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 8477 ad08f0d710f3
parent 8476 25883bdf3cab (current diff)
parent 7632 d6a8fa507a45 (diff)
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
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Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/Info.plist
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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/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
test/automated/surface/surface.c
test/automated/surface/surface.h
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
test/test-automation/README
test/test-automation/TODO
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
test/test-automation/build-scripts/install-sh
test/test-automation/build-scripts/install-tests.sh
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
--- a/.DISABLED-hgeol	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,57 +0,0 @@
-[patterns]
-.hgeol = native
-.hgignore = native
-BUGS = native
-CREDITS = native
-INSTALL = native
-NOTES = native
-TODO = native
-WhatsNew = native
-**COPYING = native
-**README = native
-**doxyfile = native
-**Doxyfile = native
-**install-sh = LF
-**mkinstalldirs = LF
-**Makefile = LF
-**Makefile.* = LF
-test/automated/rwops/read = LF
-**README.* = native
-**.S = native
-**.bmp = BIN
-**.c = native
-**.cc = native
-**.cpp = native
-**.csh = LF
-**.dat = BIN
-**.gdbinit = LF
-build-scripts/config.guess = LF
-**.h = native
-**.htm = native
-**.html = native
-**.icns = BIN
-**.in = LF
-**.java = native
-**.m = native
-**.m4 = native
-**.mk = LF
-**.nib = BIN
-**.pch = BIN
-**.pdf = BIN
-**.pl = native
-**.plist = native
-**.png = BIN
-.indent.pro = LF
-**.rc = native
-**.rtf = BIN
-**.sh = LF
-**.sln = native
-**.txt = native
-**.vcp = native
-**.vcproj = native
-**.vcw = native
-**.vcxproj = native
-**.wav = BIN
-**.xbm = BIN
-**.xml = native
-**.zip = BIN
--- a/.hgignore	Sat Jun 08 14:34:09 2013 -0400
+++ b/.hgignore	Mon Aug 12 22:29:55 2013 -0400
@@ -1,5 +1,5 @@
 syntax:glob
-.svn
+aclocal.m4
 autom4te*
 config.cache
 config.log
@@ -38,6 +38,7 @@
 *.user
 *.ncb
 *.suo
+*.sdf
 
 # for Android
 android-project/local.properties
--- a/.hgtags	Sat Jun 08 14:34:09 2013 -0400
+++ b/.hgtags	Mon Aug 12 22:29:55 2013 -0400
@@ -13,3 +13,4 @@
 e044e7c70a50a2f54d14ee20d0933e904e5853b6 release-1.2.9
 f14cf9d71233934811774f941d0de121d5f96ccf release-1.2.14
 39c22a953456f6c9e2c8993c8ff973824104102a pre-touch-removal
+ccf5fbfa2afabab429ad911308f362201a94d810 macosx_10_4_supported
--- a/.indent.pro	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1 +0,0 @@
--i4 -nut -nsc -br -ce -cdw -npcs
--- a/Android.mk	Sat Jun 08 14:34:09 2013 -0400
+++ b/Android.mk	Mon Aug 12 22:29:55 2013 -0400
@@ -12,6 +12,8 @@
 
 LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
 
+LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
+
 LOCAL_SRC_FILES := \
 	$(subst $(LOCAL_PATH)/,, \
 	$(wildcard $(LOCAL_PATH)/src/*.c) \
@@ -20,7 +22,7 @@
 	$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
 	$(LOCAL_PATH)/src/atomic/SDL_atomic.c \
 	$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
-	$(wildcard $(LOCAL_PATH)/src/core/android/*.cpp) \
+	$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/events/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/file/*.c) \
--- a/BUGS	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,18 +0,0 @@
-
-Bugs are now managed in the SDL bug tracker, here:
-
-    http://bugzilla.libsdl.org/
-
-You may report bugs there, and search to see if a given issue has already
- been reported, discussed, and maybe even fixed.
-
-
-
-You may also find help at the SDL mailing list. Subscription information:
-
-    http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
-
-Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
- bugs discussed on the mailing list may be forgotten or missed.
-
-
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/BUGS.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,16 @@
+
+Bugs are now managed in the SDL bug tracker, here:
+
+    http://bugzilla.libsdl.org/
+
+You may report bugs there, and search to see if a given issue has already
+ been reported, discussed, and maybe even fixed.
+
+
+You may also find help on the SDL mailing list. Subscription information:
+
+    http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
+
+Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
+ bugs discussed on the mailing list may be forgotten or missed.
+
--- a/CMakeLists.txt	Sat Jun 08 14:34:09 2013 -0400
+++ b/CMakeLists.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -38,6 +38,8 @@
 math(EXPR LT_CURRENT "${SDL_MICRO_VERSION} - ${SDL_INTERFACE_AGE}")
 math(EXPR LT_AGE "${SDL_BINARY_AGE} - ${SDL_INTERFACE_AGE}")
 set(LT_REVISION "${SDL_INTERFACE_AGE}")
+set(LT_RELEASE "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}")
+set(LT_VERSION "${LT_CURRENT}.${LT_REVISION}.${LT_AGE}")
 
 # General settings & flags
 set(LIBRARY_OUTPUT_DIRECTORY "build")
@@ -104,6 +106,12 @@
   set(UNIX_SYS OFF)
 endif(UNIX AND NOT APPLE)
 
+if(UNIX OR APPLE)
+  set(UNIX_OR_MAC_SYS ON)
+else()
+  set(UNIX_OR_MAC_SYS OFF)
+endif(UNIX OR APPLE)
+
 # Default option knobs
 if(APPLE OR ARCH_64)
   set(OPT_DEF_SSEMATH ON)
@@ -190,7 +198,7 @@
 set_option(VIDEO_DUMMY         "Use dummy video driver" ON)
 set_option(VIDEO_OPENGL        "Include OpenGL support" ON)
 set_option(VIDEO_OPENGLES      "Include OpenGL ES support" ON)
-set_option(PTHREADS            "Use POSIX threads for multi-threading" ${UNIX_SYS})
+set_option(PTHREADS            "Use POSIX threads for multi-threading" ${UNIX_OR_MAC_SYS})
 dep_option(PTHREADS_SEM        "Use pthread semaphores" ON "PTHREADS" OFF)
 set_option(SDL_DLOPEN          "Use dlopen for shared object loading" ON)
 set_option(OSS                 "Support the OSS audio API" ${UNIX_SYS})
@@ -203,6 +211,7 @@
 set_option(ARTS                "Support the Analog Real Time Synthesizer" ${UNIX_SYS})
 dep_option(ARTS_SHARED         "Dynamically load aRts audio support" ON "ARTS" OFF)
 set_option(NAS                 "Support the NAS audio API" ${UNIX_SYS})
+set_option(SNDIO               "Support the sndio audio API" ${UNIX_SYS})
 set_option(RPATH               "Use an rpath when linking SDL" ${UNIX_SYS})
 set_option(CLOCK_GETTIME       "Use clock_gettime() instead of gettimeofday()" OFF)
 set_option(INPUT_TSLIB         "Use the Touchscreen library for input" ${UNIX_SYS})
@@ -621,6 +630,7 @@
     CheckESD()
     CheckARTS()
     CheckNAS()
+    CheckSNDIO()
     CheckFusionSound()
   endif(SDL_AUDIO)
 
@@ -793,6 +803,7 @@
       ${SDL2_SOURCE_DIR}/src/thread/windows/SDL_sysmutex.c
       ${SDL2_SOURCE_DIR}/src/thread/windows/SDL_syssem.c
       ${SDL2_SOURCE_DIR}/src/thread/windows/SDL_systhread.c
+      ${SDL2_SOURCE_DIR}/src/thread/windows/SDL_systls.c
       ${SDL2_SOURCE_DIR}/src/thread/generic/SDL_syscond.c)
     set(HAVE_SDL_THREADS TRUE)
   endif(SDL_THREADS)
@@ -1135,9 +1146,17 @@
 
 if(SDL_SHARED)
   add_library(SDL2 SHARED ${SOURCE_FILES})
-  set_target_properties(SDL2 PROPERTIES
-    VERSION ${SDL_VERSION}
-    SOVERSION ${LT_CURRENT})
+  if(UNIX)
+    set_target_properties(SDL2 PROPERTIES
+      VERSION ${LT_VERSION}
+      SOVERSION ${LT_CURRENT}
+      OUTPUT_NAME "SDL2-${LT_RELEASE}")
+  else(UNIX)
+    set_target_properties(SDL2 PROPERTIES
+      VERSION ${SDL_VERSION}
+      SOVERSION ${LT_CURRENT}
+      OUTPUT_NAME "SDL2")
+  endif(UNIX)
  set(_INSTALL_LIBS "SDL2" ${_INSTALL_LIBS})
  target_link_libraries(SDL2 ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
 endif(SDL_SHARED)
@@ -1165,6 +1184,13 @@
 list(APPEND INCLUDE_FILES ${BIN_INCLUDE_FILES})
 install(FILES ${INCLUDE_FILES} DESTINATION include/SDL2)
 
+if(SDL_SHARED)
+  install(CODE "
+    execute_process(COMMAND ${CMAKE_COMMAND} -E create_symlink
+    \"libSDL2-2.0.so\" \"libSDL2.so\")")
+  install(FILES ${SDL2_BINARY_DIR}/libSDL2.so DESTINATION "lib${LIB_SUFFIX}")
+endif(SDL_SHARED)
+
 if(NOT WINDOWS OR CYGWIN)
   if(FREEBSD)
     # FreeBSD uses ${PREFIX}/libdata/pkgconfig
@@ -1175,4 +1201,5 @@
   endif(FREEBSD)
   install(PROGRAMS ${SDL2_BINARY_DIR}/sdl2-config DESTINATION bin)
   # TODO: what about the .spec file? Is it only needed for RPM creation?
+  install(FILES "${SDL2_SOURCE_DIR}/sdl2.m4" DESTINATION "share/aclocal")
 endif(NOT WINDOWS OR CYGWIN)
--- a/COPYING	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,20 +0,0 @@
-
-Simple DirectMedia Layer
-Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
-  
-This software is provided 'as-is', without any express or implied
-warranty.  In no event will the authors be held liable for any damages
-arising from the use of this software.
-
-Permission is granted to anyone to use this software for any purpose,
-including commercial applications, and to alter it and redistribute it
-freely, subject to the following restrictions:
-  
-1. The origin of this software must not be misrepresented; you must not
-   claim that you wrote the original software. If you use this software
-   in a product, an acknowledgment in the product documentation would be
-   appreciated but is not required. 
-2. Altered source versions must be plainly marked as such, and must not be
-   misrepresented as being the original software.
-3. This notice may not be removed or altered from any source distribution.
-
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/COPYING.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,20 @@
+
+Simple DirectMedia Layer
+Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
+  
+This software is provided 'as-is', without any express or implied
+warranty.  In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+  
+1. The origin of this software must not be misrepresented; you must not
+   claim that you wrote the original software. If you use this software
+   in a product, an acknowledgment in the product documentation would be
+   appreciated but is not required. 
+2. Altered source versions must be plainly marked as such, and must not be
+   misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+
--- a/CREDITS	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,70 +0,0 @@
-
-Simple DirectMedia Layer CREDITS
-Thanks to everyone who made this possible, including:
-
-* Cliff Matthews, for giving me a reason to start this project. :)
- -- Executor rocks!  *grin*
-
-* The Linux Fund, C Magazine, Educational Technology Resources Inc.,
-  Gareth Noyce, Jesse Pavel, Keith Kitchin, Jeremy Horvath, Thomas Nicholson,
-  Hans-Peter Gygax, the Eternal Lands Development Team, Lars Brubaker,
-  and Phoenix Kokido for financial contributions
-
-* Edgar "bobbens" Simo for his force feedback API development during the
-  Google Summer of Code 2008
-
-* Aaron Wishnick for his work on audio resampling and pitch shifting during
-  the Google Summer of Code 2008
-
-* Holmes Futrell for port of SDL to the iPhone and iPod Touch during the
-  Google Summer of Code 2008
-
-* Szymon "Wilku" Wilczek for adding support for multiple mice and tablets
-  during the Google Summer of Code 2008
-
-* Marty Leisner, Andrew, Will, Edgar Simo, Donny Viszneki, Andrea Mazzoleni,
-  Dmytro Bogovych, and Couriersud for helping find SDL 1.3 bugs in the great
-  SDL Bug Hunt of January 2009!
-
-* Donny Viszneki for helping fix SDL 1.3 bugs in the great SDL Bug Hunt of
-  January 2009!
-
-* Luke Benstead for OpenGL 3.0 support
-
-* GaŰtan de Menten for writing the PHP and SQL behind the SDL website
-
-* Tim Jones for the new look of the SDL website
-
-* Ryan Gordon for helping everybody out and keeping the dream alive. :)
-
-* Mattias Engdegňrd, for help with the Solaris port and lots of other help
-
-* Eric Wing, Max Horn, and Darrell Walisser for unflagging work on the Mac OS X port
-
-* David CarrÚ, for the Pandora port
-
-* Couriersud for the DirectFB driver
-
-* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation
-
-* Arne Claus, for the 2004 winning SDL logo,
-  and Shandy Brown, Jac, Alex Lyman, Mikkel Gjoel, #Guy, Jonas Hartmann,
-  Daniel Liljeberg,  Ronald Sowa, DocD, Pekka Jaervinen, Patrick Avella,
-  Erkki Kontilla, Levon Gavalian, Hal Emerich, David Wiktorsson,
-  S. Schury and F. Hufsky, Ciska de Ruyver, Shredweat, Tyler Montbriand,
-  Martin Andersson, Merlyn Wysard, Fernando Ibanez, David Miller,
-  Andre Bommele, lovesby.com, Francisco Camenforte Torres, and David Igreja
-  for other logo entries.
