -
  38.111 -public class MyGame extends SDLActivity { }
  38.112 -
  38.113 -------------------------------------------
  38.114 -
  38.115 -Then replace "SDLActivity" in AndroidManifest.xml with the name of your
  38.116 -class, .e.g. "MyGame"
  38.117 -
  38.118 -================================================================================
  38.119 - Customizing your application icon
  38.120 -================================================================================
  38.121 -
  38.122 -Conceptually changing your icon is just replacing the icon.png files in the
  38.123 -drawable directories under the res directory. There are 3 directories for
  38.124 -different screen sizes. These can be replaced with 1 dir called 'drawable',
  38.125 -containing an icon file 'icon.png' with dimensions 48x48 or 72x72.
  38.126 -
  38.127 -You may need to change the name of your icon in AndroidManifest.xml to match
  38.128 -this icon filename.
  38.129 -
  38.130 -================================================================================
  38.131 - Loading assets
  38.132 -================================================================================
  38.133 -
  38.134 -Any files you put in the "assets" directory of your android-project directory
  38.135 -will get bundled into the application package and you can load them using the
  38.136 -standard functions in SDL_rwops.h.
  38.137 -
  38.138 -There are also a few Android specific functions that allow you to get other
  38.139 -useful paths for saving and loading data:
  38.140 -SDL_AndroidGetInternalStoragePath()
  38.141 -SDL_AndroidGetExternalStorageState()
  38.142 -SDL_AndroidGetExternalStoragePath()
  38.143 -
  38.144 -See SDL_system.h for more details on these functions.
  38.145 -
  38.146 -The asset packaging system will, by default, compress certain file extensions.
  38.147 -SDL includes two asset file access mechanisms, the preferred one is the so
  38.148 -called "File Descriptor" method, which is faster and doesn't involve the Dalvik
  38.149 -GC, but given this method does not work on compressed assets, there is also the
  38.150 -"Input Stream" method, which is automatically used as a fall back by SDL. You
  38.151 -may want to keep this fact in mind when building your APK, specially when large
  38.152 -files are involved.
  38.153 -For more information on which extensions get compressed by default and how to
  38.154 -disable this behaviour, see for example:
  38.155 -    
  38.156 -http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
  38.157 -
  38.158 -================================================================================
  38.159 - Pause / Resume behaviour
  38.160 -================================================================================
  38.161 -
  38.162 -If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
  38.163 -the event loop will block itself when the app is paused (ie, when the user
  38.164 -returns to the main Android dashboard). Blocking is better in terms of battery
  38.165 -use, and it allows your app to spring back to life instantaneously after resume
  38.166 -(versus polling for a resume message).
  38.167 -
  38.168 -Upon resume, SDL will attempt to restore the GL context automatically.
  38.169 -In modern devices (Android 3.0 and up) this will most likely succeed and your
  38.170 -app can continue to operate as it was.
  38.171 -
  38.172 -However, there's a chance (on older hardware, or on systems under heavy load),
  38.173 -where the GL context can not be restored. In that case you have to listen for
  38.174 -a specific message, (which is not yet implemented!) and restore your textures
  38.175 -manually or quit the app (which is actually the kind of behaviour you'll see
  38.176 -under iOS, if the OS can not restore your GL context it will just kill your app)
  38.177 -
  38.178 -================================================================================
  38.179 - Threads and the Java VM
  38.180 -================================================================================
  38.181 -
  38.182 -For a quick tour on how Linux native threads interoperate with the Java VM, take
  38.183 -a look here: http://developer.android.com/guide/practices/jni.html
  38.184 -If you want to use threads in your SDL app, it's strongly recommended that you
  38.185 -do so by creating them using SDL functions. This way, the required attach/detach
  38.186 -handling is managed by SDL automagically. If you have threads created by other
  38.187 -means and they make calls to SDL functions, make sure that you call
  38.188 -Android_JNI_SetupThread before doing anything else otherwise SDL will attach
  38.189 -your thread automatically anyway (when you make an SDL call), but it'll never
  38.190 -detach it.
  38.191 -
  38.192 -================================================================================
  38.193 - Using STL
  38.194 -================================================================================
  38.195 -
  38.196 -You can use STL in your project by creating an Application.mk file in the jni
  38.197 -folder and adding the following line:
  38.198 -APP_STL := stlport_static
  38.199 -
  38.200 -For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
  38.201 -
  38.202 -================================================================================
  38.203 - Additional documentation
  38.204 -================================================================================
  38.205 -
  38.206 -The documentation in the NDK docs directory is very helpful in understanding the
  38.207 -build process and how to work with native code on the Android platform.
  38.208 -
  38.209 -The best place to start is with docs/OVERVIEW.TXT
  38.210 -
  38.211 -
  38.212 -================================================================================
  38.213 - Using Eclipse
  38.214 -================================================================================
  38.215 -
  38.216 -First make sure that you've installed Eclipse and the Android extensions as described here:
  38.217 -	http://developer.android.com/sdk/eclipse-adt.html
  38.218 -
  38.219 -Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
  38.220 - * File -> New -> Other
  38.221 - * Select the Android -> Android Project wizard and click Next
  38.222 - * Enter the name you'd like your project to have
  38.223 - * Select "Create project from existing source" and browse for your project directory
  38.224 - * Make sure the Build Target is set to Android 2.0
  38.225 - * Click Finish
  38.226 -
  38.227 -
  38.228 -================================================================================
  38.229 - Using the emulator
  38.230 -================================================================================
  38.231 -
  38.232 -There are some good tips and tricks for getting the most out of the
  38.233 -emulator here: http://developer.android.com/tools/devices/emulator.html
  38.234 -
  38.235 -Especially useful is the info on setting up OpenGL ES 2.0 emulation.
  38.236 -
  38.237 -Notice that this software emulator is incredibly slow and needs a lot of disk space.
  38.238 -Using a real device works better.
  38.239 -
  38.240 -================================================================================
  38.241 - Troubleshooting
  38.242 -================================================================================
  38.243 -
  38.244 -You can create and run an emulator from the Eclipse IDE:
  38.245 - * Window -> Android SDK and AVD Manager
  38.246 -
  38.247 -You can see if adb can see any devices with the following command:
  38.248 -	adb devices
  38.249 -
  38.250 -You can see the output of log messages on the default device with:
  38.251 -	adb logcat
  38.252 -
  38.253 -You can push files to the device with:
  38.254 -	adb push local_file remote_path_and_file
  38.255 -
  38.256 -You can push files to the SD Card at /sdcard, for example:
  38.257 -	adb push moose.dat /sdcard/moose.dat
  38.258 -
  38.259 -You can see the files on the SD card with a shell command:
  38.260 -	adb shell ls /sdcard/
  38.261 -
  38.262 -You can start a command shell on the default device with:
  38.263 -	adb shell
  38.264 -
  38.265 -You can remove the library files of your project (and not the SDL lib files) with:
  38.266 -	ndk-build clean
  38.267 -
  38.268 -You can do a build with the following command:
  38.269 -	ndk-build
  38.270 -
  38.271 -You can see the complete command line that ndk-build is using by passing V=1 on the command line:
  38.272 -	ndk-build V=1
  38.273 -
  38.274 -If your application crashes in native code, you can use addr2line to convert the
  38.275 -addresses in the stack trace to lines in your code.
  38.276 -
  38.277 -For example, if your crash looks like this:
  38.278 -I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
  38.279 -I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
  38.280 -I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
  38.281 -I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
  38.282 -I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
  38.283 -I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
  38.284 -I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
  38.285 -I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
  38.286 -I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
  38.287 -
  38.288 -You can see that there's a crash in the C library being called from the main code.
  38.289 -I run addr2line with the debug version of my code:
  38.290 -	arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
  38.291 -and then paste in the number after "pc" in the call stack, from the line that I care about:
  38.292 -000014bc
  38.293 -
  38.294 -I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
  38.295 -
  38.296 -You can add logging to your code to help show what's happening:
  38.297 -
  38.298 -#include <android/log.h>
  38.299 -
  38.300 -	__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
  38.301 -
  38.302 -If you need to build without optimization turned on, you can create a file called
  38.303 -"Application.mk" in the jni directory, with the following line in it:
  38.304 -APP_OPTIM := debug
  38.305 -
  38.306 -
  38.307 -================================================================================
  38.308 - Memory debugging
  38.309 -================================================================================
  38.310 -
  38.311 -The best (and slowest) way to debug memory issues on Android is valgrind.
  38.312 -Valgrind has support for Android out of the box, just grab code using:
  38.313 -	svn co svn://svn.valgrind.org/valgrind/trunk valgrind
  38.314 -... and follow the instructions in the file README.android to build it.