-
-* Bob Pendleton and David Olofson for being long time contributors to
-  the SDL mailing list.
-
-* Everybody at Loki Software, Inc. for their great contributions!
-
- And a big hand to everyone else who gave me appreciation, advice,
- and suggestions, especially the good folks on the SDL mailing list.
-
-THANKS! :)
-
-  -- Sam Lantinga			<slouken@libsdl.org>
-
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/CREDITS.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,51 @@
+
+Simple DirectMedia Layer CREDITS
+Thanks to everyone who made this possible, including:
+
+* Cliff Matthews, for giving me a reason to start this project. :)
+ -- Executor rocks!  *grin*
+
+* Ryan Gordon for helping everybody out and keeping the dream alive. :)
+
+* Gabriel Jacobo for his work on the Android port and generally helping out all around.
+ 
+* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
+
+* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
+
+* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
+
+* Alfred Reynolds for the game controller API and general (in)sanity
+
+* J├Şrgen Tjern├Ş for numerous magical Mac OS X fixes.
+
+* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
+ 
+* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
+
+* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
+
+* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
+
+* Jim Grandpre for his work on multi-touch and gesture recognition during
+  the Google Summer of Code 2010.
+
+* Edgar "bobbens" Simo for his force feedback API development during the
+  Google Summer of Code 2008.
+
+* Aaron Wishnick for his work on audio resampling and pitch shifting during
+  the Google Summer of Code 2008.
+
+* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
+  Google Summer of Code 2008.
+
+* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
+
+* Everybody at Loki Software, Inc. for their great contributions!
+
+ And a big hand to everyone else who has contributed over the years.
+
+THANKS! :)
+
+  -- Sam Lantinga			<slouken@libsdl.org>
+
--- a/INSTALL	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,27 +0,0 @@
-
-To compile and install SDL:
-
-    0.  If you have downloaded this from the website, skip to the next step.
-        If you have checked this out from subversion, you'll need to run
-        ./autogen.sh to build the configure script. 
-
-    1.  Run './configure; make; make install'
-
-        If you are compiling for Windows using gcc, read the FAQ at:
-        http://www.libsdl.org/faq.php?action=listentries&category=4#42
-
-        If you are compiling using Visual C++ on Win32, you should read
-        the file VisualC.html
-
-    2.  Look at the example programs in ./test, and check out the online
-        documentation at http://wiki.libsdl.org/
-
-    3.  Join the SDL developer mailing list by sending E-mail to
-    	sdl-request@libsdl.org
-        and put "subscribe" in the subject of the message.
-
-        Or alternatively you can use the web interface:
-            http://www.libsdl.org/mailing-list.php
-
-That's it!
-Sam Lantinga <slouken@libsdl.org>
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/INSTALL.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,40 @@
+
+To compile and install SDL:
+
+    1.  Windows with Visual Studio:
+        * Read VisualC.html
+
+        Windows with gcc, either native or cross-compiling:
+        * Read the FAQ at http://wiki.libsdl.org/moin.fcg/FAQWindows
+        * Run './configure; make; make install'
+
+        Mac OS X with Xcode:
+        * Read README-macosx.txt
+
+        Mac OS X from the command line:
+        * Run './configure; make; make install'
+
+        Linux and other UNIX systems:
+        * Run './configure; make; make install'
+
+        Android:
+        * Read README-android.txt
+
+        iOS:
+        * Read README-ios.txt
+
+        Using Cmake:
+        * Read README-cmake.txt
+
+    2.  Look at the example programs in ./test, and check out the online
+        documentation at http://wiki.libsdl.org/
+
+    3.  Join the SDL developer mailing list by sending E-mail to
+    	sdl-request@libsdl.org
+        and put "subscribe" in the subject of the message.
+
+        Or alternatively you can use the web interface:
+            http://www.libsdl.org/mailing-list.php
+
+That's it!
+Sam Lantinga <slouken@libsdl.org>
--- a/Makefile.in	Sat Jun 08 14:34:09 2013 -0400
+++ b/Makefile.in	Mon Aug 12 22:29:55 2013 -0400
@@ -39,7 +39,7 @@
 SDLTEST_TARGET = libSDL2_test.a
 SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
 
-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
+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
 GEN_DIST = SDL2.spec
 
 HDRS = \
@@ -47,7 +47,7 @@
 	SDL_assert.h \
 	SDL_atomic.h \
 	SDL_audio.h \
-        SDL_bits.h \
+    SDL_bits.h \
 	SDL_blendmode.h \
 	SDL_clipboard.h \
 	SDL_cpuinfo.h \
@@ -216,26 +216,3 @@
 
 rpm: $(distfile)
 	rpmbuild -ta $?
-
-# Run indent on the source to standardize coding style
-indent:
-	@echo "Running indent... modified files:"
-	@cd $(srcdir) && \
-	find . \( \
-	    -name '*.h' -o \
-	    -name '*.c' -o \
-	    -name '*.cc' \) \
-	    -print | fgrep -v ./Xcode | \
-	while read file; do \
-	    indent "$$file" -o "$$file.indent"; \
-	    if cmp "$$file" "$$file.indent" >/dev/null; then \
-	        rm -f "$$file.indent"; \
-	    else \
-	        echo "$$file"; \
-	        mv -f "$$file.indent" "$$file"; \
-	    fi; \
-	done
-
-# Run indent and then commit modified files
-commit: indent
-	hg commit
--- a/Makefile.psp	Sat Jun 08 14:34:09 2013 -0400
+++ b/Makefile.psp	Mon Aug 12 22:29:55 2013 -0400
@@ -2,7 +2,6 @@
 OBJS= src/SDL.o \
       src/SDL_assert.o \
       src/SDL_error.o \
-      src/SDL_fatal.o \
       src/SDL_hints.o \
       src/SDL_log.o \
       src/atomic/SDL_atomic.o \
--- a/README	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,39 +0,0 @@
-
-                         Simple DirectMedia Layer
-
-                                  (SDL)
-
-                                Version 2.0
-
----
-http://www.libsdl.org/
-
-This is the Simple DirectMedia Layer, a general API that provides low
-level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
-and 2D framebuffer across multiple platforms.
-
-The current version supports Windows, Mac OS X, Linux, FreeBSD,
-NetBSD, OpenBSD, BSD/OS, Solaris, iOS, and Android. The code contains
-support for other operating systems but those are not officially supported.
-
-SDL is written in C, but works with C++ natively, and has bindings to
-several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
-Go, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
-Pike, Pliant, Python, Ruby, and Smalltalk.
-
-This library is distributed under the zlib license, which can be found
-in the file "COPYING".
-
-The best way to learn how to use SDL is to check out the header files in
-the "include" subdirectory and the programs in the "test" subdirectory.
-The header files and test programs are well commented and always up to date.
-More documentation and FAQs are available online at:
-	http://wiki.libsdl.org/
-
-If you need help with the library, or just want to discuss SDL related
-issues, you can join the developers mailing list:
-	http://www.libsdl.org/mailing-list.php
-
-Enjoy!
-	Sam Lantinga				(slouken@libsdl.org)
-
--- a/README-SDL.txt	Sat Jun 08 14:34:09 2013 -0400
+++ b/README-SDL.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -1,13 +1,13 @@
-
-Please distribute this file with the SDL runtime environment:
-
-The Simple DirectMedia Layer (SDL for short) is a cross-platform library
-designed to make it easy to write multi-media software, such as games and
-emulators.
-
-The Simple DirectMedia Layer library source code is available from:
-http://www.libsdl.org/
-
-This library is distributed under the terms of the zlib license:
-http://www.zlib.net/zlib_license.html
-
+
+Please distribute this file with the SDL runtime environment:
+
+The Simple DirectMedia Layer (SDL for short) is a cross-platform library
+designed to make it easy to write multi-media software, such as games and
+emulators.
+
+The Simple DirectMedia Layer library source code is available from:
+http://www.libsdl.org/
+
+This library is distributed under the terms of the zlib license:
+http://www.zlib.net/zlib_license.html
+
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-android.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,384 @@
+================================================================================
+Simple DirectMedia Layer for Android
+================================================================================
+
+Requirements:
+
+Android SDK (version 10 or later)
+http://developer.android.com/sdk/index.html
+
+Android NDK r7 or later
+http://developer.android.com/sdk/ndk/index.html
+
+Minimum API level supported by SDL: 10 (Android 2.3.3)
+
+================================================================================
+ How the port works
+================================================================================
+
+- Android applications are Java-based, optionally with parts written in C
+- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
+the SDL library
+- This means that your application C code must be placed inside an Android 
+Java project, along with some C support code that communicates with Java
+- This eventually produces a standard Android .apk package
+
+The Android Java code implements an "Activity" and can be found in:
+android-project/src/org/libsdl/app/SDLActivity.java
+
+The Java code loads your game code, the SDL shared library, and
+dispatches to native functions implemented in the SDL library:
+src/SDL_android.c
+
+Your project must include some glue code that starts your main() routine:
+src/main/android/SDL_android_main.c
+
+
+================================================================================
+ Building an app
+================================================================================
+
+Instructions:
+1. Copy the android-project directory wherever you want to keep your projects
+   and rename it to the name of your project.
+2. Move or symlink this SDL directory into the <project>/jni directory
+3. Edit <project>/jni/src/Android.mk to include your source files
+4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
+
+If you want to use the Eclipse IDE, skip to the Eclipse section below.
+
+5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
+sdk.dir=PATH_TO_ANDROID_SDK
+6. Run 'ant debug' in android/project. This compiles the .java and eventually 
+   creates a .apk with the native code embedded
+7. 'ant debug install' will push the apk to the device or emulator (if connected)
+
+Here's an explanation of the files in the Android project, so you can customize them:
+
+android-project/
+	AndroidManifest.xml	- package manifest. Among others, it contains the class name
+				  of the main Activity and the package name of the application.
+	build.properties	- empty
+	build.xml		- build description file, used by ant. The actual application name
+				  is specified here.
+	default.properties	- holds the target ABI for the application, android-10 and up
+	project.properties	- holds the target ABI for the application, android-10 and up
+	local.properties	- holds the SDK path, you should change this to the path to your SDK
+	jni/			- directory holding native code
+	jni/Android.mk		- Android makefile that can call recursively the Android.mk files
+				  in all subdirectories
+	jni/SDL/		- (symlink to) directory holding the SDL library files
+	jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
+	jni/src/		- directory holding your C/C++ source
+	jni/src/Android.mk	- Android makefile that you should customize to include your 
+                                  source code and any library references
+	res/			- directory holding resources for your application
+	res/drawable-*		- directories holding icons for different phone hardware. Could be
+				  one dir called "drawable".
+	res/layout/main.xml	- Usually contains a file main.xml, which declares the screen layout.
+				  We don't need it because we use the SDL video output.
+	res/values/strings.xml	- strings used in your application, including the application name
+				  shown on the phone.
+	src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
+				  to SDL.  Be very careful changing this, as the SDL library relies
+				  on this implementation.
+
+
+================================================================================
+ Customizing your application name
+================================================================================
+
+To customize your application name, edit AndroidManifest.xml and replace
+"org.libsdl.app" with an identifier for your product package.
+
+Then create a Java class extending SDLActivity and place it in a directory
+under src matching your package, e.g.
+	src/com/gamemaker/game/MyGame.java
+
+Here's an example of a minimal class file:
+--- MyGame.java --------------------------
+package com.gamemaker.game;
+
+import org.libsdl.app.SDLActivity; 
+
+/* 
+ * A sample wrapper class that just calls SDLActivity 
+ */ 
+
+public class MyGame extends SDLActivity { }
+
+------------------------------------------
+
+Then replace "SDLActivity" in AndroidManifest.xml with the name of your
+class, .e.g. "MyGame"
+
+================================================================================
+ Customizing your application icon
+================================================================================
+
+Conceptually changing your icon is just replacing the "ic_launcher.png" files in
+the drawable directories under the res directory. There are four directories for
+different screen sizes. These can be replaced with one dir called "drawable",
+containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72.
+
+You may need to change the name of your icon in AndroidManifest.xml to match
+this icon filename.
+
+================================================================================
+ Loading assets
+================================================================================
+
+Any files you put in the "assets" directory of your android-project directory
+will get bundled into the application package and you can load them using the
+standard functions in SDL_rwops.h.
+
+There are also a few Android specific functions that allow you to get other
+useful paths for saving and loading data:
+SDL_AndroidGetInternalStoragePath()
+SDL_AndroidGetExternalStorageState()
+SDL_AndroidGetExternalStoragePath()
+
+See SDL_system.h for more details on these functions.
+
+The asset packaging system will, by default, compress certain file extensions.
+SDL includes two asset file access mechanisms, the preferred one is the so
+called "File Descriptor" method, which is faster and doesn't involve the Dalvik
+GC, but given this method does not work on compressed assets, there is also the
+"Input Stream" method, which is automatically used as a fall back by SDL. You
+may want to keep this fact in mind when building your APK, specially when large
+files are involved.
+For more information on which extensions get compressed by default and how to
+disable this behaviour, see for example:
+    
+http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
+
+================================================================================
+ Pause / Resume behaviour
+================================================================================
+
+If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
+the event loop will block itself when the app is paused (ie, when the user
+returns to the main Android dashboard). Blocking is better in terms of battery
+use, and it allows your app to spring back to life instantaneously after resume
+(versus polling for a resume message).
+
+Upon resume, SDL will attempt to restore the GL context automatically.
+In modern devices (Android 3.0 and up) this will most likely succeed and your
+app can continue to operate as it was.
+
+However, there's a chance (on older hardware, or on systems under heavy load),
+where the GL context can not be restored. In that case you have to listen for
+a specific message, (which is not yet implemented!) and restore your textures
+manually or quit the app (which is actually the kind of behaviour you'll see
+under iOS, if the OS can not restore your GL context it will just kill your app)
+
+================================================================================
+ Threads and the Java VM
+================================================================================
+
+For a quick tour on how Linux native threads interoperate with the Java VM, take
+a look here: http://developer.android.com/guide/practices/jni.html
+If you want to use threads in your SDL app, it's strongly recommended that you
+do so by creating them using SDL functions. This way, the required attach/detach
+handling is managed by SDL automagically. If you have threads created by other
+means and they make calls to SDL functions, make sure that you call
+Android_JNI_SetupThread before doing anything else otherwise SDL will attach
+your thread automatically anyway (when you make an SDL call), but it'll never
+detach it.
+
+================================================================================
+ Using STL
+================================================================================
+
+You can use STL in your project by creating an Application.mk file in the jni
+folder and adding the following line:
+APP_STL := stlport_static
+
+For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
+
+================================================================================
+ Additional documentation
+================================================================================
+
+The documentation in the NDK docs directory is very helpful in understanding the
+build process and how to work with native code on the Android platform.
+
+The best place to start is with docs/OVERVIEW.TXT
+
+
+================================================================================
+ Using Eclipse
+================================================================================
+
+First make sure that you've installed Eclipse and the Android extensions as described here:
+	http://developer.android.com/sdk/eclipse-adt.html
+
+Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
+ * File -> New -> Other
+ * Select the Android -> Android Project wizard and click Next
+ * Enter the name you'd like your project to have
+ * Select "Create project from existing source" and browse for your project directory
+ * Make sure the Build Target is set to Android 2.0
+ * Click Finish
+
+
+================================================================================
+ Using the emulator
+================================================================================
+
+There are some good tips and tricks for getting the most out of the
+emulator here: http://developer.android.com/tools/devices/emulator.html
+
+Especially useful is the info on setting up OpenGL ES 2.0 emulation.
+
+Notice that this software emulator is incredibly slow and needs a lot of disk space.
+Using a real device works better.
+
+================================================================================
+ Troubleshooting
+================================================================================
+
+You can create and run an emulator from the Eclipse IDE:
+ * Window -> Android SDK and AVD Manager
+
+You can see if adb can see any devices with the following command:
+	adb devices
+
+You can see the output of log messages on the default device with:
+	adb logcat
+
+You can push files to the device with:
+	adb push local_file remote_path_and_file
+
+You can push files to the SD Card at /sdcard, for example:
+	adb push moose.dat /sdcard/moose.dat
+
+You can see the files on the SD card with a shell command:
+	adb shell ls /sdcard/
+
+You can start a command shell on the default device with:
+	adb shell
+
+You can remove the library files of your project (and not the SDL lib files) with:
+	ndk-build clean
+
+You can do a build with the following command:
+	ndk-build
+
+You can see the complete command line that ndk-build is using by passing V=1 on the command line:
+	ndk-build V=1
+
+If your application crashes in native code, you can use addr2line to convert the
+addresses in the stack trace to lines in your code.
+
+For example, if your crash looks like this:
+I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
+I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
+I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
+I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
+I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
+I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
+I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
+I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
+I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
+
+You can see that there's a crash in the C library being called from the main code.
+I run addr2line with the debug version of my code:
+	arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
+and then paste in the number after "pc" in the call stack, from the line that I care about:
+000014bc
+
+I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
+
+You can add logging to your code to help show what's happening:
+
+#include <android/log.h>
+
+	__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
+
+If you need to build without optimization turned on, you can create a file called
+"Application.mk" in the jni directory, with the following line in it:
+APP_OPTIM := debug
+
+
+================================================================================
+ Memory debugging
+================================================================================
+
+The best (and slowest) way to debug memory issues on Android is valgrind.
+Valgrind has support for Android out of the box, just grab code using:
+	svn co svn://svn.valgrind.org/valgrind/trunk valgrind
+... and follow the instructions in the file README.android to build it.
+
+One thing I needed to do on Mac OS X was change the path to the toolchain,
+and add ranlib to the environment variables:
+export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
+
+Once valgrind is built, you can create a wrapper script to launch your
+application with it, changing org.libsdl.app to your package identifier:
+--- start_valgrind_app -------------------
+#!/system/bin/sh
+export TMPDIR=/data/data/org.libsdl.app
+exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
+------------------------------------------
+
+Then push it to the device:
+	adb push start_valgrind_app /data/local
+
+and make it executable:
+	adb shell chmod 755 /data/local/start_valgrind_app
+
+and tell Android to use the script to launch your application:
+	adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
+
+If the setprop command says "could not set property", it's likely that
+your package name is too long and you should make it shorter by changing
+AndroidManifest.xml and the path to your class file in android-project/src
+
+You can then launch your application normally and waaaaaaaiiittt for it.
+You can monitor the startup process with the logcat command above, and
+when it's done (or even while it's running) you can grab the valgrind
+output file:
+	adb pull /sdcard/valgrind.log
+
+When you're done instrumenting with valgrind, you can disable the wrapper:
+	adb shell setprop wrap.org.libsdl.app ""
+
+================================================================================
+ Why is API level 10 the minimum required?
+================================================================================
+
+API level 10 is required because SDL requires some functionality for running not
+available on older devices and some for building which is not in older NDK/SDKs.
+
+Support for native OpenGL ES and ES2 applications was introduced in the NDK for
+API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
+has since then been obsoleted, with the recommendation to developers to bump the
+required API level to 10.
+As of this writing, according to http://developer.android.com/about/dashboards/index.html
+about 90% of the Android devices accessing Google Play support API level 10 or
+higher (March 2013).
+
+================================================================================
+ A note regarding the use of the "dirty rectangles" rendering technique
+================================================================================
+
+If your app uses a variation of the "dirty rectangles" rendering technique,
+where you only update a portion of the screen on each frame, you may notice a
+variety of visual glitches on Android, that are not present on other platforms.
+This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
+contexts, in particular the use of the eglSwapBuffers function. As stated in the
+documentation for the function "The contents of ancillary buffers are always 
+undefined after calling eglSwapBuffers".
+Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
+is not possible for SDL as it requires EGL 1.4, available only on the API level
+17+, so the only workaround available on this platform is to redraw the entire
+screen each frame.
+
+Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
+
+================================================================================
+ Known issues
+================================================================================
+
+- TODO. I'm sure there's a bunch more stuff I haven't thought of 
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-cmake.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,31 @@
+================================================================================
+CMake build system for SDL (www.cmake.org)
+================================================================================
+
+SDL's build system was traditionally based on autotools. Over time, this
+approach has suffered from several issues across the different supported 
+platforms.
+To solve these problems, a new build system based on CMake is under development.
+It works in parallel to the legacy system, so users can experiment with it
+without complication.
+While still experimental, the build system should be usable on the following
+platforms:
+    
+    * FreeBSD
+    * Linux
+    * VS.NET 2010
+    * MinGW and Msys
+    * OS X with support for XCode
+    
+================================================================================
+Usage
+================================================================================
+
+Assuming the source for SDL is located at ~/sdl
+
+cd ~
+mkdir build
+cd build
+cmake ../sdl
+
+This will build the static and dynamic versions of SDL in the ~/build directory.
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-directfb.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,106 @@
+SDL on DirectFB
+
+Supports:
+
+- Hardware YUV overlays
+- OpenGL - software only
+- 2D/3D accelerations (depends on directfb driver)
+- multiple displays
+- windows
+
+What you need:
+
+DirectFB 1.0.1, 1.2.x, 1.3.0
+Kernel-Framebuffer support: required: vesafb, radeonfb .... 
+Mesa 7.0.x	   - optional for OpenGL
+
+/etc/directfbrc
+
+This file should contain the following lines to make
+your joystick work and avoid crashes:
+------------------------
+disable-module=joystick
+disable-module=cle266
+disable-module=cyber5k
+no-linux-input-grab
+------------------------
+
+To disable to use x11 backend when DISPLAY variable is found use
+
+export SDL_DIRECTFB_X11_CHECK=0
+
+To disable the use of linux input devices, i.e. multimice/multikeyboard support,
+use
+
+export SDL_DIRECTFB_LINUX_INPUT=0
+
+To use hardware accelerated YUV-overlays for YUV-textures, use:
+
+export SDL_DIRECTFB_YUV_DIRECT=1
+
+This is disabled by default. It will only support one 
+YUV texture, namely the first. Every other YUV texture will be
+rendered in software.
+
+In addition, you may use (directfb-1.2.x)
+
+export SDL_DIRECTFB_YUV_UNDERLAY=1
+
+to make the YUV texture an underlay. This will make the cursor to
+be shown.
+
+Simple Window Manager
+=====================
+
+The driver has support for a very, very basic window manager you may
+want to use when running with "wm=default". Use
+
+export SDL_DIRECTFB_WM=1
+
+to enable basic window borders. In order to have the window title rendered,
+you need to have the following font installed:
+
+/usr/share/fonts/truetype/freefont/FreeSans.ttf
+
+OpenGL Support
+==============
+
+The following instructions will give you *software* OpenGL. However this
+works at least on all directfb supported platforms.
+
+As of this writing 20100802 you need to pull Mesa from git and do the following:
+
+------------------------
+git clone git://anongit.freedesktop.org/git/mesa/mesa
+cd mesa 
+git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
+------------------------
+
+Edit configs/linux-directfb so that the Directories-section looks like
+------------------------
+# Directories
+SRC_DIRS     = mesa glu 
+GLU_DIRS     = sgi
+DRIVER_DIRS  = directfb
+PROGRAM_DIRS = 
+------------------------
+
+make linux-directfb
+make
+
+echo Installing - please enter sudo pw.
+
+sudo make install INSTALL_DIR=/usr/local/dfb_GL
+cd src/mesa/drivers/directfb
+make
+sudo make install INSTALL_DIR=/usr/local/dfb_GL
+------------------------
+
+To run the SDL - testprograms:
+
+export SDL_VIDEODRIVER=directfb
+export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
+export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
+
+./testgl
+
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-gesture.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,72 @@
+===========================================================================
+Dollar Gestures
+===========================================================================
+SDL Provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
+
+Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up. 
+
+Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
+
+Recording:
+----------
+To begin recording on a touch device call:
+SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
+
+Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
+A SDL_DOLLARRECORD event is a dgesture with the following fields:
+
+event.dgesture.touchId   - the Id of the touch used to record the gesture.
+event.dgesture.gestureId - the unique id of the recorded gesture.
+
+
+Performing:
+-----------
+As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
+
+event.dgesture.touchId    - the Id of the touch which performed the gesture.
+event.dgesture.gestureId  - the unique id of the closest gesture to the performed stroke.
+event.dgesture.error      - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
+event.dgesture.numFingers - the number of fingers used to draw the stroke.
+
+Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
+
+
+
+Saving:
+-------
+To save a template, call SDL_SaveDollarTemplate(gestureId, 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.
+
+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.
+
+Both functions return the number of gestures successfully saved.
+
+
+Loading:
+--------
+To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. 
+
+SDL_LoadDollarTemplates returns the number of templates successfully loaded.
+
+
+
+===========================================================================
+Multi Gestures
+===========================================================================
+SDL provides simple support for pinch/rotate/swipe gestures. 
+Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
+
+event.mgesture.touchId - the Id of the touch on which the gesture was performed.
+event.mgesture.x       - the normalized x coordinate of the gesture. (0..1)
+event.mgesture.y       - the normalized y coordinate of the gesture. (0..1)
+event.mgesture.dTheta  - the amount that the fingers rotated during this motion.
+event.mgesture.dDist   - the amount that the fingers pinched during this motion.
+event.mgesture.numFingers - the number of fingers used in the gesture.
+
+
+===========================================================================
+Notes
+===========================================================================
+For a complete example see test/testgesture.c
+
+Please direct questions/comments to:
+   jim.tla+sdl_touch@gmail.com
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-hg.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,23 @@
+The latest development version of SDL is available via Mercurial.
+Mercurial allows you to get up-to-the-minute fixes and enhancements;
+as a developer works on a source tree, you can use "hg" to mirror that
+source tree instead of waiting for an official release. Please look
+at the Mercurial website ( http://mercurial.selenic.com/ ) for more
+information on using hg, where you can also download software for
+Mac OS X, Windows, and Unix systems.
+
+  hg clone http://hg.libsdl.org/SDL
+
+If you are building SDL with an IDE, you will need to copy the file
+include/SDL_config.h.default to include/SDL_config.h before building.
+
+If you are building SDL via configure, you will need to run autogen.sh
+before running configure.
+
+There is a web interface to the subversion repository at:
+
+	http://hg.libsdl.org/SDL/
+
+There is an RSS feed available at that URL, for those that want to
+track commits in real time.
+
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-ios.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,222 @@
+==============================================================================
+Building the Simple DirectMedia Layer for iPhone OS 2.0
+==============================================================================
+
+Requirements: Mac OS X v10.5 or later and the iPhone SDK.
+
+Instructions:
+1.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in XCode.
+2.  Select your desired target, and hit build.
+
+There are three build targets:
+- libSDL.a:
+	Build SDL as a statically linked library
+- testsdl
+	Build a test program (there are known test failures which are fine)
+- Template:
+	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.