  38.315 -
  38.316 -One thing I needed to do on Mac OS X was change the path to the toolchain,
  38.317 -and add ranlib to the environment variables:
  38.318 -export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
  38.319 -
  38.320 -Once valgrind is built, you can create a wrapper script to launch your
  38.321 -application with it, changing org.libsdl.app to your package identifier:
  38.322 ---- start_valgrind_app -------------------
  38.323 -#!/system/bin/sh
  38.324 -export TMPDIR=/data/data/org.libsdl.app
  38.325 -exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
  38.326 -------------------------------------------
  38.327 -
  38.328 -Then push it to the device:
  38.329 -	adb push start_valgrind_app /data/local
  38.330 -
  38.331 -and make it executable:
  38.332 -	adb shell chmod 755 /data/local/start_valgrind_app
  38.333 -
  38.334 -and tell Android to use the script to launch your application:
  38.335 -	adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
  38.336 -
  38.337 -If the setprop command says "could not set property", it's likely that
  38.338 -your package name is too long and you should make it shorter by changing
  38.339 -AndroidManifest.xml and the path to your class file in android-project/src
  38.340 -
  38.341 -You can then launch your application normally and waaaaaaaiiittt for it.
  38.342 -You can monitor the startup process with the logcat command above, and
  38.343 -when it's done (or even while it's running) you can grab the valgrind
  38.344 -output file:
  38.345 -	adb pull /sdcard/valgrind.log
  38.346 -
  38.347 -When you're done instrumenting with valgrind, you can disable the wrapper:
  38.348 -	adb shell setprop wrap.org.libsdl.app ""
  38.349 -
  38.350 -================================================================================
  38.351 - Why is API level 10 the minimum required?
  38.352 -================================================================================
  38.353 -
  38.354 -API level 10 is required because SDL requires some functionality for running not
  38.355 -available on older devices and some for building which is not in older NDK/SDKs.
  38.356 -
  38.357 -Support for native OpenGL ES and ES2 applications was introduced in the NDK for
  38.358 -API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
  38.359 -has since then been obsoleted, with the recommendation to developers to bump the
  38.360 -required API level to 10.
  38.361 -As of this writing, according to http://developer.android.com/about/dashboards/index.html
  38.362 -about 90% of the Android devices accessing Google Play support API level 10 or
  38.363 -higher (March 2013).
  38.364 -
  38.365 -================================================================================
  38.366 - A note regarding the use of the "dirty rectangles" rendering technique
  38.367 -================================================================================
  38.368 -
  38.369 -If your app uses a variation of the "dirty rectangles" rendering technique,
  38.370 -where you only update a portion of the screen on each frame, you may notice a
  38.371 -variety of visual glitches on Android, that are not present on other platforms.
  38.372 -This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
  38.373 -contexts, in particular the use of the eglSwapBuffers function. As stated in the
  38.374 -documentation for the function "The contents of ancillary buffers are always 
  38.375 -undefined after calling eglSwapBuffers".
  38.376 -Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
  38.377 -is not possible for SDL as it requires EGL 1.4, available only on the API level
  38.378 -17+, so the only workaround available on this platform is to redraw the entire
  38.379 -screen each frame.
  38.380 -
  38.381 -Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
  38.382 -
  38.383 -================================================================================
  38.384 - Known issues
  38.385 -================================================================================
  38.386 -
  38.387 -- TODO. I'm sure there's a bunch more stuff I haven't thought of 
    39.1 --- a/README.cmake	Sat Jun 08 14:34:09 2013 -0400
    39.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    39.3 @@ -1,31 +0,0 @@
    39.4 -================================================================================
    39.5 -CMake build system for SDL (www.cmake.org)
    39.6 -================================================================================
    39.7 -
    39.8 -SDL's build system was traditionally based on autotools. Over time, this
    39.9 -approach has suffered from several issues across the different supported 
   39.10 -platforms.
   39.11 -To solve these problems, a new build system based on CMake is under development.
   39.12 -It works in parallel to the legacy system, so users can experiment with it
   39.13 -without complication.
   39.14 -While still experimental, the build system should be usable on the following
   39.15 -platforms:
   39.16 -    
   39.17 -    * FreeBSD
   39.18 -    * Linux
   39.19 -    * VS.NET 2010
   39.20 -    * MinGW and Msys
   39.21 -    * OS X with support for XCode
   39.22 -    
   39.23 -================================================================================
   39.24 -Usage
   39.25 -================================================================================
   39.26 -
   39.27 -Assuming the source for SDL is located at ~/sdl
   39.28 -
   39.29 -cd ~
   39.30 -mkdir build
   39.31 -cd build
   39.32 -cmake ../sdl
   39.33 -
   39.34 -This will build the static and dynamic versions of SDL in the ~/build directory.
    40.1 --- a/README.gesture	Sat Jun 08 14:34:09 2013 -0400
    40.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    40.3 @@ -1,72 +0,0 @@
    40.4 -===========================================================================
    40.5 -Dollar Gestures
    40.6 -===========================================================================
    40.7 -SDL Provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
    40.8 -
    40.9 -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. 
   40.10 -
   40.11 -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.
   40.12 -
   40.13 -Recording:
   40.14 -----------
   40.15 -To begin recording on a touch device call:
   40.16 -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.
   40.17 -
   40.18 -Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
   40.19 -A SDL_DOLLARRECORD event is a dgesture with the following fields:
   40.20 -
   40.21 -event.dgesture.touchId   - the Id of the touch used to record the gesture.
   40.22 -event.dgesture.gestureId - the unique id of the recorded gesture.
   40.23 -
   40.24 -
   40.25 -Performing:
   40.26 ------------
   40.27 -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:
   40.28 -
   40.29 -event.dgesture.touchId    - the Id of the touch which performed the gesture.
   40.30 -event.dgesture.gestureId  - the unique id of the closest gesture to the performed stroke.
   40.31 -event.dgesture.error      - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
   40.32 -event.dgesture.numFingers - the number of fingers used to draw the stroke.
   40.33 -
   40.34 -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).
   40.35 -
   40.36 -
   40.37 -
   40.38 -Saving:
   40.39 --------
   40.40 -To save a template, call SDL_SaveDollarTemplate(gestureId, src) where gestureId is the id of the gesture you want to save, and src is an SDL_RWops pointer to the file where the gesture will be stored.
   40.41 -
   40.42 -To save all currently loaded templates, call SDL_SaveAllDollarTemplates(src) where source is an SDL_RWops pointer to the file where the gesture will be stored.
   40.43 -
   40.44 -Both functions return the number of gestures successfully saved.
   40.45 -
   40.46 -
   40.47 -Loading:
   40.48 ---------
   40.49 -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. 
   40.50 -
   40.51 -SDL_LoadDollarTemplates returns the number of templates successfully loaded.
   40.52 -
   40.53 -
   40.54 -
   40.55 -===========================================================================
   40.56 -Multi Gestures
   40.57 -===========================================================================
   40.58 -SDL provides simple support for pinch/rotate/swipe gestures. 
   40.59 -Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
   40.60 -
   40.61 -event.mgesture.touchId - the Id of the touch on which the gesture was performed.
   40.62 -event.mgesture.x       - the normalized x coordinate of the gesture. (0..1)
   40.63 -event.mgesture.y       - the normalized y coordinate of the gesture. (0..1)
   40.64 -event.mgesture.dTheta  - the amount that the fingers rotated during this motion.
   40.65 -event.mgesture.dDist   - the amount that the fingers pinched during this motion.
   40.66 -event.mgesture.numFingers - the number of fingers used in the gesture.
   40.67 -
   40.68 -
   40.69 -===========================================================================
   40.70 -Notes
   40.71 -===========================================================================
   40.72 -For a complete example see test/testgesture.c
   40.73 -
   40.74 -Please direct questions/comments to:
   40.75 -   jim.tla+sdl_touch@gmail.com
    41.1 --- a/README.iOS	Sat Jun 08 14:34:09 2013 -0400
    41.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    41.3 @@ -1,160 +0,0 @@
    41.4 -==============================================================================
    41.5 -Building the Simple DirectMedia Layer for iPhone OS 2.0
    41.6 -==============================================================================
    41.7 -
    41.8 -Requirements: Mac OS X v10.5 or later and the iPhone SDK.
    41.9 -
   41.10 -Instructions:
   41.11 -1.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in XCode.
   41.12 -2.  Select your desired target, and hit build.