+
+==============================================================================
+Build SDL for iOS from the command line
+==============================================================================
+
+1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
+2. ./iosbuild.sh
+
+If everything goes fine, you should see a build/ios directory, inside there's
+two directories "lib" and "include". 
+"include" contains a copy of the SDL headers that you'll need for your project,
+make sure to configure XCode to look for headers there.
+"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both 
+to your XCode project. These libraries contain three architectures in them,
+armv6 for legacy devices, armv7, and i386 (for the simulator).
+By default, iosbuild.sh will autodetect the SDK version you have installed using 
+xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour 
+by setting the MIN_OS_VERSION variable, ie:
+
+MIN_OS_VERSION=4.2 ./iosbuild.sh
+
+==============================================================================
+Using the Simple DirectMedia Layer for iOS
+==============================================================================
+
+FIXME: This needs to be updated for the latest methods
+
+Here is the easiest method:
+1.  Build the SDL libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template.
+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.
+2.  Start a new project using the template.  The project should be immediately ready for use with SDL.
+
+Here is a more manual method:
+1.  Create a new iPhone view based application.
+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.
+3.  Include the SDL header files in your project.
+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.
+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.
+
+==============================================================================
+Notes -- Application events
+==============================================================================
+
+On iOS the application goes through a fixed life cycle and you will get
+notifications of state changes via application events. When these events
+are delivered you must handle them in an event callback because the OS may
+not give you any processing time after the events are delivered.
+
+e.g.
+
+int HandleAppEvents(void *userdata, SDL_Event *event)
+{
+    switch (event->type)
+    {
+    case SDL_APP_TERMINATING:
+        /* Terminate the app.
+           Shut everything down before returning from this function.
+        */
+        return 0;
+    case SDL_APP_LOWMEMORY:
+        /* You will get this when your app is paused and iOS wants more memory.
+           Release as much memory as possible.
+        */
+        return 0;
+    case SDL_APP_WILLENTERBACKGROUND:
+        /* Prepare your app to go into the background.  Stop loops, etc.
+           This gets called when the user hits the home button, or gets a call.
+        */
+        return 0;
+    case SDL_APP_DIDENTERBACKGROUND:
+        /* This will get called if the user accepted whatever sent your app to the background.
+           If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
+           When you get this, you have 5 seconds to save all your state or the app will be terminated.
+           Your app is NOT active at this point.
+        */
+        return 0;
+    case SDL_APP_WILLENTERFOREGROUND:
+        /* This call happens when your app is coming back to the foreground.
+           Restore all your state here.
+        */
+        return 0;
+    case SDL_APP_DIDENTERFOREGROUND:
+        /* Restart your loops here.
+           Your app is interactive and getting CPU again.
+        */
+        return 0;
+    default:
+        /* No special processing, add it to the event queue */
+        return 1;
+    }
+}
+
+int main(int argc, char *argv[])
+{
+    SDL_SetEventFilter(HandleAppEvents, NULL);
+
+    ... run your main loop
+
+    return 0;
+}
+
+    
+==============================================================================
+Notes -- Accelerometer as Joystick
+==============================================================================
+
+SDL for iPhone supports polling the built in accelerometer as a joystick device.  For an example on how to do this, see the accelerometer.c in the demos directory.
+
+The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers.  Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver.  To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
+
+==============================================================================
+Notes -- OpenGL ES
+==============================================================================
+
+Your SDL application for iPhone uses OpenGL ES for video by default.
+
+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.
+
+If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
+
+Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1.
+
+==============================================================================
+Notes -- Keyboard
+==============================================================================
+
+The SDL keyboard API has been extended to support on-screen keyboards:
+
+void SDL_StartTextInput()
+	-- enables text events and reveals the onscreen keyboard.
+void SDL_StopTextInput()
+	-- disables text events and hides the onscreen keyboard.
+SDL_bool SDL_IsTextInputActive()
+	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
+
+==============================================================================
+Notes -- Reading and Writing files
+==============================================================================
+
+Each application installed on iPhone resides in a sandbox which includes its own Application Home directory.  Your application may not access files outside this directory.
+
+Once your application is installed its directory tree looks like:
+
+MySDLApp Home/
+	MySDLApp.app
+	Documents/
+	Library/
+		Preferences/
+	tmp/
+
+When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored.  You cannot write to this directory.  Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".  
+
+More information on this subject is available here:
+http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
+
+==============================================================================
+Notes -- iPhone SDL limitations
+==============================================================================
+
+Windows:
+	Full-size, single window applications only.  You cannot create multi-window SDL applications for iPhone OS.  The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS).
+
+Textures:
+	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
+
+Loading Shared Objects:
+	This is disabled by default since it seems to break the terms of the iPhone SDK agreement.  It can be re-enabled in SDL_config_iphoneos.h.
+
+==============================================================================
+Game Center 
+==============================================================================
+
+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:
+    
+int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
+
+This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
+
+e.g.
+
+extern "C"
+void ShowFrame(void*)
+{
+    ... do event handling, frame logic and rendering
+}
+
+int main(int argc, char *argv[])
+{
+   ... initialize game ...
+
+#if __IPHONEOS__
+        // Initialize the Game Center for scoring and matchmaking
+        InitGameCenter();
+
+        // Set up the game to run in the window animation callback on iOS
+        // so that Game Center and so forth works correctly.
+        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
+#else
+        while ( running ) {
+                ShowFrame(0);
+                DelayFrame();
+        }
+#endif
+        return 0;
+}
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-macosx.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,186 @@
+==============================================================================
+Using the Simple DirectMedia Layer with Mac OS X
+==============================================================================
+
+These instructions are for people using Apple's Mac OS X (pronounced
+"ten").
+
+From the developer's point of view, OS X is a sort of hybrid Mac and
+Unix system, and you have the option of using either traditional
+command line tools or Apple's IDE Xcode.
+
+To build SDL using the command line, use the standard configure and make
+process:
+
+	./configure
+	make
+	sudo make install
+
+You can also build SDL as a Universal library (a single binary for both
+PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
+the fatbuild.sh script in build-scripts:
+	sh build-scripts/fatbuild.sh
+	sudo build-scripts/fatbuild.sh install
+This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
+ABI compatibility on Intel architectures.  For best compatibility you
+should compile your application the same way.  A script which wraps
+gcc to make this easy is provided in test/gcc-fat.sh
+
+To use the library once it's built, you essential have two possibilities:
+use the traditional autoconf/automake/make method, or use Xcode.
+
+==============================================================================
+Using the Simple DirectMedia Layer with a traditional Makefile
+==============================================================================
+
+An existing autoconf/automake build system for your SDL app has good chances
+to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
+that you can distribute to users, you need to put the generated binary into a
+so called "bundle", which basically is a fancy folder with a name like
+"MyCoolGame.app".
+
+To get this build automatically, add something like the following rule to
+your Makefile.am:
+
+bundle_contents = APP_NAME.app/Contents
+APP_NAME_bundle: EXE_NAME
+	mkdir -p $(bundle_contents)/MacOS
+	mkdir -p $(bundle_contents)/Resources
+	echo "APPL????" > $(bundle_contents)/PkgInfo
+	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
+
+You should replace EXE_NAME with the name of the executable. APP_NAME is what
+will be visible to the user in the Finder. Usually it will be the same
+as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
+usually is "TestGame". You might also want to use @PACKAGE@ to use the package
+name as specified in your configure.in file.
+
+If your project builds more than one application, you will have to do a bit
+more. For each of your target applications, you need a separate rule.
+
+If you want the created bundles to be installed, you may want to add this
+rule to your Makefile.am:
+
+install-exec-hook: APP_NAME_bundle
+	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
+	mkdir -p $(DESTDIR)$(prefix)/Applications/
+	cp -r $< /$(DESTDIR)$(prefix)Applications/
+
+This rule takes the Bundle created by the rule from step 3 and installs them
+into $(DESTDIR)$(prefix)/Applications/.
+
+Again, if you want to install multiple applications, you will have to augment
+the make rule accordingly.
+
+
+But beware! That is only part of the story! With the above, you end up with
+a bare bone .app bundle, which is double clickable from the Finder. But
+there are some more things you should do before shipping your product...
+
+1) The bundle right now probably is dynamically linked against SDL. That 
+   means that when you copy it to another computer, *it will not run*,
+   unless you also install SDL on that other computer. A good solution
+   for this dilemma is to static link against SDL. On OS X, you can
+   achieve that by linking against the libraries listed by
+     sdl-config --static-libs
+   instead of those listed by
+     sdl-config --libs
+   Depending on how exactly SDL is integrated into your build systems, the
+   way to achieve that varies, so I won't describe it here in detail
+2) Add an 'Info.plist' to your application. That is a special XML file which
+   contains some meta-information about your application (like some copyright
+   information, the version of your app, the name of an optional icon file,
+   and other things). Part of that information is displayed by the Finder
+   when you click on the .app, or if you look at the "Get Info" window.
+   More information about Info.plist files can be found on Apple's homepage.
+
+
+As a final remark, let me add that I use some of the techniques (and some
+variations of them) in Exult and ScummVM; both are available in source on
+the net, so feel free to take a peek at them for inspiration!
+
+
+==============================================================================
+Using the Simple DirectMedia Layer with Xcode
+==============================================================================
+
+These instructions are for using Apple's Xcode IDE to build SDL applications.
+
+- First steps
+
+The first thing to do is to unpack the Xcode.tar.gz archive in the
+top level SDL directory (where the Xcode.tar.gz archive resides).
+Because Stuffit Expander will unpack the archive into a subdirectory,
+you should unpack the archive manually from the command line:
+	cd [path_to_SDL_source]
+	tar zxf Xcode.tar.gz
+This will create a new folder called Xcode, which you can browse
+normally from the Finder.
+
+- Building the Framework
+
+The SDL Library is packaged as a framework bundle, an organized
+relocatable folder hierarchy of executable code, interface headers,
+and additional resources. For practical purposes, you can think of a 
+framework as a more user and system-friendly shared library, whose library
+file behaves more or less like a standard UNIX shared library.
+
+To build the framework, simply open the framework project and build it. 
+By default, the framework bundle "SDL.framework" is installed in 
+/Library/Frameworks. Therefore, the testers and project stationary expect
+it to be located there. However, it will function the same in any of the
+following locations:
+
+    ~/Library/Frameworks
+    /Local/Library/Frameworks
+    /System/Library/Frameworks
+
+- Build Options
+    There are two "Build Styles" (See the "Targets" tab) for SDL.
+    "Deployment" should be used if you aren't tweaking the SDL library.
+    "Development" should be used to debug SDL apps or the library itself.
+
+- Building the Testers
+    Open the SDLTest project and build away!
+
+- Using the Project Stationary
+    Copy the stationary to the indicated folders to access it from
+    the "New Project" and "Add target" menus. What could be easier?
+
+- Setting up a new project by hand
+    Some of you won't want to use the Stationary so I'll give some tips:
+    * Create a new "Cocoa Application"
+    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
+    * Remove "main.c" from your project
+    * Remove "MainMenu.nib" from your project
+    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
+    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
+    * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
+    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
+    * Add your files
+    * Clean and build
+
+- Building from command line
+    Use pbxbuild in the same directory as your .pbproj file
+
+- Running your app
+    You can send command line args to your app by either invoking it from
+    the command line (in *.app/Contents/MacOS) or by entering them in the
+    "Executables" panel of the target settings.
+    
+- Implementation Notes
+    Some things that may be of interest about how it all works...
+    * Working directory
+        As defined in the SDL_main.m file, the working directory of your SDL app
+        is by default set to its parent. You may wish to change this to better
+        suit your needs.
+    * You have a Cocoa App!
+        Your SDL app is essentially a Cocoa application. When your app
+        starts up and the libraries finish loading, a Cocoa procedure is called,
+        which sets up the working directory and calls your main() method.
+        You are free to modify your Cocoa app with generally no consequence 
+        to SDL. You cannot, however, easily change the SDL window itself.
+        Functionality may be added in the future to help this.
+
+
+Known bugs are listed in the file "BUGS"
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-pandora.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,16 @@
+SDL 2.0 with open pandora console support ( http://openpandora.org/ )
+=====================================================================
+
+- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
+support to work on the pandora under the framebuffer. This driver do not have
+input support for now, so if you use it you will have to add your own control code.
+The video driver name is "pandora" so if you have problem running it from
+the framebuffer, try to set the following variable before starting your application :
+"export SDL_VIDEODRIVER=pandora"
+
+- OpenGL ES support was added to the x11 driver, so it's working like the normal
+x11 driver one with OpenGLX support, with SDL input event's etc..
+
+
+David Carr├ę (Cpasjuste)
+cpasjuste@gmail.com
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-platforms.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,30 @@
+
+This is a list of the platforms SDL supports, and who maintains them.
+
+Officially supported platforms
+==============================
+(code compiles, and thoroughly tested for release)
+==============================
+Windows XP/Vista/7/8
+Mac OS X 10.5+
+Linux 2.6+
+iOS 5.1.1+
+Android 2.3.3+
+
+Unofficially supported platforms
+================================
+(code compiles, but not thoroughly tested)
+================================
+FreeBSD
+NetBSD
+OpenBSD
+Solaris
+
+Platforms supported by volunteers
+=================================
+Haiku - maintained by Axel D├Ârfler <axeld@pinc-software.de>
+PSP - maintained by 527721088@qq.com
+Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
+
+Platforms that need maintainers
+===============================
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-porting.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,61 @@
+
+* Porting To A New Platform
+
+  The first thing you have to do when porting to a new platform, is look at
+include/SDL_platform.h and create an entry there for your operating system.
+The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
+Ideally SDL_platform.h will be able to auto-detect the system it's building
+on based on C preprocessor symbols.
+
+There are two basic ways of building SDL at the moment:
+
+1. The "UNIX" way:  ./configure; make; make install
+
+   If you have a GNUish system, then you might try this.  Edit configure.in,
+   take a look at the large section labelled:
+	"Set up the configuration based on the target platform!"
+   Add a section for your platform, and then re-run autogen.sh and build!
+
+2. Using an IDE:
+
+   If you're using an IDE or other non-configure build system, you'll probably
+   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
+   add a section for your platform, and create a custom SDL_config_{platform}.h,
+   based on SDL_config.h.minimal and SDL_config.h.in
+
+   Add the top level include directory to the header search path, and then add
+   the following sources to the project:
+	src/*.c
+	src/atomic/*.c
+	src/audio/*.c
+	src/cpuinfo/*.c
+	src/events/*.c
+	src/file/*.c
+	src/haptic/*.c
+	src/joystick/*.c
+	src/power/*.c
+	src/render/*.c
+	src/stdlib/*.c
+	src/thread/*.c
+	src/timer/*.c
+	src/video/*.c
+	src/audio/disk/*.c
+	src/audio/dummy/*.c
+	src/video/dummy/*.c
+	src/haptic/dummy/*.c
+	src/joystick/dummy/*.c
+	src/main/dummy/*.c
+	src/thread/generic/*.c
+	src/timer/dummy/*.c
+	src/loadso/dummy/*.c
+
+
+Once you have a working library without any drivers, you can go back to each
+of the major subsystems and start implementing drivers for your platform.
+
+If you have any questions, don't hesitate to ask on the SDL mailing list:
+	http://www.libsdl.org/mailing-list.php
+
+Enjoy!
+	Sam Lantinga				(slouken@libsdl.org)
+
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-psp.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,17 @@
+SDL port for the Sony PSP contributed by 
+   Captian Lex 
+
+Credit to
+   Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
+   Geecko for his PSP GU lib "Glib2d"
+
+Building
+--------
+To build for the PSP, make sure psp-config is in the path and run:
+   make -f Makefile.psp
+
+
+
+To Do
+------
+PSP Screen Keyboard
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-touch.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,84 @@
+===========================================================================
+System Specific Notes
+===========================================================================
+Linux:
+The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
+
+Mac:
+The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
+
+iPhone: 
+Works out of box.
+
+Windows:
+Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
+
+===========================================================================
+Events
+===========================================================================
+SDL_FINGERDOWN:
+Sent when a finger (or stylus) is placed on a touch device.
+Fields:
+event.tfinger.touchId  - the Id of the touch device.
+event.tfinger.fingerId - the Id of the finger which just went down.
+event.tfinger.x        - the x coordinate of the touch (0..1)
+event.tfinger.y        - the y coordinate of the touch (0..1)
+event.tfinger.pressure - the pressure of the touch (0..1)
+
+SDL_FINGERMOTION:
+Sent when a finger (or stylus) is moved on the touch device.
+Fields:
+Same as SDL_FINGERDOWN but with additional:
+event.tfinger.dx       - change in x coordinate during this motion event.
+event.tfinger.dy       - change in y coordinate during this motion event.
+
+SDL_FINGERUP:
+Sent when a finger (or stylus) is lifted from the touch device.
+Fields:
+Same as SDL_FINGERDOWN.
+
+
+===========================================================================
+Functions
+===========================================================================
+SDL provides the ability to access the underlying Finger structures.
+These structures should _never_ be modified.
+
+The following functions are included from SDL_touch.h
+
+To get a SDL_TouchID call SDL_GetTouchDevice(index).
+This returns a SDL_TouchID.
+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!
+
+The number of touch devices can be queried with SDL_GetNumTouchDevices().
+
+A SDL_TouchID may be used to get pointers to SDL_Finger.
+
+SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
+
+The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
+
+      float x = event.tfinger.x;
+      float y = event.tfinger.y;
+
+
+
+To get a SDL_Finger, call SDL_GetTouchFinger(touchID,index), where touchID is a SDL_TouchID, and index is the requested finger.
+This returns a SDL_Finger*, or NULL if the finger does not exist, or has been removed.
+A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
+As a result, be very careful to check for NULL return values.
+
+A SDL_Finger has the following fields:
+>x,y,pressure:
+	The current coordinates of the touch.
+>pressure:
+	The pressure of the touch.
+
+===========================================================================
+Notes
+===========================================================================
+For a complete example see test/testgesture.c
+
+Please direct questions/comments to:
+   jim.tla+sdl_touch@gmail.com
+   (original author, API was changed since)
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README-wince.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,9 @@
+
+Windows CE is no longer supported by SDL.
+
+We have left the CE support in SDL 1.2 for those that must have it, and we
+will accept patches that support more modern Windows Mobile platforms for
+SDL 2.0.
+
+--ryan.
+
--- a/README.DirectFB	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,106 +0,0 @@
-SDL on DirectFB
-
-Supports:
-
-- Hardware YUV overlays
-- OpenGL - software only
-- 2D/3D accelerations (depends on directfb driver)
-- multiple displays
-- windows
-
-What you need:
-
-DirectFB 1.0.1, 1.2.x, 1.3.0
-Kernel-Framebuffer support: required: vesafb, radeonfb .... 
-Mesa 7.0.x	   - optional for OpenGL
-
-/etc/directfbrc
-
-This file should contain the following lines to make
-your joystick work and avoid crashes:
-------------------------
-disable-module=joystick
-disable-module=cle266
-disable-module=cyber5k
-no-linux-input-grab
-------------------------
-
-To disable to use x11 backend when DISPLAY variable is found use
-
-export SDL_DIRECTFB_X11_CHECK=0
-
-To disable the use of linux input devices, i.e. multimice/multikeyboard support,
-use
-
-export SDL_DIRECTFB_LINUX_INPUT=0
-
-To use hardware accelerated YUV-overlays for YUV-textures, use:
-
-export SDL_DIRECTFB_YUV_DIRECT=1
-
-This is disabled by default. It will only support one 
-YUV texture, namely the first. Every other YUV texture will be
-rendered in software.
-
-In addition, you may use (directfb-1.2.x)
-
-export SDL_DIRECTFB_YUV_UNDERLAY=1
-
-to make the YUV texture an underlay. This will make the cursor to
-be shown.
-
-Simple Window Manager
-=====================
-
-The driver has support for a very, very basic window manager you may
-want to use when running with "wm=default". Use
-
-export SDL_DIRECTFB_WM=1
-
-to enable basic window borders. In order to have the window title rendered,
-you need to have the following font installed:
-
-/usr/share/fonts/truetype/freefont/FreeSans.ttf
-
-OpenGL Support
-==============
-
-The following instructions will give you *software* OpenGL. However this
-works at least on all directfb supported platforms.
-
-As of this writing 20100802 you need to pull Mesa from git and do the following:
-
-------------------------
-git clone git://anongit.freedesktop.org/git/mesa/mesa
-cd mesa 
-git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
-------------------------
-
-Edit configs/linux-directfb so that the Directories-section looks like
-------------------------
-# Directories
-SRC_DIRS     = mesa glu 
-GLU_DIRS     = sgi
-DRIVER_DIRS  = directfb
-PROGRAM_DIRS = 
-------------------------
-
-make linux-directfb
-make
-
-echo Installing - please enter sudo pw.
-
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-cd src/mesa/drivers/directfb
-make
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-------------------------
-
-To run the SDL - testprograms:
-
-export SDL_VIDEODRIVER=directfb
-export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
-export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
-
-./testgl
-
--- a/README.HG	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,23 +0,0 @@
-The latest development version of SDL is available via Mercurial.
-Mercurial allows you to get up-to-the-minute fixes and enhancements;
-as a developer works on a source tree, you can use "hg" to mirror that
-source tree instead of waiting for an official release. Please look
-at the Mercurial website ( http://mercurial.selenic.com/ ) for more
-information on using hg, where you can also download software for
-Mac OS X, Windows, and Unix systems.
-
-  hg clone http://hg.libsdl.org/SDL
-
-If you are building SDL with an IDE, you will need to copy the file
-include/SDL_config.h.default to include/SDL_config.h before building.
-
-If you are building SDL via configure, you will need to run autogen.sh
-before running configure.
-
-There is a web interface to the subversion repository at:
-
-	http://hg.libsdl.org/SDL/
-
-There is an RSS feed available at that URL, for those that want to
-track commits in real time.
-
--- a/README.MacOSX	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,186 +0,0 @@
-==============================================================================
-Using the Simple DirectMedia Layer with Mac OS X
-==============================================================================
-
-These instructions are for people using Apple's Mac OS X (pronounced
-"ten").
-
-From the developer's point of view, OS X is a sort of hybrid Mac and
-Unix system, and you have the option of using either traditional
-command line tools or Apple's IDE Xcode.
-
-To build SDL using the command line, use the standard configure and make
-process:
-
-	./configure
-	make
-	sudo make install
-
-You can also build SDL as a Universal library (a single binary for both
-PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
-the fatbuild.sh script in build-scripts:
-	sh build-scripts/fatbuild.sh
-	sudo build-scripts/fatbuild.sh install
-This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
-ABI compatibility on Intel architectures.  For best compatibility you
-should compile your application the same way.  A script which wraps
-gcc to make this easy is provided in test/gcc-fat.sh
-
-To use the library once it's built, you essential have two possibilities:
-use the traditional autoconf/automake/make method, or use Xcode.
-
-==============================================================================
-Using the Simple DirectMedia Layer with a traditional Makefile
-==============================================================================
-
-An existing autoconf/automake build system for your SDL app has good chances
-to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
-that you can distribute to users, you need to put the generated binary into a
-so called "bundle", which basically is a fancy folder with a name like
-"MyCoolGame.app".
-
-To get this build automatically, add something like the following rule to
-your Makefile.am:
-
-bundle_contents = APP_NAME.app/Contents
-APP_NAME_bundle: EXE_NAME
-	mkdir -p $(bundle_contents)/MacOS
-	mkdir -p $(bundle_contents)/Resources
-	echo "APPL????" > $(bundle_contents)/PkgInfo
-	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
-
-You should replace EXE_NAME with the name of the executable. APP_NAME is what
-will be visible to the user in the Finder. Usually it will be the same
-as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
-usually is "TestGame". You might also want to use @PACKAGE@ to use the package
-name as specified in your configure.in file.
-
-If your project builds more than one application, you will have to do a bit
-more. For each of your target applications, you need a separate rule.
-
-If you want the created bundles to be installed, you may want to add this
-rule to your Makefile.am:
-
-install-exec-hook: APP_NAME_bundle
-	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
-	mkdir -p $(DESTDIR)$(prefix)/Applications/
-	cp -r $< /$(DESTDIR)$(prefix)Applications/
-
-This rule takes the Bundle created by the rule from step 3 and installs them
-into $(DESTDIR)$(prefix)/Applications/.
-
-Again, if you want to install multiple applications, you will have to augment
-the make rule accordingly.
-
-
-But beware! That is only part of the story! With the above, you end up with
-a bare bone .app bundle, which is double clickable from the Finder. But
-there are some more things you should do before shipping your product...
-
-1) The bundle right now probably is dynamically linked against SDL. That 
-   means that when you copy it to another computer, *it will not run*,
-   unless you also install SDL on that other computer. A good solution
-   for this dilemma is to static link against SDL. On OS X, you can
-   achieve that by linking against the libraries listed by
-     sdl-config --static-libs
-   instead of those listed by
-     sdl-config --libs
-   Depending on how exactly SDL is integrated into your build systems, the
-   way to achieve that varies, so I won't describe it here in detail
-2) Add an 'Info.plist' to your application. That is a special XML file which
-   contains some meta-information about your application (like some copyright
-   information, the version of your app, the name of an optional icon file,
-   and other things). Part of that information is displayed by the Finder
-   when you click on the .app, or if you look at the "Get Info" window.
-   More information about Info.plist files can be found on Apple's homepage.
-
-
-As a final remark, let me add that I use some of the techniques (and some
-variations of them) in Exult and ScummVM; both are available in source on
-the net, so feel free to take a peek at them for inspiration!
-
-
-==============================================================================
-Using the Simple DirectMedia Layer with Xcode
-==============================================================================
-
-These instructions are for using Apple's Xcode IDE to build SDL applications.
-
-- First steps
-
-The first thing to do is to unpack the Xcode.tar.gz archive in the
-top level SDL directory (where the Xcode.tar.gz archive resides).
-Because Stuffit Expander will unpack the archive into a subdirectory,
-you should unpack the archive manually from the command line:
-	cd [path_to_SDL_source]
-	tar zxf Xcode.tar.gz
-This will create a new folder called Xcode, which you can browse
-normally from the Finder.
-
-- Building the Framework
-
-The SDL Library is packaged as a framework bundle, an organized
-relocatable folder hierarchy of executable code, interface headers,
-and additional resources. For practical purposes, you can think of a 
-framework as a more user and system-friendly shared library, whose library
-file behaves more or less like a standard UNIX shared library.
-
-To build the framework, simply open the framework project and build it. 
-By default, the framework bundle "SDL.framework" is installed in 
-/Library/Frameworks. Therefore, the testers and project stationary expect
-it to be located there. However, it will function the same in any of the
-following locations:
-
-    ~/Library/Frameworks
-    /Local/Library/Frameworks
-    /System/Library/Frameworks
-
-- Build Options
-    There are two "Build Styles" (See the "Targets" tab) for SDL.