   41.13 -
   41.14 -There are three build targets:
   41.15 -- libSDL.a:
   41.16 -	Build SDL as a statically linked library
   41.17 -- testsdl
   41.18 -	Build a test program (there are known test failures which are fine)
   41.19 -- Template:
   41.20 -	Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers.  The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
   41.21 -
   41.22 -==============================================================================
   41.23 -Build SDL for iOS from the command line
   41.24 -==============================================================================
   41.25 -
   41.26 -1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
   41.27 -2. ./iosbuild.sh
   41.28 -
   41.29 -If everything goes fine, you should see a build/ios directory, inside there's
   41.30 -two directories "lib" and "include". 
   41.31 -"include" contains a copy of the SDL headers that you'll need for your project,
   41.32 -make sure to configure XCode to look for headers there.
   41.33 -"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both 
   41.34 -to your XCode project. These libraries contain three architectures in them,
   41.35 -armv6 for legacy devices, armv7, and i386 (for the simulator).
   41.36 -By default, iosbuild.sh will autodetect the SDK version you have installed using 
   41.37 -xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour 
   41.38 -by setting the MIN_OS_VERSION variable, ie:
   41.39 -
   41.40 -MIN_OS_VERSION=4.2 ./iosbuild.sh
   41.41 -
   41.42 -==============================================================================
   41.43 -Using the Simple DirectMedia Layer for iOS
   41.44 -==============================================================================
   41.45 -
   41.46 -FIXME: This needs to be updated for the latest methods
   41.47 -
   41.48 -Here is the easiest method:
   41.49 -1.  Build the SDL libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template.
   41.50 -1.  Install the iPhone SDL Application template by copying it to one of XCode's template directories.  I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/XCode/Project Templates/" and placing it there.
   41.51 -2.  Start a new project using the template.  The project should be immediately ready for use with SDL.
   41.52 -
   41.53 -Here is a more manual method:
   41.54 -1.  Create a new iPhone view based application.
   41.55 -2.  Build the SDL static libraries (libSDL.a and libSDLSimulator.a) for iPhone and include them in your project.  XCode will ignore the library that is not currently of the correct architecture, hence your app will work both on iPhone and in the iPhone Simulator.
   41.56 -3.  Include the SDL header files in your project.
   41.57 -4.  Remove the AppDelegate.h and AppDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate.  Remove ViewController.h, ViewController.m, and ViewController.xib -- SDL for iPhone produces its user interface programmatically.
   41.58 -5.  Make sure your project links to the following, iOS-provided frameworks: OpenGLES.framework, AudioToolbox.framework, and QuartzCore.framework
   41.59 -6.  Delete the contents of main.m and program your app as a regular SDL program instead.  You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
   41.60 -
   41.61 -==============================================================================
   41.62 -Notes -- Accelerometer as Joystick
   41.63 -==============================================================================
   41.64 -
   41.65 -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.
   41.66 -
   41.67 -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.
   41.68 -
   41.69 -==============================================================================
   41.70 -Notes -- OpenGL ES
   41.71 -==============================================================================
   41.72 -
   41.73 -Your SDL application for iPhone uses OpenGL ES for video by default.
   41.74 -
   41.75 -OpenGL ES for iPhone 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.
   41.76 -
   41.77 -If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
   41.78 -
   41.79 -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 1.
   41.80 -
   41.81 -==============================================================================
   41.82 -Notes -- Keyboard
   41.83 -==============================================================================
   41.84 -
   41.85 -The SDL keyboard API has been extended to support on-screen keyboards:
   41.86 -
   41.87 -void SDL_StartTextInput()
   41.88 -	-- enables text events and reveals the onscreen keyboard.
   41.89 -void SDL_StopTextInput()
   41.90 -	-- disables text events and hides the onscreen keyboard.
   41.91 -SDL_bool SDL_IsTextInputActive()
   41.92 -	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
   41.93 -
   41.94 -==============================================================================
   41.95 -Notes -- Reading and Writing files
   41.96 -==============================================================================
   41.97 -
   41.98 -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.
   41.99 -
  41.100 -Once your application is installed its directory tree looks like:
  41.101 -
  41.102 -MySDLApp Home/
  41.103 -	MySDLApp.app
  41.104 -	Documents/
  41.105 -	Library/
  41.106 -		Preferences/
  41.107 -	tmp/
  41.108 -
  41.109 -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".  
  41.110 -
  41.111 -More information on this subject is available here:
  41.112 -http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
  41.113 -
  41.114 -==============================================================================
  41.115 -Notes -- iPhone SDL limitations
  41.116 -==============================================================================
  41.117 -
  41.118 -Windows:
  41.119 -	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).
  41.120 -
  41.121 -Textures:
  41.122 -	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
  41.123 -
  41.124 -Loading Shared Objects:
  41.125 -	This is disabled by default since it seems to break the terms of the iPhone SDK agreement.  It can be re-enabled in SDL_config_iphoneos.h.
  41.126 -
  41.127 -==============================================================================
  41.128 -Game Center 
  41.129 -==============================================================================
  41.130 -
  41.131 -Game Center integration requires 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:
  41.132 -    
  41.133 -int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
  41.134 -
  41.135 -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.
  41.136 -
  41.137 -e.g.
  41.138 -
  41.139 -extern "C"
  41.140 -void ShowFrame(void*)
  41.141 -{
  41.142 -    ... do event handling, frame logic and rendering
  41.143 -}
  41.144 -
  41.145 -int main(int argc, char *argv[])
  41.146 -{
  41.147 -   ... initialize game ...
  41.148 -
  41.149 -#if __IPHONEOS__
  41.150 -        // Initialize the Game Center for scoring and matchmaking
  41.151 -        InitGameCenter();
  41.152 -
  41.153 -        // Set up the game to run in the window animation callback on iOS
  41.154 -        // so that Game Center and so forth works correctly.
  41.155 -        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
  41.156 -#else
  41.157 -        while ( running ) {
  41.158 -                ShowFrame(0);
  41.159 -                DelayFrame();
  41.160 -        }
  41.161 -#endif
  41.162 -        return 0;
  41.163 -}
    42.1 --- a/README.pandora	Sat Jun 08 14:34:09 2013 -0400
    42.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    42.3 @@ -1,16 +0,0 @@
    42.4 -SDL 2.0 with open pandora console support ( http://openpandora.org/ )
    42.5 -=====================================================================
    42.6 -
    42.7 -- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
    42.8 -support to work on the pandora under the framebuffer. This driver do not have
    42.9 -input support for now, so if you use it you will have to add your own control code.
   42.10 -The video driver name is "pandora" so if you have problem running it from
   42.11 -the framebuffer, try to set the following variable before starting your application :
   42.12 -"export SDL_VIDEODRIVER=pandora"
   42.13 -
   42.14 -- OpenGL ES support was added to the x11 driver, so it's working like the normal
   42.15 -x11 driver one with OpenGLX support, with SDL input event's etc..
   42.16 -
   42.17 -
   42.18 -David Carr├ę (Cpasjuste)
   42.19 -cpasjuste@gmail.com
    43.1 --- a/README.psp	Sat Jun 08 14:34:09 2013 -0400
    43.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    43.3 @@ -1,17 +0,0 @@
    43.4 -SDL port for the Sony PSP contributed by 
    43.5 -   Captian Lex 
    43.6 -
    43.7 -Credit to
    43.8 -   Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
    43.9 -   Geecko for his PSP GU lib "Glib2d"
   43.10 -
   43.11 -Building
   43.12 ---------
   43.13 -To build for the PSP, make sure psp-config is in the path and run:
   43.14 -   make -f Makefile.psp
   43.15 -
   43.16 -
   43.17 -
   43.18 -To Do
   43.19 -------
   43.20 -PSP Screen Keyboard
   43.21 \ No newline at end of file
    44.1 --- a/README.touch	Sat Jun 08 14:34:09 2013 -0400
    44.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    44.3 @@ -1,84 +0,0 @@
    44.4 -===========================================================================
    44.5 -System Specific Notes
    44.6 -===========================================================================
    44.7 -Linux:
    44.8 -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 jim.tla+sdl_touch@gmail.com and I will help you get support for it.
    44.9 -
   44.10 -Mac: 
   44.11 -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.
   44.12 -
   44.13 -iPhone: 
   44.14 -Works out of box.
   44.15 -
   44.16 -Windows:
   44.17 -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 jim.tla+sdl_touch@gmail.com
   44.18 -
   44.19 -===========================================================================
   44.20 -Events
   44.21 -===========================================================================
   44.22 -SDL_FINGERDOWN:
   44.23 -Sent when a finger (or stylus) is placed on a touch device.
   44.24 -Fields:
   44.25 -event.tfinger.touchId  - the Id of the touch device.
   44.26 -event.tfinger.fingerId - the Id of the finger which just went down.