-    "Deployment" should be used if you aren't tweaking the SDL library.
-    "Development" should be used to debug SDL apps or the library itself.
-
-- Building the Testers
-    Open the SDLTest project and build away!
-
-- Using the Project Stationary
-    Copy the stationary to the indicated folders to access it from
-    the "New Project" and "Add target" menus. What could be easier?
-
-- Setting up a new project by hand
-    Some of you won't want to use the Stationary so I'll give some tips:
-    * Create a new "Cocoa Application"
-    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
-    * Remove "main.c" from your project
-    * Remove "MainMenu.nib" from your project
-    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
-    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
-    * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
-    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
-    * Add your files
-    * Clean and build
-
-- Building from command line
-    Use pbxbuild in the same directory as your .pbproj file
-
-- Running your app
-    You can send command line args to your app by either invoking it from
-    the command line (in *.app/Contents/MacOS) or by entering them in the
-    "Executables" panel of the target settings.
-    
-- Implementation Notes
-    Some things that may be of interest about how it all works...
-    * Working directory
-        As defined in the SDL_main.m file, the working directory of your SDL app
-        is by default set to its parent. You may wish to change this to better
-        suit your needs.
-    * You have a Cocoa App!
-        Your SDL app is essentially a Cocoa application. When your app
-        starts up and the libraries finish loading, a Cocoa procedure is called,
-        which sets up the working directory and calls your main() method.
-        You are free to modify your Cocoa app with generally no consequence 
-        to SDL. You cannot, however, easily change the SDL window itself.
-        Functionality may be added in the future to help this.
-
-
-Known bugs are listed in the file "BUGS"
--- a/README.Platforms	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,32 +0,0 @@
-
-This is a list of the platforms SDL supports, and who maintains them.
-
-Officially supported platforms
-==============================
-(code compiles, and thoroughly tested for release)
-==============================
-Windows XP
-Windows Vista
-Windows 7
-Mac OS X 10.4+
-Linux 2.6+
-iOS 3.1.3+
-Android 2.3.3+
-
-Unofficially supported platforms
-================================
-(code compiles, but not thoroughly tested)
-================================
-FreeBSD
-NetBSD
-OpenBSD
-Solaris
-
-Platforms supported by volunteers
-=================================
-Haiku - maintained by Axel D├Ârfler <axeld@pinc-software.de>
-PSP - maintained by 527721088@qq.com
-Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
-
-Platforms that need maintainers
-===============================
--- a/README.Porting	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,61 +0,0 @@
-
-* Porting To A New Platform
-
-  The first thing you have to do when porting to a new platform, is look at
-include/SDL_platform.h and create an entry there for your operating system.
-The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
-Ideally SDL_platform.h will be able to auto-detect the system it's building
-on based on C preprocessor symbols.
-
-There are two basic ways of building SDL at the moment:
-
-1. The "UNIX" way:  ./configure; make; make install
-
-   If you have a GNUish system, then you might try this.  Edit configure.in,
-   take a look at the large section labelled:
-	"Set up the configuration based on the target platform!"
-   Add a section for your platform, and then re-run autogen.sh and build!
-
-2. Using an IDE:
-
-   If you're using an IDE or other non-configure build system, you'll probably
-   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
-   add a section for your platform, and create a custom SDL_config_{platform}.h,
-   based on SDL_config.h.minimal and SDL_config.h.in
-
-   Add the top level include directory to the header search path, and then add
-   the following sources to the project:
-	src/*.c
-	src/atomic/*.c
-	src/audio/*.c
-	src/cpuinfo/*.c
-	src/events/*.c
-	src/file/*.c
-	src/haptic/*.c
-	src/joystick/*.c
-	src/power/*.c
-	src/render/*.c
-	src/stdlib/*.c
-	src/thread/*.c
-	src/timer/*.c
-	src/video/*.c
-	src/audio/disk/*.c
-	src/audio/dummy/*.c
-	src/video/dummy/*.c
-	src/haptic/dummy/*.c
-	src/joystick/dummy/*.c
-	src/main/dummy/*.c
-	src/thread/generic/*.c
-	src/timer/dummy/*.c
-	src/loadso/dummy/*.c
-
-
-Once you have a working library without any drivers, you can go back to each
-of the major subsystems and start implementing drivers for your platform.
-
-If you have any questions, don't hesitate to ask on the SDL mailing list:
-	http://www.libsdl.org/mailing-list.php
-
-Enjoy!
-	Sam Lantinga				(slouken@libsdl.org)
-
--- a/README.WinCE	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,9 +0,0 @@
-
-Windows CE is no longer supported by SDL.
-
-We have left the CE support in SDL 1.2 for those that must have it, and we
-will accept patches that support more modern Windows Mobile platforms for
-SDL 2.0.
-
---ryan.
-
--- a/README.android	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,384 +0,0 @@
-================================================================================
-Simple DirectMedia Layer for Android
-================================================================================
-
-Requirements:
-
-Android SDK (version 10 or later)
-http://developer.android.com/sdk/index.html
-
-Android NDK r7 or later
-http://developer.android.com/sdk/ndk/index.html
-
-Minimum API level supported by SDL: 10 (Android 2.3.3)
-
-================================================================================
- How the port works
-================================================================================
-
-- Android applications are Java-based, optionally with parts written in C
-- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
-the SDL library
-- This means that your application C code must be placed inside an Android 
-Java project, along with some C support code that communicates with Java
-- This eventually produces a standard Android .apk package
-
-The Android Java code implements an "activity" and can be found in:
-android-project/src/org/libsdl/app/SDLActivity.java
-
-The Java code loads your game code, the SDL shared library, and
-dispatches to native functions implemented in the SDL library:
-src/SDL_android.cpp
-
-Your project must include some glue code that starts your main() routine:
-src/main/android/SDL_android_main.cpp
-
-
-================================================================================
- Building an app
-================================================================================
-
-Instructions:
-1. Copy the android-project directory wherever you want to keep your projects
-   and rename it to the name of your project.
-2. Move or symlink this SDL directory into the <project>/jni directory
-3. Edit <project>/jni/src/Android.mk to include your source files
-4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
-
-If you want to use the Eclipse IDE, skip to the Eclipse section below.
-
-5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
-sdk.dir=PATH_TO_ANDROID_SDK
-6. Run 'ant debug' in android/project. This compiles the .java and eventually 
-   creates a .apk with the native code embedded
-7. 'ant debug install' will push the apk to the device or emulator (if connected)
-
-Here's an explanation of the files in the Android project, so you can customize them:
-
-android-project/
-	AndroidManifest.xml	- package manifest. Among others, it contains the class name
-				  of the main activity.
-	build.properties	- empty
-	build.xml		- build description file, used by ant. The actual application name
-				  is specified here.
-	default.properties	- holds the target ABI for the application, android-10 and up
-	project.properties	- holds the target ABI for the application, android-10 and up
-	local.properties	- holds the SDK path, you should change this to the path to your SDK
-	jni/			- directory holding native code
-	jni/Android.mk		- Android makefile that can call recursively the Android.mk files
-				  in all subdirectories
-	jni/SDL/		- (symlink to) directory holding the SDL library files
-	jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
-	jni/src/		- directory holding your C/C++ source
-	jni/src/Android.mk	- Android makefile that you should customize to include your 
-                                  source code and any library references
-	res/			- directory holding resources for your application
-	res/drawable-*		- directories holding icons for different phone hardware. Could be
-				  one dir called "drawable".
-	res/layout/main.xml	- Usually contains a file main.xml, which declares the screen layout.
-				  We don't need it because we use the SDL video output.
-	res/values/strings.xml	- strings used in your application, including the application name
-				  shown on the phone.
-	src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
-				  to SDL.  Be very careful changing this, as the SDL library relies
-				  on this implementation.
-
-
-================================================================================
- Customizing your application name
-================================================================================
-
-To customize your application name, edit AndroidManifest.xml and replace
-"org.libsdl.app" with an identifier for your product package.
-
-Then create a Java class extending SDLActivity and place it in a directory
-under src matching your package, e.g.
-	src/com/gamemaker/game/MyGame.java
-
-Here's an example of a minimal class file:
---- MyGame.java --------------------------
-package com.gamemaker.game;
-
-import org.libsdl.app.SDLActivity; 
-
-/* 
- * A sample wrapper class that just calls SDLActivity 
- */ 
-
-public class MyGame extends SDLActivity { }
-
-------------------------------------------
-
-Then replace "SDLActivity" in AndroidManifest.xml with the name of your
-class, .e.g. "MyGame"
-
-================================================================================
- Customizing your application icon
-================================================================================
-
-Conceptually changing your icon is just replacing the icon.png files in the
-drawable directories under the res directory. There are 3 directories for
-different screen sizes. These can be replaced with 1 dir called 'drawable',
-containing an icon file 'icon.png' with dimensions 48x48 or 72x72.
-
-You may need to change the name of your icon in AndroidManifest.xml to match
-this icon filename.
-
-================================================================================
- Loading assets
-================================================================================
-
-Any files you put in the "assets" directory of your android-project directory
-will get bundled into the application package and you can load them using the
-standard functions in SDL_rwops.h.
-
-There are also a few Android specific functions that allow you to get other
-useful paths for saving and loading data:
-SDL_AndroidGetInternalStoragePath()
-SDL_AndroidGetExternalStorageState()
-SDL_AndroidGetExternalStoragePath()
-
-See SDL_system.h for more details on these functions.
-
-The asset packaging system will, by default, compress certain file extensions.
-SDL includes two asset file access mechanisms, the preferred one is the so
-called "File Descriptor" method, which is faster and doesn't involve the Dalvik
-GC, but given this method does not work on compressed assets, there is also the
-"Input Stream" method, which is automatically used as a fall back by SDL. You
-may want to keep this fact in mind when building your APK, specially when large
-files are involved.
-For more information on which extensions get compressed by default and how to
-disable this behaviour, see for example:
-    
-http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
-
-================================================================================
- Pause / Resume behaviour
-================================================================================
-
-If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
-the event loop will block itself when the app is paused (ie, when the user
-returns to the main Android dashboard). Blocking is better in terms of battery
-use, and it allows your app to spring back to life instantaneously after resume
-(versus polling for a resume message).
-
-Upon resume, SDL will attempt to restore the GL context automatically.
-In modern devices (Android 3.0 and up) this will most likely succeed and your
-app can continue to operate as it was.
-
-However, there's a chance (on older hardware, or on systems under heavy load),
-where the GL context can not be restored. In that case you have to listen for
-a specific message, (which is not yet implemented!) and restore your textures
-manually or quit the app (which is actually the kind of behaviour you'll see
-under iOS, if the OS can not restore your GL context it will just kill your app)
-
-================================================================================
- Threads and the Java VM
-================================================================================
-
-For a quick tour on how Linux native threads interoperate with the Java VM, take
-a look here: http://developer.android.com/guide/practices/jni.html
-If you want to use threads in your SDL app, it's strongly recommended that you
-do so by creating them using SDL functions. This way, the required attach/detach
-handling is managed by SDL automagically. If you have threads created by other
-means and they make calls to SDL functions, make sure that you call
-Android_JNI_SetupThread before doing anything else otherwise SDL will attach
-your thread automatically anyway (when you make an SDL call), but it'll never
-detach it.
-
-================================================================================
- Using STL
-================================================================================
-
-You can use STL in your project by creating an Application.mk file in the jni
-folder and adding the following line:
-APP_STL := stlport_static
-
-For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
-
-================================================================================
- Additional documentation
-================================================================================
-
-The documentation in the NDK docs directory is very helpful in understanding the
-build process and how to work with native code on the Android platform.
-
-The best place to start is with docs/OVERVIEW.TXT
-
-
-================================================================================
- Using Eclipse
-================================================================================
-
-First make sure that you've installed Eclipse and the Android extensions as described here:
-	http://developer.android.com/sdk/eclipse-adt.html
-
-Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
- * File -> New -> Other
- * Select the Android -> Android Project wizard and click Next
- * Enter the name you'd like your project to have
- * Select "Create project from existing source" and browse for your project directory
- * Make sure the Build Target is set to Android 2.0
- * Click Finish
-
-
-================================================================================
- Using the emulator
-================================================================================
-
-There are some good tips and tricks for getting the most out of the
-emulator here: http://developer.android.com/tools/devices/emulator.html
-
-Especially useful is the info on setting up OpenGL ES 2.0 emulation.
-
-Notice that this software emulator is incredibly slow and needs a lot of disk space.
-Using a real device works better.
-
-================================================================================
- Troubleshooting
-================================================================================
-
-You can create and run an emulator from the Eclipse IDE:
- * Window -> Android SDK and AVD Manager
-
-You can see if adb can see any devices with the following command:
-	adb devices
-
-You can see the output of log messages on the default device with:
-	adb logcat
-
-You can push files to the device with:
-	adb push local_file remote_path_and_file
-
-You can push files to the SD Card at /sdcard, for example:
-	adb push moose.dat /sdcard/moose.dat
-
-You can see the files on the SD card with a shell command:
-	adb shell ls /sdcard/
-
-You can start a command shell on the default device with:
-	adb shell
-
-You can remove the library files of your project (and not the SDL lib files) with:
-	ndk-build clean
-
-You can do a build with the following command:
-	ndk-build
-
-You can see the complete command line that ndk-build is using by passing V=1 on the command line:
-	ndk-build V=1
-
-If your application crashes in native code, you can use addr2line to convert the
-addresses in the stack trace to lines in your code.