   44.27 -event.tfinger.x        - the x coordinate of the touch (0..1)
   44.28 -event.tfinger.y        - the y coordinate of the touch (0..1)
   44.29 -event.tfinger.pressure - the pressure of the touch (0..1)
   44.30 -
   44.31 -SDL_FINGERMOTION:
   44.32 -Sent when a finger (or stylus) is moved on the touch device.
   44.33 -Fields:
   44.34 -Same as FINGERDOWN but with additional:
   44.35 -event.tfinger.dx       - change in x coordinate during this motion event.
   44.36 -event.tfinger.dy       - change in y coordinate during this motion event.
   44.37 -
   44.38 -SDL_FINGERUP:
   44.39 -Sent when a finger (or stylus) is lifted from the touch device.
   44.40 -Fields:
   44.41 -Same as FINGERDOWN.
   44.42 -
   44.43 -
   44.44 -===========================================================================
   44.45 -Functions
   44.46 -===========================================================================
   44.47 -SDL provides the ability to access the underlying Finger structures.
   44.48 -These structures should _never_ be modified.
   44.49 -
   44.50 -The following functions are included from SDL_touch.h
   44.51 -
   44.52 -To get a SDL_TouchID call SDL_GetTouchDevice(index).
   44.53 -This returns a SDL_TouchID.
   44.54 -IMPORTANT: If the touch has been removed, or there is no touch with the given ID, SDL_GetTouchID will return 0. Be sure to check for this!
   44.55 -
   44.56 -The number of touch devices can be queried with SDL_GetNumTouchDevices().
   44.57 -
   44.58 -A SDL_Touch may be used to get pointers to SDL_Finger.
   44.59 -
   44.60 -SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
   44.61 -
   44.62 -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:
   44.63 -
   44.64 -      float x = event.tfinger.x;
   44.65 -      float y = event.tfinger.y;
   44.66 -
   44.67 -
   44.68 -
   44.69 -To get a SDL_Finger, call SDL_GetTouchFinger(touchID,index), where touchID is a SDL_TouchID, and index is the requested finger.
   44.70 -This returns a SDL_Finger*, or NULL if the finger does not exist, or has been removed.
   44.71 -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 FINGERUP event is polled.
   44.72 -As a result, be very careful to check for NULL return values.
   44.73 -
   44.74 -A SDL_Finger has the following fields:
   44.75 ->x,y,pressure:
   44.76 -	The current coordinates of the touch.
   44.77 ->pressure:
   44.78 -	The pressure of the touch.
   44.79 -
   44.80 -===========================================================================
   44.81 -Notes
   44.82 -===========================================================================
   44.83 -For a complete example see test/testgesture.c
   44.84 -
   44.85 -Please direct questions/comments to:
   44.86 -   jim.tla+sdl_touch@gmail.com
   44.87 -   (original author, API was changed since)
    45.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    45.2 +++ b/README.txt	Mon Aug 12 22:29:55 2013 -0400
    45.3 @@ -0,0 +1,38 @@
    45.4 +
    45.5 +                         Simple DirectMedia Layer
    45.6 +
    45.7 +                                  (SDL)
    45.8 +
    45.9 +                                Version 2.0
   45.10 +
   45.11 +---
   45.12 +http://www.libsdl.org/
   45.13 +
   45.14 +Simple DirectMedia Layer is a cross-platform development library designed
   45.15 +to provide low level access to audio, keyboard, mouse, joystick, and graphics
   45.16 +hardware via OpenGL and Direct3D. It is used by video playback software,
   45.17 +emulators, and popular games including Valve's award winning catalog
   45.18 +and many Humble Bundle games.
   45.19 +
   45.20 +SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
   45.21 +Support for other platforms may be found in the source code.
   45.22 +
   45.23 +SDL is written in C, works natively with C++, and there are bindings 
   45.24 +available for several other languages, including C# and Python.
   45.25 +
   45.26 +This library is distributed under the zlib license, which can be found
   45.27 +in the file "COPYING.txt".
   45.28 +
   45.29 +The best way to learn how to use SDL is to check out the header files in
   45.30 +the "include" subdirectory and the programs in the "test" subdirectory.
   45.31 +The header files and test programs are well commented and always up to date.
   45.32 +More documentation and FAQs are available online at:
   45.33 +	http://wiki.libsdl.org/
   45.34 +
   45.35 +If you need help with the library, or just want to discuss SDL related
   45.36 +issues, you can join the developers mailing list:
   45.37 +	http://www.libsdl.org/mailing-list.php
   45.38 +
   45.39 +Enjoy!
   45.40 +	Sam Lantinga				(slouken@libsdl.org)
   45.41 +
    46.1 --- a/SDL2.spec.in	Sat Jun 08 14:34:09 2013 -0400
    46.2 +++ b/SDL2.spec.in	Mon Aug 12 22:29:55 2013 -0400
    46.3 @@ -63,7 +63,7 @@
    46.4  
    46.5  %files
    46.6  %{__defattr}
    46.7 -%doc README-SDL.txt COPYING CREDITS BUGS
    46.8 +%doc README-SDL.txt COPYING.txt CREDITS.txt BUGS.txt
    46.9  %{_libdir}/lib*.%{__soext}.*
   46.10  
   46.11  %files devel
    47.1 --- a/TODO	Sat Jun 08 14:34:09 2013 -0400
    47.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
    47.3 @@ -1,18 +0,0 @@
    47.4 -2.0 release checklist:
    47.5 - * http://wiki.libsdl.org/moin.cgi/Roadmap
    47.6 -
    47.7 - * See why windows are being rearranged.  Is the shield window not up?
    47.8 - * Make sure you can create and show a fullscreen window in one step
    47.9 - * Write automated test case for multi-draw APIs
   47.10 - * Implement assertion code on iPhone
   47.11 - * Add __WINDOWS__ in addition to __WIN32__
   47.12 - * Write test for fullscreen gamma to check X11 colormap handling
   47.13 -
   47.14 - * Check 1.2 revisions:
   47.15 -	3554 - Need to resolve semantics for locking keys on different platforms
   47.16 -	4874 - Do we want screen rotation?  At what level?
   47.17 -	4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
   47.18 -	4484, 4485 - Verify that SDL's Windows keyboard handling works correctly
   47.19 -	4865 - See if this is still needed (mouse coordinate clamping)
   47.20 -	4866 - See if this is still needed (blocking window repositioning)
   47.21 -
    48.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    48.2 +++ b/TODO.txt	Mon Aug 12 22:29:55 2013 -0400
    48.3 @@ -0,0 +1,15 @@
    48.4 +Future work roadmap:
    48.5 + * http://wiki.libsdl.org/moin.cgi/Roadmap
    48.6 +
    48.7 + * See why windows are being rearranged.  Is the shield window not up?
    48.8 + * Add __WINDOWS__ in addition to __WIN32__
    48.9 + * Write test for fullscreen gamma to check X11 colormap handling
   48.10 +
   48.11 + * Check 1.2 revisions:
   48.12 +	3554 - Need to resolve semantics for locking keys on different platforms
   48.13 +	4874 - Do we want screen rotation?  At what level?
   48.14 +	4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
   48.15 +	4484, 4485 - Verify that SDL's Windows keyboard handling works correctly
   48.16 +	4865 - See if this is still needed (mouse coordinate clamping)
   48.17 +	4866 - See if this is still needed (blocking window repositioning)
   48.18 +
    49.1 --- a/VisualC.html	Sat Jun 08 14:34:09 2013 -0400
    49.2 +++ b/VisualC.html	Mon Aug 12 22:29:55 2013 -0400
    49.3 @@ -4,25 +4,26 @@
    49.4  	</HEAD>
    49.5  	<BODY>
    49.6  		<H1>
    49.7 -			Using SDL with Microsoft Visual C++ 5,6&nbsp;and 7
    49.8 +			Using SDL with Microsoft Visual C++
    49.9  		</H1>
   49.10  		<H3>
   49.11  			by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro </A>and additions by <A HREF="mailto:james@conceptofzero.net">
   49.12  				James Turk</A>
   49.13  		</H3>
   49.14  		<p>
   49.15 -			You can either use the precompiled libraries from <A HREF="http://www.libsdl.org/download.php">
   49.16 -				the SDL Download web site </A>, or you can build SDL yourself.
   49.17 +			You can either use the precompiled libraries from <A HREF="http://www.libsdl.org/download.php"> the SDL Download web site </A>, or you can build SDL yourself.
   49.18  		</p>
   49.19  		<H3>
   49.20  			Building SDL
   49.21  		</H3>
   49.22  		<P>
   49.23 -			Go into the VisualC directory and double-click on the VC++ file "<CODE>SDL.dsw</CODE>" <STRONG><FONT color="#009900">("<CODE>SDL.sln</CODE>")</FONT></STRONG>. This should open up the IDE.
   49.24 +			Go into the VisualC directory and double-click on the Visual Studio solution for your version of Visual Studio, e.g. <CODE>SDL_VS2008.sln</CODE> This should open up the IDE.
   49.25  		</P>
   49.26  		<P>
   49.27 -			You may be prompted at this point to upgrade the workspace, should you be using 
   49.28 -			a more recent version of Visual C++. If so, allow the workspace to be upgraded.
   49.29 +			There are different solution files for the various
   49.30 +			versions of the IDE. Please use the appropiate version
   49.31 +			2008, 2010 or 2012; the 2010EE and 2012EE files
   49.32 +			should be used with the "Express Edition" releases.
   49.33  		</P>
   49.34  		<P>
   49.35  			Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
   49.36 @@ -32,31 +33,21 @@
   49.37  			the Workspace panel in the FileView tab), and selecting "Build".
   49.38  		</P>
   49.39  		<P>
   49.40 -			If you get an error about SDL_config.h being missing, you should
   49.41 -			copy include/SDL_config.h.default to include/SDL_config.h and try again.
   49.42 -		</P>
   49.43 -		<P>
   49.44  			You may get a few warnings, but you should not get any errors. You do have to 
   49.45 -			have at least the DirectX 5 SDK installed, however. The latest 
   49.46 -			version of DirectX can be downloaded or purchased on a cheap CD (my 
   49.47 -			recommendation) from <A HREF="http://www.microsoft.com">Microsoft </A>.
   49.48 +			have at least the DirectX 9 SDK installed, however. The latest 
   49.49 +			version of DirectX can be downloaded from <A HREF="http://www.microsoft.com">Microsoft</A>.
   49.50  		</P>
   49.51  		<P>
   49.52  			Later, we will refer to the following .lib and .dll files that have just been 
   49.53  			generated:
   49.54  		</P>
   49.55  		<ul>
   49.56 -    <li> SDL.dll</li>
   49.57 -    <li> SDL.lib</li>
   49.58 -    <li> SDLmain.lib</li>
   49.59 +    <li> SDL2.dll</li>
   49.60 +    <li> SDL2.lib</li>
   49.61 +    <li> SDL2main.lib</li>
   49.62      </ul>
   49.63  		<P>
   49.64 -			Search for these using the Windows Find (Windows-F) utility, if you don't 
   49.65 -			already know where they should be. For those of you with a clue, look inside 
   49.66 -			the Debug or Release directories of the subdirectories of the Project folder. 
   49.67 -			(It might be easier to just use Windows Find if this sounds confusing. And 
   49.68 -			don't worry about needing a clue; we all need visits from the clue fairy 
   49.69 -			frequently.)
   49.70 +			Search for these using the Windows Find (Windows-F) utility inside the VisualC directory.
   49.71  		</P>
   49.72  		<H3>
   49.73  			Creating a Project with SDL
   49.74 @@ -80,8 +71,8 @@
   49.75  					add the include and library directories to the list that VC7 keeps. Do this by 
   49.76  					selecting Tools|Options|Projects|VC++ Directories and under the "Show 
   49.77  					Directories For:" dropbox select "Include Files", and click the "New Directory 
   49.78 -					Icon" and add the [SDLROOT]\include directory (ex. If you installed to 
   49.79 -					c:\SDL-1.2.5\ add c:\SDL-1.2.5\include).&nbsp;Proceed to&nbsp;change the 
   49.80 +					Icon" and add the [SDLROOT]\include directory (e.g. If you installed to 
   49.81 +					c:\SDL\ add c:\SDL\include).&nbsp;Proceed to&nbsp;change the 
   49.82  					dropbox selection to "Library Files" and add [SDLROOT]\lib.</FONT></STRONG>
   49.83  		</P>
   49.84  			<P>
   49.85 @@ -96,15 +87,15 @@
   49.86  				Copy the following files into your Project directory:
   49.87  			</P>
   49.88  			<ul>
   49.89 -     <li> SDL.dll</li>
   49.90 +     <li> SDL2.dll</li>
   49.91       </ul>
   49.92  			<P>
   49.93  				Add the following files to your project (It is not necessary to copy them to 
   49.94  				your project directory):
   49.95  			</P>
   49.96  			<ul>
   49.97 -     <li> SDL.lib </li>
   49.98 -     <li> SDLmain.lib</li>
   49.99 +     <li> SDL2.lib </li>
  49.100 +     <li> SDL2main.lib</li>
  49.101       </ul>
  49.102  			<P>
  49.103  				(To add them to your project, right click on your project, and select "Add 
  49.104 @@ -114,7 +105,7 @@
  49.105  					desireable to add them to the linker options: Project|Properties|Linker|Command 
  49.106  					Line and type the names of the libraries to link with in the "Additional 
  49.107  					Options:" box.&nbsp; Note: This must be done&nbsp;for&nbsp;each&nbsp;build 
  49.108 -					configuration (eg. Release,Debug).</FONT></STRONG></P>
  49.109 +					configuration (e.g. Release,Debug).</FONT></STRONG></P>
  49.110  		<H3>
  49.111  			SDL 101, First Day of Class
  49.112  		</H3>
    50.1 --- a/VisualC/SDL/SDL_VS2008.vcproj	Sat Jun 08 14:34:09 2013 -0400
    50.2 +++ b/VisualC/SDL/SDL_VS2008.vcproj	Mon Aug 12 22:29:55 2013 -0400
    50.3 @@ -53,7 +53,7 @@
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    50.5  				AdditionalIncludeDirectories="..\..\include"
    50.6  				PreprocessorDefinitions="_DEBUG;_WINDOWS"
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    50.8 +				ExceptionHandling="0"
    50.9  				RuntimeLibrary="3"
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   50.11  				WarningLevel="3"
   50.12 @@ -136,13 +136,13 @@
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   50.14  				AdditionalIncludeDirectories="..\..\include"
   50.15  				PreprocessorDefinitions="_DEBUG;_WINDOWS"
   50.16 -				ExceptionHandling="2"
   50.17 +				ExceptionHandling="0"
   50.18  				RuntimeLibrary="2"
   50.19  				BufferSecurityCheck="false"
   50.20  				WarningLevel="3"
   50.21  				SuppressStartupBanner="true"
   50.22  				Detect64BitPortabilityProblems="false"
   50.23 -				DebugInformationFormat="3"
   50.24 +				DebugInformationFormat="4"
   50.25  				CompileAs="0"
   50.26  			/>
   50.27  			<Tool
   50.28 @@ -223,13 +223,14 @@
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   50.30  				PreprocessorDefinitions="NDEBUG;_WINDOWS"
   50.31  				StringPooling="true"
   50.32 -				ExceptionHandling="2"
   50.33 +				ExceptionHandling="0"
   50.34  				RuntimeLibrary="2"
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   50.37  				WarningLevel="3"
   50.38  				SuppressStartupBanner="true"
   50.39  				Detect64BitPortabilityProblems="false"
   50.40 +				DebugInformationFormat="3"
   50.41  				CompileAs="0"
   50.42  			/>
   50.43  			<Tool
   50.44 @@ -310,13 +311,14 @@
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   50.46  				PreprocessorDefinitions="NDEBUG;_WINDOWS"
   50.47  				StringPooling="true"
   50.48 -				ExceptionHandling="2"
   50.49 +				ExceptionHandling="0"
   50.50  				RuntimeLibrary="2"
   50.51  				BufferSecurityCheck="false"
   50.52  				EnableFunctionLevelLinking="true"
   50.53  				WarningLevel="3"
   50.54  				SuppressStartupBanner="true"
   50.55  				Detect64BitPortabilityProblems="false"
   50.56 +				DebugInformationFormat="3"
   50.57  				CompileAs="0"
   50.58  			/>
   50.59  			<Tool
   50.60 @@ -863,14 +865,6 @@
   50.61  			>
   50.62  		</File>
   50.63  		<File
   50.64 -			RelativePath="..\..\src\SDL_fatal.c"
   50.65 -			>
   50.66 -		</File>
   50.67 -		<File
   50.68 -			RelativePath="..\..\src\SDL_fatal.h"
   50.69 -			>
   50.70 -		</File>
   50.71 -		<File
   50.72  			RelativePath="..\..\src\video\SDL_fillrect.c"
   50.73  			>
   50.74  		</File>
   50.75 @@ -1131,6 +1125,10 @@
   50.76  			>
   50.77  		</File>
   50.78  		<File
   50.79 +			RelativePath="..\..\src\thread\windows\SDL_systls.c"
   50.80 +			>
   50.81 +		</File>
   50.82 +		<File
   50.83  			RelativePath="..\..\src\thread\SDL_systhread.h"
   50.84  			>
   50.85  		</File>
    51.1 --- a/VisualC/SDL/SDL_VS2010.vcxproj	Sat Jun 08 14:34:09 2013 -0400
    51.2 +++ b/VisualC/SDL/SDL_VS2010.vcxproj	Mon Aug 12 22:29:55 2013 -0400
    51.3 @@ -1,463 +1,464 @@
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   51.24 -  <PropertyGroup Label="Globals">
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  51.875 +    <ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
  51.876 +    <ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
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  51.879 +    <ClCompile Include="..\..\src\events\SDL_keyboard.c" />
  51.880 +    <ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
  51.881 +    <ClCompile Include="..\..\src\audio\SDL_mixer.c" />
  51.882 +    <ClCompile Include="..\..\src\joystick\windows\SDL_mmjoystick.c" />
  51.883 +    <ClCompile Include="..\..\src\events\SDL_mouse.c" />
  51.884 +    <ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
  51.885 +    <ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
  51.886 +    <ClCompile Include="..\..\src\video\SDL_pixels.c" />
  51.887 +    <ClCompile Include="..\..\src\power\SDL_power.c" />
  51.888 +    <ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
  51.889 +    <ClCompile Include="..\..\src\events\SDL_quit.c" />
  51.890 +    <ClCompile Include="..\..\src\video\SDL_rect.c" />
  51.891 +    <ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
  51.892 +    <ClCompile Include="..\..\src\file\SDL_rwops.c" />
  51.893 +    <ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
  51.894 +    <ClCompile Include="..\..\src\video\SDL_stretch.c" />
  51.895 +    <ClCompile Include="..\..\src\stdlib\SDL_string.c" />
  51.896 +    <ClCompile Include="..\..\src\video\SDL_surface.c" />
  51.897 +    <ClCompile Include="..\..\src\thread\generic\SDL_syscond.c" />
  51.898 +    <ClCompile Include="..\..\src\haptic\windows\SDL_syshaptic.c" />
  51.899 +    <ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
  51.900 +    <ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c" />
  51.901 +    <ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
  51.902 +    <ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
  51.903 +    <ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
  51.904 +    <ClCompile Include="..\..\src\thread\windows\SDL_systls.c" />
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  51.906 +    <ClCompile Include="..\..\src\thread\SDL_thread.c" />
  51.907 +    <ClCompile Include="..\..\src\timer\SDL_timer.c" />
  51.908 +    <ClCompile Include="..\..\src\video\SDL_video.c" />
  51.909 +    <ClCompile Include="..\..\src\audio\SDL_wave.c" />
  51.910 +    <ClCompile Include="..\..\src\video\windows\SDL_windowsclipboard.c" />
  51.911 +    <ClCompile Include="..\..\src\video\windows\SDL_windowsevents.c" />
  51.912 +    <ClCompile Include="..\..\src\video\windows\SDL_windowsframebuffer.c" />
  51.913 +    <ClCompile Include="..\..\src\video\windows\SDL_windowskeyboard.c" />
  51.914 +    <ClCompile Include="..\..\src\video\windows\SDL_windowsmessagebox.c" />
  51.915 +    <ClCompile Include="..\..\src\video\windows\SDL_windowsmodes.c" />
  51.916 +    <ClCompile Include="..\..\src\video\windows\SDL_windowsmouse.c" />
  51.917 +    <ClCompile Include="..\..\src\video\windows\SDL_windowsopengl.c" />
  51.918 +    <ClCompile Include="..\..\src\video\windows\SDL_windowsshape.c" />
  51.919 +    <ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
  51.920 +    <ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
  51.921 +    <ClCompile Include="..\..\src\events\SDL_windowevents.c" />
  51.922 +  </ItemGroup>
  51.923 +  <ItemGroup>
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  51.930 \ No newline at end of file
    52.1 --- a/VisualC/SDL/SDL_VS2012.vcxproj	Sat Jun 08 14:34:09 2013 -0400
    52.2 +++ b/VisualC/SDL/SDL_VS2012.vcxproj	Mon Aug 12 22:29:55 2013 -0400
    52.3 @@ -19,7 +19,7 @@
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    52.5    </ItemGroup>
    52.6    <PropertyGroup Label="Globals">
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   52.11    </PropertyGroup>
   52.12 @@ -127,7 +127,7 @@
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   52.14        </PrecompiledHeader>
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   52.16 -      <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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   52.20      <ResourceCompile>
   52.21 @@ -166,6 +166,7 @@
   52.22        <SuppressStartupBanner>true</SuppressStartupBanner>
   52.23        <CompileAs>Default</CompileAs>
   52.24        <ExceptionHandling>false</ExceptionHandling>
   52.25 +      <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
   52.26      </ClCompile>
   52.27      <ResourceCompile>
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   52.29 @@ -201,6 +202,7 @@
   52.30        </PrecompiledHeader>
   52.31        <WarningLevel>Level3</WarningLevel>
   52.32        <ExceptionHandling>false</ExceptionHandling>
   52.33 +      <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
   52.34      </ClCompile>