-
-For example, if your crash looks like this:
-I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
-I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
-I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
-I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
-I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
-I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
-I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
-I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
-I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
-
-You can see that there's a crash in the C library being called from the main code.
-I run addr2line with the debug version of my code:
-	arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
-and then paste in the number after "pc" in the call stack, from the line that I care about:
-000014bc
-
-I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
-
-You can add logging to your code to help show what's happening:
-
-#include <android/log.h>
-
-	__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
-
-If you need to build without optimization turned on, you can create a file called
-"Application.mk" in the jni directory, with the following line in it:
-APP_OPTIM := debug
-
-
-================================================================================
- Memory debugging
-================================================================================
-
-The best (and slowest) way to debug memory issues on Android is valgrind.
-Valgrind has support for Android out of the box, just grab code using:
-	svn co svn://svn.valgrind.org/valgrind/trunk valgrind
-... and follow the instructions in the file README.android to build it.
-
-One thing I needed to do on Mac OS X was change the path to the toolchain,
-and add ranlib to the environment variables:
-export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
-
-Once valgrind is built, you can create a wrapper script to launch your
-application with it, changing org.libsdl.app to your package identifier:
---- start_valgrind_app -------------------
-#!/system/bin/sh
-export TMPDIR=/data/data/org.libsdl.app
-exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
-------------------------------------------
-
-Then push it to the device:
-	adb push start_valgrind_app /data/local
-
-and make it executable:
-	adb shell chmod 755 /data/local/start_valgrind_app
-
-and tell Android to use the script to launch your application:
-	adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
-
-If the setprop command says "could not set property", it's likely that
-your package name is too long and you should make it shorter by changing
-AndroidManifest.xml and the path to your class file in android-project/src
-
-You can then launch your application normally and waaaaaaaiiittt for it.
-You can monitor the startup process with the logcat command above, and
-when it's done (or even while it's running) you can grab the valgrind
-output file:
-	adb pull /sdcard/valgrind.log
-
-When you're done instrumenting with valgrind, you can disable the wrapper:
-	adb shell setprop wrap.org.libsdl.app ""
-
-================================================================================
- Why is API level 10 the minimum required?
-================================================================================
-
-API level 10 is required because SDL requires some functionality for running not
-available on older devices and some for building which is not in older NDK/SDKs.
-
-Support for native OpenGL ES and ES2 applications was introduced in the NDK for
-API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
-has since then been obsoleted, with the recommendation to developers to bump the
-required API level to 10.
-As of this writing, according to http://developer.android.com/about/dashboards/index.html
-about 90% of the Android devices accessing Google Play support API level 10 or
-higher (March 2013).
-
-================================================================================
- A note regarding the use of the "dirty rectangles" rendering technique
-================================================================================
-
-If your app uses a variation of the "dirty rectangles" rendering technique,
-where you only update a portion of the screen on each frame, you may notice a
-variety of visual glitches on Android, that are not present on other platforms.
-This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
-contexts, in particular the use of the eglSwapBuffers function. As stated in the
-documentation for the function "The contents of ancillary buffers are always 
-undefined after calling eglSwapBuffers".
-Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
-is not possible for SDL as it requires EGL 1.4, available only on the API level
-17+, so the only workaround available on this platform is to redraw the entire
-screen each frame.
-
-Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
-
-================================================================================
- Known issues
-================================================================================
-
-- TODO. I'm sure there's a bunch more stuff I haven't thought of 
--- a/README.cmake	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,31 +0,0 @@
-================================================================================
-CMake build system for SDL (www.cmake.org)
-================================================================================
-
-SDL's build system was traditionally based on autotools. Over time, this
-approach has suffered from several issues across the different supported 
-platforms.
-To solve these problems, a new build system based on CMake is under development.
-It works in parallel to the legacy system, so users can experiment with it
-without complication.
-While still experimental, the build system should be usable on the following
-platforms:
-    
-    * FreeBSD
-    * Linux
-    * VS.NET 2010
-    * MinGW and Msys
-    * OS X with support for XCode
-    
-================================================================================
-Usage
-================================================================================
-
-Assuming the source for SDL is located at ~/sdl
-
-cd ~
-mkdir build
-cd build
-cmake ../sdl
-
-This will build the static and dynamic versions of SDL in the ~/build directory.
--- a/README.gesture	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,72 +0,0 @@
-===========================================================================
-Dollar Gestures
-===========================================================================
-SDL Provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
-
-Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up. 
-
-Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
-
-Recording:
-----------
-To begin recording on a touch device call:
-SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
-
-Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
-A SDL_DOLLARRECORD event is a dgesture with the following fields:
-
-event.dgesture.touchId   - the Id of the touch used to record the gesture.
-event.dgesture.gestureId - the unique id of the recorded gesture.
-
-
-Performing:
------------
-As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
-
-event.dgesture.touchId    - the Id of the touch which performed the gesture.
-event.dgesture.gestureId  - the unique id of the closest gesture to the performed stroke.
-event.dgesture.error      - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
-event.dgesture.numFingers - the number of fingers used to draw the stroke.
-
-Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
-
-
-
-Saving:
--------
-To save a template, call SDL_SaveDollarTemplate(gestureId, 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.
-
-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.
-
-Both functions return the number of gestures successfully saved.
-
-
-Loading:
---------
-To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. 
-
-SDL_LoadDollarTemplates returns the number of templates successfully loaded.
-
-
-
-===========================================================================
-Multi Gestures
-===========================================================================
-SDL provides simple support for pinch/rotate/swipe gestures. 
-Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
-
-event.mgesture.touchId - the Id of the touch on which the gesture was performed.
-event.mgesture.x       - the normalized x coordinate of the gesture. (0..1)
-event.mgesture.y       - the normalized y coordinate of the gesture. (0..1)
-event.mgesture.dTheta  - the amount that the fingers rotated during this motion.
-event.mgesture.dDist   - the amount that the fingers pinched during this motion.
-event.mgesture.numFingers - the number of fingers used in the gesture.
-
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
-   jim.tla+sdl_touch@gmail.com
--- a/README.iOS	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,160 +0,0 @@
-==============================================================================
-Building the Simple DirectMedia Layer for iPhone OS 2.0
-==============================================================================
-
-Requirements: Mac OS X v10.5 or later and the iPhone SDK.
-
-Instructions:
-1.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in XCode.
-2.  Select your desired target, and hit build.
-
-There are three build targets:
-- libSDL.a:
-	Build SDL as a statically linked library
-- testsdl
-	Build a test program (there are known test failures which are fine)
-- Template:
-	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.
-
-==============================================================================
-Build SDL for iOS from the command line
-==============================================================================
-
-1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
-2. ./iosbuild.sh
-
-If everything goes fine, you should see a build/ios directory, inside there's
-two directories "lib" and "include". 
-"include" contains a copy of the SDL headers that you'll need for your project,
-make sure to configure XCode to look for headers there.
-"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both 
-to your XCode project. These libraries contain three architectures in them,
-armv6 for legacy devices, armv7, and i386 (for the simulator).
-By default, iosbuild.sh will autodetect the SDK version you have installed using 
-xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour 
-by setting the MIN_OS_VERSION variable, ie:
-
-MIN_OS_VERSION=4.2 ./iosbuild.sh
-
-==============================================================================
-Using the Simple DirectMedia Layer for iOS
-==============================================================================
-
-FIXME: This needs to be updated for the latest methods
-
-Here is the easiest method:
-1.  Build the SDL libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template.
-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.
-2.  Start a new project using the template.  The project should be immediately ready for use with SDL.
-
-Here is a more manual method:
-1.  Create a new iPhone view based application.
-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.
-3.  Include the SDL header files in your project.
-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.
-5.  Make sure your project links to the following, iOS-provided frameworks: OpenGLES.framework, AudioToolbox.framework, and QuartzCore.framework
-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.
-
-==============================================================================
-Notes -- Accelerometer as Joystick
-==============================================================================
-
-SDL for iPhone supports polling the built in accelerometer as a joystick device.  For an example on how to do this, see the accelerometer.c in the demos directory.
-
-The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers.  Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver.  To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
-
-==============================================================================
-Notes -- OpenGL ES
-==============================================================================
-
-Your SDL application for iPhone uses OpenGL ES for video by default.
-
-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.
-
-If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
-
-Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1.
-
-==============================================================================
-Notes -- Keyboard
-==============================================================================
-
-The SDL keyboard API has been extended to support on-screen keyboards:
-
-void SDL_StartTextInput()
-	-- enables text events and reveals the onscreen keyboard.
-void SDL_StopTextInput()
-	-- disables text events and hides the onscreen keyboard.
-SDL_bool SDL_IsTextInputActive()
-	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
-
-==============================================================================
-Notes -- Reading and Writing files
-==============================================================================
-
-Each application installed on iPhone resides in a sandbox which includes its own Application Home directory.  Your application may not access files outside this directory.
-
-Once your application is installed its directory tree looks like:
-
-MySDLApp Home/
-	MySDLApp.app
-	Documents/
-	Library/
-		Preferences/
-	tmp/
-
-When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored.  You cannot write to this directory.  Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".  
-
-More information on this subject is available here:
-http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
-
-==============================================================================
-Notes -- iPhone SDL limitations
-==============================================================================
-
-Windows:
-	Full-size, single window applications only.  You cannot create multi-window SDL applications for iPhone OS.  The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS).
-
-Textures:
-	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
-
-Loading Shared Objects:
-	This is disabled by default since it seems to break the terms of the iPhone SDK agreement.  It can be re-enabled in SDL_config_iphoneos.h.
-
-==============================================================================
-Game Center 
-==============================================================================
-
-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:
-    
-int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
-
-This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
-
-e.g.
-
-extern "C"
-void ShowFrame(void*)
-{
-    ... do event handling, frame logic and rendering
-}
-
-int main(int argc, char *argv[])
-{
-   ... initialize game ...
-
-#if __IPHONEOS__
-        // Initialize the Game Center for scoring and matchmaking
-        InitGameCenter();
-
-        // Set up the game to run in the window animation callback on iOS
-        // so that Game Center and so forth works correctly.
-        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
-#else
-        while ( running ) {
-                ShowFrame(0);
-                DelayFrame();
-        }
-#endif
-        return 0;
-}
--- a/README.pandora	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,16 +0,0 @@
-SDL 2.0 with open pandora console support ( http://openpandora.org/ )
-=====================================================================
-
-- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
-support to work on the pandora under the framebuffer. This driver do not have
-input support for now, so if you use it you will have to add your own control code.
-The video driver name is "pandora" so if you have problem running it from
-the framebuffer, try to set the following variable before starting your application :
-"export SDL_VIDEODRIVER=pandora"
-
-- OpenGL ES support was added to the x11 driver, so it's working like the normal
-x11 driver one with OpenGLX support, with SDL input event's etc..
-
-
-David Carr├ę (Cpasjuste)
-cpasjuste@gmail.com
--- a/README.psp	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,17 +0,0 @@
-SDL port for the Sony PSP contributed by 
-   Captian Lex 
-
-Credit to
-   Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
-   Geecko for his PSP GU lib "Glib2d"
-
-Building
---------
-To build for the PSP, make sure psp-config is in the path and run:
-   make -f Makefile.psp
-
-
-
-To Do
-------
-PSP Screen Keyboard
\ No newline at end of file
--- a/README.touch	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,84 +0,0 @@
-===========================================================================
-System Specific Notes
-===========================================================================
-Linux:
-The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
-
-Mac: 
-The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
-
-iPhone: 
-Works out of box.
-
-Windows:
-Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
-
-===========================================================================
-Events
-===========================================================================
-SDL_FINGERDOWN:
-Sent when a finger (or stylus) is placed on a touch device.
-Fields:
-event.tfinger.touchId  - the Id of the touch device.
-event.tfinger.fingerId - the Id of the finger which just went down.
-event.tfinger.x        - the x coordinate of the touch (0..1)
-event.tfinger.y        - the y coordinate of the touch (0..1)
-event.tfinger.pressure - the pressure of the touch (0..1)
-
-SDL_FINGERMOTION:
-Sent when a finger (or stylus) is moved on the touch device.
-Fields:
-Same as FINGERDOWN but with additional:
-event.tfinger.dx       - change in x coordinate during this motion event.
-event.tfinger.dy       - change in y coordinate during this motion event.
-
-SDL_FINGERUP:
-Sent when a finger (or stylus) is lifted from the touch device.
-Fields:
-Same as FINGERDOWN.
-
-
-===========================================================================
-Functions
-===========================================================================
-SDL provides the ability to access the underlying Finger structures.
-These structures should _never_ be modified.
-
-The following functions are included from SDL_touch.h
-
-To get a SDL_TouchID call SDL_GetTouchDevice(index).
-This returns a SDL_TouchID.
-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!
-
-The number of touch devices can be queried with SDL_GetNumTouchDevices().
-
-A SDL_Touch may be used to get pointers to SDL_Finger.
-
-SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
-
-The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
-
-      float x = event.tfinger.x;
-      float y = event.tfinger.y;
-
-
-
-To get a SDL_Finger, call SDL_GetTouchFinger(touchID,index), where touchID is a SDL_TouchID, and index is the requested finger.
-This returns a SDL_Finger*, or NULL if the finger does not exist, or has been removed.
-A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the FINGERUP event is polled.
-As a result, be very careful to check for NULL return values.
-
-A SDL_Finger has the following fields:
->x,y,pressure:
-	The current coordinates of the touch.
->pressure:
-	The pressure of the touch.