   52.35      <ResourceCompile>
   52.36        <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
   52.37 @@ -304,7 +306,6 @@
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   52.39      <ClInclude Include="..\..\src\SDL_hints_c.h" />
   52.40      <ClInclude Include="..\..\src\events\SDL_events_c.h" />
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   52.45 @@ -408,7 +409,6 @@
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   52.47      <ClCompile Include="..\..\src\SDL_error.c" />
   52.48      <ClCompile Include="..\..\src\events\SDL_events.c" />
   52.49 -    <ClCompile Include="..\..\src\SDL_fatal.c" />
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   52.51      <ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
   52.52      <ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
   52.53 @@ -439,6 +439,7 @@
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   52.55      <ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
   52.56      <ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
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   52.58      <ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
   52.59      <ClCompile Include="..\..\src\thread\SDL_thread.c" />
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   52.61 @@ -464,4 +465,4 @@
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   52.66 \ No newline at end of file
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    53.1 --- a/VisualC/SDL_VS2008.sln	Sat Jun 08 14:34:09 2013 -0400
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    53.3 @@ -91,12 +91,17 @@
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   53.23 @@ -105,9 +110,6 @@
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   53.33 @@ -116,10 +118,6 @@
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  53.188  	EndGlobalSection
  53.189  EndGlobal
    54.1 --- a/VisualC/SDL_VS2010.sln	Sat Jun 08 14:34:09 2013 -0400
    54.2 +++ b/VisualC/SDL_VS2010.sln	Mon Aug 12 22:29:55 2013 -0400
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    54.4  EndProject
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   54.12 +EndProject
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   54.28 +	ProjectSection(ProjectDependencies) = postProject
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   54.31 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   54.32 +	EndProjectSection
   54.33 +EndProject
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   54.35 +	ProjectSection(ProjectDependencies) = postProject
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   54.39 +	EndProjectSection
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   54.69 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
   54.70 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
   54.71 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
   54.72 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
   54.73 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
   54.74 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
   54.75 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
   54.76 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
   54.77 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
   54.78 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
   54.79 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
   54.80 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
   54.81 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
   54.82 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
   54.83 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
   54.84 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
   54.85 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
   54.86 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
   54.87 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
   54.88 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
   54.89 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
   54.90 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
   54.91 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
   54.92 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
   54.93 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
   54.94 +		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|Win32.ActiveCfg = Debug|Win32
   54.95 +		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|Win32.Build.0 = Debug|Win32
   54.96 +		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|x64.ActiveCfg = Debug|x64
   54.97 +		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|x64.Build.0 = Debug|x64
   54.98 +		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|Win32.ActiveCfg = Release|Win32
   54.99 +		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|Win32.Build.0 = Release|Win32
  54.100 +		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|x64.ActiveCfg = Release|x64
  54.101 +		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|x64.Build.0 = Release|x64
  54.102  	EndGlobalSection
  54.103  	GlobalSection(SolutionProperties) = preSolution
  54.104  		HideSolutionNode = FALSE
  54.105  	EndGlobalSection
  54.106  	GlobalSection(NestedProjects) = preSolution
  54.107 -		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.108 -		{40FB7794-D3C3-4CFE-BCF4-A80C96635682} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.109 -		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.110 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.111 +		{26932B24-EFC6-4E3A-B277-ED653DA37968} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.112  		{CAE4F1D0-314F-4B10-805B-0EFD670133A0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.113  		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
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  54.115 +		{26828762-C95D-4637-9CB1-7F0979523813} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.116 +		{40FB7794-D3C3-4CFE-BCF4-A80C96635682} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.117 +		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.118 +		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.119  		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
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  54.123 +		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.124 +		{2271060E-98B4-4596-8172-A041E4B2EC7A} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.125 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.126 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.127 +		{55812185-D13C-4022-9C81-32E0F4A08336} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.128 +		{55812185-D13C-4022-9C81-32E0F4A08996} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.129 +		{55812185-D13C-4022-9C81-32E0F4A08BCC} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.130 +		{55812185-D13C-4022-9C81-32E0F4A08AAD} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  54.131  	EndGlobalSection
  54.132  EndGlobal
    55.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    55.2 +++ b/VisualC/SDL_VS2010EE.sln	Mon Aug 12 22:29:55 2013 -0400
    55.3 @@ -0,0 +1,219 @@
    55.4 +´╗┐
    55.5 +Microsoft Visual Studio Solution File, Format Version 11.00
    55.6 +# Visual Studio 2010
    55.7 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2010.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
    55.8 +EndProject
    55.9 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2010.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
   55.10 +EndProject
   55.11 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2010.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
   55.12 +EndProject
   55.13 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2010.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
   55.14 +EndProject
   55.15 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2010.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
   55.16 +EndProject
   55.17 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2010.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
   55.18 +EndProject
   55.19 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2010.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
   55.20 +EndProject
   55.21 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2010.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
   55.22 +EndProject
   55.23 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2010.vcxproj", "{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}"
   55.24 +EndProject
   55.25 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2_VS2010.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
   55.26 +EndProject
   55.27 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower_VS2010.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
   55.28 +EndProject
   55.29 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2010.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
   55.30 +EndProject
   55.31 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_vs2010.vcxproj", "{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}"
   55.32 +EndProject
   55.33 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2010.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
   55.34 +EndProject
   55.35 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2010.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
   55.36 +EndProject
   55.37 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2010.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
   55.38 +EndProject
   55.39 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
   55.40 +	ProjectSection(ProjectDependencies) = postProject
   55.41 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   55.42 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   55.43 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   55.44 +	EndProjectSection
   55.45 +EndProject
   55.46 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
   55.47 +	ProjectSection(ProjectDependencies) = postProject
   55.48 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   55.49 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   55.50 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   55.51 +	EndProjectSection
   55.52 +EndProject
   55.53 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
   55.54 +	ProjectSection(ProjectDependencies) = postProject
   55.55 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   55.56 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   55.57 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   55.58 +	EndProjectSection
   55.59 +EndProject
   55.60 +Global
   55.61 +	GlobalSection(SolutionConfigurationPlatforms) = preSolution
   55.62 +		Debug|Win32 = Debug|Win32
   55.63 +		Debug|x64 = Debug|x64
   55.64 +		Release|Win32 = Release|Win32
   55.65 +		Release|x64 = Release|x64
   55.66 +	EndGlobalSection
   55.67 +	GlobalSection(ProjectConfigurationPlatforms) = postSolution
   55.68 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
   55.69 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
   55.70 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
   55.71 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
   55.72 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
   55.73 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
   55.74 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
   55.75 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
   55.76 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
   55.77 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
   55.78 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
   55.79 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
   55.80 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
   55.81 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
   55.82 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
   55.83 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
   55.84 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
   55.85 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
   55.86 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
   55.87 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
   55.88 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
   55.89 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
   55.90 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|x64
   55.91 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.Build.0 = Release|x64
   55.92 +		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
   55.93 +		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
   55.94 +		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|x64
   55.95 +		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.Build.0 = Debug|x64
   55.96 +		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
   55.97 +		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
   55.98 +		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.ActiveCfg = Release|x64
   55.99 +		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.Build.0 = Release|x64
  55.100 +		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
  55.101 +		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
  55.102 +		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
  55.103 +		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
  55.104 +		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
  55.105 +		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
  55.106 +		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|x64
  55.107 +		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.Build.0 = Release|x64
  55.108 +		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
  55.109 +		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
  55.110 +		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|x64
  55.111 +		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.Build.0 = Debug|x64
  55.112 +		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
  55.113 +		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
  55.114 +		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|x64
  55.115 +		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.Build.0 = Release|x64
  55.116 +		{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
  55.117 +		{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
  55.118 +		{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
  55.119 +		{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
  55.120 +		{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
  55.121 +		{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
  55.122 +		{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64
  55.123 +		{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64
  55.124 +		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.ActiveCfg = Debug|Win32
  55.125 +		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.Build.0 = Debug|Win32
  55.126 +		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.ActiveCfg = Debug|x64
  55.127 +		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.Build.0 = Debug|x64
  55.128 +		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.ActiveCfg = Release|Win32
  55.129 +		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.Build.0 = Release|Win32
  55.130 +		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.ActiveCfg = Release|x64
  55.131 +		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.Build.0 = Release|x64
  55.132 +		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.ActiveCfg = Debug|Win32
  55.133 +		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.Build.0 = Debug|Win32
  55.134 +		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.ActiveCfg = Debug|x64
  55.135 +		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.Build.0 = Debug|x64
  55.136 +		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.ActiveCfg = Release|Win32
  55.137 +		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.Build.0 = Release|Win32
  55.138 +		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.ActiveCfg = Release|x64
  55.139 +		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.Build.0 = Release|x64
  55.140 +		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
  55.141 +		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
  55.142 +		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
  55.143 +		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
  55.144 +		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
  55.145 +		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
  55.146 +		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|x64
  55.147 +		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.Build.0 = Release|x64
  55.148 +		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.ActiveCfg = Debug|Win32
  55.149 +		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.Build.0 = Debug|Win32
  55.150 +		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.ActiveCfg = Debug|x64
  55.151 +		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.Build.0 = Debug|x64
  55.152 +		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.ActiveCfg = Release|Win32
  55.153 +		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.Build.0 = Release|Win32
  55.154 +		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.ActiveCfg = Release|x64
  55.155 +		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.Build.0 = Release|x64
  55.156 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.ActiveCfg = Debug|Win32
  55.157 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.Build.0 = Debug|Win32
  55.158 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.ActiveCfg = Debug|x64
  55.159 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.Build.0 = Debug|x64
  55.160 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.ActiveCfg = Release|Win32
  55.161 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.Build.0 = Release|Win32
  55.162 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.ActiveCfg = Release|x64
  55.163 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.Build.0 = Release|x64
  55.164 +		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.ActiveCfg = Debug|Win32
  55.165 +		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.Build.0 = Debug|Win32
  55.166 +		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.ActiveCfg = Debug|x64
  55.167 +		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.Build.0 = Debug|x64
  55.168 +		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.ActiveCfg = Release|Win32
  55.169 +		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
  55.170 +		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|x64
  55.171 +		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.Build.0 = Release|x64
  55.172 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.ActiveCfg = Debug|Win32
  55.173 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.Build.0 = Debug|Win32
  55.174 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.ActiveCfg = Debug|Win32
  55.175 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.ActiveCfg = Release|Win32
  55.176 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.Build.0 = Release|Win32
  55.177 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.ActiveCfg = Release|Win32
  55.178 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.ActiveCfg = Debug|Win32
  55.179 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.Build.0 = Debug|Win32
  55.180 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.ActiveCfg = Debug|x64
  55.181 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.Build.0 = Debug|x64
  55.182 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.ActiveCfg = Release|Win32
  55.183 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.Build.0 = Release|Win32
  55.184 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.ActiveCfg = Release|x64
  55.185 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.Build.0 = Release|x64
  55.186 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.ActiveCfg = Debug|Win32
  55.187 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.Build.0 = Debug|Win32
  55.188 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.ActiveCfg = Debug|x64
  55.189 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.Build.0 = Debug|x64
  55.190 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.ActiveCfg = Release|Win32
  55.191 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.Build.0 = Release|Win32
  55.192 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.ActiveCfg = Release|x64
  55.193 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
  55.194 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
  55.195 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
  55.196 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
  55.197 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
  55.198 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
  55.199 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
  55.200 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
  55.201 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
  55.202 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
  55.203 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
  55.204 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
  55.205 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
  55.206 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
  55.207 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
  55.208 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
  55.209 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
  55.210 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
  55.211 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
  55.212 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
  55.213 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
  55.214 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
  55.215 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
  55.216 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
  55.217 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
  55.218 +	EndGlobalSection
  55.219 +	GlobalSection(SolutionProperties) = preSolution
  55.220 +		HideSolutionNode = FALSE
  55.221 +	EndGlobalSection
  55.222 +EndGlobal
    56.1 --- a/VisualC/SDL_VS2012.sln	Sat Jun 08 14:34:09 2013 -0400
    56.2 +++ b/VisualC/SDL_VS2012.sln	Mon Aug 12 22:29:55 2013 -0400
    56.3 @@ -1,9 +1,9 @@
    56.4  ´╗┐
    56.5  Microsoft Visual Studio Solution File, Format Version 12.00
    56.6  # Visual Studio 2012
    56.7 -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL", "SDL\SDL_VS2012.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
    56.8 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2012.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
    56.9  EndProject
   56.10 -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDLmain", "SDLmain\SDLmain_VS2012.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
   56.11 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2012.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
   56.12  EndProject
   56.13  Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{CE748C1F-3C21-4825-AA6A-F895A023F7E7}"
   56.14  EndProject
   56.15 @@ -64,7 +64,7 @@
   56.16  		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   56.17  	EndProjectSection
   56.18  EndProject
   56.19 -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDLtest", "SDLtest\SDLtest_VS2012.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
   56.20 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2012.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
   56.21  	ProjectSection(ProjectDependencies) = postProject
   56.22  		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   56.23  	EndProjectSection
   56.24 @@ -76,6 +76,33 @@
   56.25  		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   56.26  	EndProjectSection
   56.27  EndProject
   56.28 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2012.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
   56.29 +EndProject
   56.30 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2012.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
   56.31 +EndProject
   56.32 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2012.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
   56.33 +EndProject
   56.34 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
   56.35 +	ProjectSection(ProjectDependencies) = postProject
   56.36 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   56.37 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   56.38 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   56.39 +	EndProjectSection
   56.40 +EndProject
   56.41 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
   56.42 +	ProjectSection(ProjectDependencies) = postProject
   56.43 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   56.44 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   56.45 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   56.46 +	EndProjectSection
   56.47 +EndProject
   56.48 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
   56.49 +	ProjectSection(ProjectDependencies) = postProject
   56.50 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   56.51 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   56.52 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   56.53 +	EndProjectSection
   56.54 +EndProject
   56.55  Global
   56.56  	GlobalSection(SolutionConfigurationPlatforms) = preSolution
   56.57  		Debug|Win32 = Debug|Win32
   56.58 @@ -178,6 +205,54 @@
   56.59  		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
   56.60  		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|x64
   56.61  		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.Build.0 = Release|x64
   56.62 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.ActiveCfg = Debug|Win32
   56.63 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.Build.0 = Debug|Win32
   56.64 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.ActiveCfg = Debug|x64
   56.65 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.Build.0 = Debug|x64
   56.66 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.ActiveCfg = Release|Win32
   56.67 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.Build.0 = Release|Win32
   56.68 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.ActiveCfg = Release|x64
   56.69 +		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.Build.0 = Release|x64
   56.70 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.ActiveCfg = Debug|Win32
   56.71 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.Build.0 = Debug|Win32
   56.72 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.ActiveCfg = Debug|x64
   56.73 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.Build.0 = Debug|x64
   56.74 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.ActiveCfg = Release|Win32
   56.75 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.Build.0 = Release|Win32
   56.76 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.ActiveCfg = Release|x64
   56.77 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.Build.0 = Release|x64
   56.78 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.ActiveCfg = Debug|Win32
   56.79 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.Build.0 = Debug|Win32
   56.80 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.ActiveCfg = Debug|x64
   56.81 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.Build.0 = Debug|x64
   56.82 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.ActiveCfg = Release|Win32
   56.83 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.Build.0 = Release|Win32
   56.84 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.ActiveCfg = Release|x64
   56.85 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
   56.86 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
   56.87 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
   56.88 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
   56.89 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
   56.90 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
   56.91 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
   56.92 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
   56.93 +		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
   56.94 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
   56.95 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
   56.96 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
   56.97 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
   56.98 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
   56.99 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
  56.100 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
  56.101 +		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
  56.102 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
  56.103 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
  56.104 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
  56.105 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
  56.106 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
  56.107 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
  56.108 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
  56.109 +		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
  56.110  	EndGlobalSection
  56.111  	GlobalSection(SolutionProperties) = preSolution
  56.112  		HideSolutionNode = FALSE
  56.113 @@ -193,5 +268,11 @@
  56.114  		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  56.115  		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  56.116  		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  56.117 +		{2271060E-98B4-4596-8172-A041E4B2EC7A} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  56.118 +		{E7A6C41C-E059-4C9C-8CCC-73586A540B62} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  56.119 +		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  56.120 +		{55812185-D13C-4022-9C81-32E0F4A08336} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  56.121 +		{55812185-D13C-4022-9C81-32E0F4A08996} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  56.122 +		{55812185-D13C-4022-9C81-32E0F4A08BCC} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
  56.123  	EndGlobalSection
  56.124  EndGlobal
    57.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    57.2 +++ b/VisualC/SDL_VS2012EE.sln	Mon Aug 12 22:29:55 2013 -0400
    57.3 @@ -0,0 +1,258 @@
    57.4 +´╗┐
    57.5 +Microsoft Visual Studio Solution File, Format Version 12.00
    57.6 +# Visual Studio 2012
    57.7 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2012.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
    57.8 +EndProject
    57.9 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2012.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
   57.10 +EndProject
   57.11 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2012.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
   57.12 +	ProjectSection(ProjectDependencies) = postProject
   57.13 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.14 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.15 +	EndProjectSection
   57.16 +EndProject
   57.17 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2012.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
   57.18 +	ProjectSection(ProjectDependencies) = postProject
   57.19 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.20 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.21 +	EndProjectSection
   57.22 +EndProject
   57.23 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2012.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
   57.24 +	ProjectSection(ProjectDependencies) = postProject
   57.25 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.26 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.27 +	EndProjectSection
   57.28 +EndProject
   57.29 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2012.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
   57.30 +	ProjectSection(ProjectDependencies) = postProject
   57.31 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.32 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.33 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   57.34 +	EndProjectSection
   57.35 +EndProject
   57.36 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2012.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
   57.37 +	ProjectSection(ProjectDependencies) = postProject
   57.38 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.39 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.40 +	EndProjectSection
   57.41 +EndProject
   57.42 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2012.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
   57.43 +	ProjectSection(ProjectDependencies) = postProject
   57.44 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.45 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.46 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   57.47 +	EndProjectSection
   57.48 +EndProject
   57.49 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2012.vcxproj", "{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}"
   57.50 +	ProjectSection(ProjectDependencies) = postProject
   57.51 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.52 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.53 +	EndProjectSection
   57.54 +EndProject
   57.55 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2_VS2012.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
   57.56 +	ProjectSection(ProjectDependencies) = postProject
   57.57 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.58 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.59 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   57.60 +	EndProjectSection
   57.61 +EndProject
   57.62 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower_VS2012.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
   57.63 +	ProjectSection(ProjectDependencies) = postProject
   57.64 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.65 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.66 +	EndProjectSection
   57.67 +EndProject
   57.68 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2012.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
   57.69 +	ProjectSection(ProjectDependencies) = postProject
   57.70 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.71 +	EndProjectSection
   57.72 +EndProject
   57.73 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_vs2012.vcxproj", "{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}"
   57.74 +	ProjectSection(ProjectDependencies) = postProject
   57.75 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.76 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.77 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   57.78 +	EndProjectSection
   57.79 +EndProject
   57.80 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2012.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
   57.81 +EndProject
   57.82 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2012.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
   57.83 +EndProject
   57.84 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2012.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
   57.85 +EndProject
   57.86 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
   57.87 +	ProjectSection(ProjectDependencies) = postProject
   57.88 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.89 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.90 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   57.91 +	EndProjectSection
   57.92 +EndProject
   57.93 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
   57.94 +	ProjectSection(ProjectDependencies) = postProject
   57.95 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
   57.96 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
   57.97 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
   57.98 +	EndProjectSection
   57.99 +EndProject
  57.100 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
  57.101 +	ProjectSection(ProjectDependencies) = postProject
  57.102 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
  57.103 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
  57.104 +		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
  57.105 +	EndProjectSection
  57.106 +EndProject
  57.107 +Global
  57.108 +	GlobalSection(SolutionConfigurationPlatforms) = preSolution
  57.109 +		Debug|Win32 = Debug|Win32
  57.110 +		Debug|x64 = Debug|x64
  57.111 +		Release|Win32 = Release|Win32
  57.112 +		Release|x64 = Release|x64
  57.113 +	EndGlobalSection
  57.114 +	GlobalSection(ProjectConfigurationPlatforms) = postSolution
  57.115 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
  57.116 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
  57.117 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
  57.118 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
  57.119 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
  57.120 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
  57.121 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
  57.122 +		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
  57.123 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
  57.124 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
  57.125 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
  57.126 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
  57.127 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
  57.128 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
  57.129 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
  57.130 +		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
  57.131 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
  57.132 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
  57.133 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
  57.134 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
  57.135 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
  57.136 +		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
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