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
-   jim.tla+sdl_touch@gmail.com
-   (original author, API was changed since)
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,38 @@
+
+                         Simple DirectMedia Layer
+
+                                  (SDL)
+
+                                Version 2.0
+
+---
+http://www.libsdl.org/
+
+Simple DirectMedia Layer is a cross-platform development library designed
+to provide low level access to audio, keyboard, mouse, joystick, and graphics
+hardware via OpenGL and Direct3D. It is used by video playback software,
+emulators, and popular games including Valve's award winning catalog
+and many Humble Bundle games.
+
+SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
+Support for other platforms may be found in the source code.
+
+SDL is written in C, works natively with C++, and there are bindings 
+available for several other languages, including C# and Python.
+
+This library is distributed under the zlib license, which can be found
+in the file "COPYING.txt".
+
+The best way to learn how to use SDL is to check out the header files in
+the "include" subdirectory and the programs in the "test" subdirectory.
+The header files and test programs are well commented and always up to date.
+More documentation and FAQs are available online at:
+	http://wiki.libsdl.org/
+
+If you need help with the library, or just want to discuss SDL related
+issues, you can join the developers mailing list:
+	http://www.libsdl.org/mailing-list.php
+
+Enjoy!
+	Sam Lantinga				(slouken@libsdl.org)
+
--- a/SDL2.spec.in	Sat Jun 08 14:34:09 2013 -0400
+++ b/SDL2.spec.in	Mon Aug 12 22:29:55 2013 -0400
@@ -63,7 +63,7 @@
 
 %files
 %{__defattr}
-%doc README-SDL.txt COPYING CREDITS BUGS
+%doc README-SDL.txt COPYING.txt CREDITS.txt BUGS.txt
 %{_libdir}/lib*.%{__soext}.*
 
 %files devel
--- a/TODO	Sat Jun 08 14:34:09 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,18 +0,0 @@
-2.0 release checklist:
- * http://wiki.libsdl.org/moin.cgi/Roadmap
-
- * See why windows are being rearranged.  Is the shield window not up?
- * Make sure you can create and show a fullscreen window in one step
- * Write automated test case for multi-draw APIs
- * Implement assertion code on iPhone
- * Add __WINDOWS__ in addition to __WIN32__
- * Write test for fullscreen gamma to check X11 colormap handling
-
- * Check 1.2 revisions:
-	3554 - Need to resolve semantics for locking keys on different platforms
-	4874 - Do we want screen rotation?  At what level?
-	4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
-	4484, 4485 - Verify that SDL's Windows keyboard handling works correctly
-	4865 - See if this is still needed (mouse coordinate clamping)
-	4866 - See if this is still needed (blocking window repositioning)
-
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/TODO.txt	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,15 @@
+Future work roadmap:
+ * http://wiki.libsdl.org/moin.cgi/Roadmap
+
+ * See why windows are being rearranged.  Is the shield window not up?
+ * Add __WINDOWS__ in addition to __WIN32__
+ * Write test for fullscreen gamma to check X11 colormap handling
+
+ * Check 1.2 revisions:
+	3554 - Need to resolve semantics for locking keys on different platforms
+	4874 - Do we want screen rotation?  At what level?
+	4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
+	4484, 4485 - Verify that SDL's Windows keyboard handling works correctly
+	4865 - See if this is still needed (mouse coordinate clamping)
+	4866 - See if this is still needed (blocking window repositioning)
+
--- a/VisualC.html	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC.html	Mon Aug 12 22:29:55 2013 -0400
@@ -4,25 +4,26 @@
 	</HEAD>
 	<BODY>
 		<H1>
-			Using SDL with Microsoft Visual C++ 5,6&nbsp;and 7
+			Using SDL with Microsoft Visual C++
 		</H1>
 		<H3>
 			by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro </A>and additions by <A HREF="mailto:james@conceptofzero.net">
 				James Turk</A>
 		</H3>
 		<p>
-			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.
+			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.
 		</p>
 		<H3>
 			Building SDL
 		</H3>
 		<P>
-			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.
+			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.
 		</P>
 		<P>
-			You may be prompted at this point to upgrade the workspace, should you be using 
-			a more recent version of Visual C++. If so, allow the workspace to be upgraded.
+			There are different solution files for the various
+			versions of the IDE. Please use the appropiate version
+			2008, 2010 or 2012; the 2010EE and 2012EE files
+			should be used with the "Express Edition" releases.
 		</P>
 		<P>
 			Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
@@ -32,31 +33,21 @@
 			the Workspace panel in the FileView tab), and selecting "Build".
 		</P>
 		<P>
-			If you get an error about SDL_config.h being missing, you should
-			copy include/SDL_config.h.default to include/SDL_config.h and try again.
-		</P>
-		<P>
 			You may get a few warnings, but you should not get any errors. You do have to 
-			have at least the DirectX 5 SDK installed, however. The latest 
-			version of DirectX can be downloaded or purchased on a cheap CD (my 
-			recommendation) from <A HREF="http://www.microsoft.com">Microsoft </A>.
+			have at least the DirectX 9 SDK installed, however. The latest 
+			version of DirectX can be downloaded from <A HREF="http://www.microsoft.com">Microsoft</A>.
 		</P>
 		<P>
 			Later, we will refer to the following .lib and .dll files that have just been 
 			generated:
 		</P>
 		<ul>
-    <li> SDL.dll</li>
-    <li> SDL.lib</li>
-    <li> SDLmain.lib</li>
+    <li> SDL2.dll</li>
+    <li> SDL2.lib</li>
+    <li> SDL2main.lib</li>
     </ul>
 		<P>
-			Search for these using the Windows Find (Windows-F) utility, if you don't 
-			already know where they should be. For those of you with a clue, look inside 
-			the Debug or Release directories of the subdirectories of the Project folder. 
-			(It might be easier to just use Windows Find if this sounds confusing. And 
-			don't worry about needing a clue; we all need visits from the clue fairy 
-			frequently.)
+			Search for these using the Windows Find (Windows-F) utility inside the VisualC directory.
 		</P>
 		<H3>
 			Creating a Project with SDL
@@ -80,8 +71,8 @@
 					add the include and library directories to the list that VC7 keeps. Do this by 
 					selecting Tools|Options|Projects|VC++ Directories and under the "Show 
 					Directories For:" dropbox select "Include Files", and click the "New Directory 
-					Icon" and add the [SDLROOT]\include directory (ex. If you installed to 
-					c:\SDL-1.2.5\ add c:\SDL-1.2.5\include).&nbsp;Proceed to&nbsp;change the 
+					Icon" and add the [SDLROOT]\include directory (e.g. If you installed to 
+					c:\SDL\ add c:\SDL\include).&nbsp;Proceed to&nbsp;change the 
 					dropbox selection to "Library Files" and add [SDLROOT]\lib.</FONT></STRONG>
 		</P>
 			<P>
@@ -96,15 +87,15 @@
 				Copy the following files into your Project directory:
 			</P>
 			<ul>
-     <li> SDL.dll</li>
+     <li> SDL2.dll</li>
      </ul>
 			<P>
 				Add the following files to your project (It is not necessary to copy them to 
 				your project directory):
 			</P>
 			<ul>
-     <li> SDL.lib </li>
-     <li> SDLmain.lib</li>
+     <li> SDL2.lib </li>
+     <li> SDL2main.lib</li>
      </ul>
 			<P>
 				(To add them to your project, right click on your project, and select "Add 
@@ -114,7 +105,7 @@
 					desireable to add them to the linker options: Project|Properties|Linker|Command 
 					Line and type the names of the libraries to link with in the "Additional 
 					Options:" box.&nbsp; Note: This must be done&nbsp;for&nbsp;each&nbsp;build 
-					configuration (eg. Release,Debug).</FONT></STRONG></P>
+					configuration (e.g. Release,Debug).</FONT></STRONG></P>
 		<H3>
 			SDL 101, First Day of Class
 		</H3>
--- a/VisualC/SDL/SDL_VS2008.vcproj	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDL/SDL_VS2008.vcproj	Mon Aug 12 22:29:55 2013 -0400
@@ -53,7 +53,7 @@
 				Optimization="0"
 				AdditionalIncludeDirectories="..\..\include"
 				PreprocessorDefinitions="_DEBUG;_WINDOWS"
-				ExceptionHandling="2"
+				ExceptionHandling="0"
 				RuntimeLibrary="3"
 				BufferSecurityCheck="false"
 				WarningLevel="3"
@@ -136,13 +136,13 @@
 				Optimization="0"
 				AdditionalIncludeDirectories="..\..\include"
 				PreprocessorDefinitions="_DEBUG;_WINDOWS"
-				ExceptionHandling="2"
+				ExceptionHandling="0"
 				RuntimeLibrary="2"
 				BufferSecurityCheck="false"
 				WarningLevel="3"
 				SuppressStartupBanner="true"
 				Detect64BitPortabilityProblems="false"
-				DebugInformationFormat="3"
+				DebugInformationFormat="4"
 				CompileAs="0"
 			/>
 			<Tool
@@ -223,13 +223,14 @@
 				AdditionalIncludeDirectories="..\..\include"
 				PreprocessorDefinitions="NDEBUG;_WINDOWS"
 				StringPooling="true"
-				ExceptionHandling="2"
+				ExceptionHandling="0"
 				RuntimeLibrary="2"
 				BufferSecurityCheck="false"
 				EnableFunctionLevelLinking="true"
 				WarningLevel="3"
 				SuppressStartupBanner="true"
 				Detect64BitPortabilityProblems="false"
+				DebugInformationFormat="3"
 				CompileAs="0"
 			/>
 			<Tool
@@ -310,13 +311,14 @@
 				AdditionalIncludeDirectories="..\..\include"
 				PreprocessorDefinitions="NDEBUG;_WINDOWS"
 				StringPooling="true"
-				ExceptionHandling="2"
+				ExceptionHandling="0"
 				RuntimeLibrary="2"
 				BufferSecurityCheck="false"
 				EnableFunctionLevelLinking="true"
 				WarningLevel="3"
 				SuppressStartupBanner="true"
 				Detect64BitPortabilityProblems="false"
+				DebugInformationFormat="3"
 				CompileAs="0"
 			/>
 			<Tool
@@ -863,14 +865,6 @@
 			>
 		</File>
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+    <ClCompile Include="..\..\src\render\software\SDL_rotate.c" />
+    <ClCompile Include="..\..\src\SDL.c" />
+    <ClCompile Include="..\..\src\SDL_assert.c" />
+    <ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
+    <ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
+    <ClCompile Include="..\..\src\audio\SDL_audio.c" />
+    <ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
+    <ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
+    <ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
+    <ClCompile Include="..\..\src\SDL_hints.c" />
+    <ClCompile Include="..\..\src\SDL_log.c" />
+    <ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c" />
+    <ClCompile Include="..\..\src\video\SDL_blit.c" />
+    <ClCompile Include="..\..\src\video\SDL_blit_0.c" />
+    <ClCompile Include="..\..\src\video\SDL_blit_1.c" />
+    <ClCompile Include="..\..\src\video\SDL_blit_A.c" />
+    <ClCompile Include="..\..\src\video\SDL_blit_auto.c" />
+    <ClCompile Include="..\..\src\video\SDL_blit_copy.c" />
+    <ClCompile Include="..\..\src\video\SDL_blit_N.c" />
+    <ClCompile Include="..\..\src\video\SDL_blit_slow.c" />
+    <ClCompile Include="..\..\src\video\SDL_bmp.c" />
+    <ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
+    <ClCompile Include="..\..\src\video\SDL_clipboard.c" />
+    <ClCompile Include="..\..\src\video\SDL_shape.c" />
+    <ClCompile Include="..\..\src\audio\winmm\SDL_winmm.c" />
+    <ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
+    <ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
+    <ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" />
+    <ClCompile Include="..\..\src\events\SDL_dropevents.c" />
+    <ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c" />
+    <ClCompile Include="..\..\src\joystick\windows\SDL_dxjoystick.c" />
+    <ClCompile Include="..\..\src\SDL_error.c" />
+    <ClCompile Include="..\..\src\events\SDL_events.c" />
+    <ClCompile Include="..\..\src\video\SDL_fillrect.c" />
+    <ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
+    <ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
+    <ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
+    <ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
+    <ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
+    <ClCompile Include="..\..\src\events\SDL_keyboard.c" />
+    <ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
+    <ClCompile Include="..\..\src\audio\SDL_mixer.c" />
+    <ClCompile Include="..\..\src\joystick\windows\SDL_mmjoystick.c" />
+    <ClCompile Include="..\..\src\events\SDL_mouse.c" />
+    <ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
+    <ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
+    <ClCompile Include="..\..\src\video\SDL_pixels.c" />
+    <ClCompile Include="..\..\src\power\SDL_power.c" />
+    <ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
+    <ClCompile Include="..\..\src\events\SDL_quit.c" />
+    <ClCompile Include="..\..\src\video\SDL_rect.c" />
+    <ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
+    <ClCompile Include="..\..\src\file\SDL_rwops.c" />
+    <ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
+    <ClCompile Include="..\..\src\video\SDL_stretch.c" />
+    <ClCompile Include="..\..\src\stdlib\SDL_string.c" />
+    <ClCompile Include="..\..\src\video\SDL_surface.c" />
+    <ClCompile Include="..\..\src\thread\generic\SDL_syscond.c" />
+    <ClCompile Include="..\..\src\haptic\windows\SDL_syshaptic.c" />
+    <ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
+    <ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c" />
+    <ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
+    <ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
+    <ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
+    <ClCompile Include="..\..\src\thread\windows\SDL_systls.c" />
+    <ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
+    <ClCompile Include="..\..\src\thread\SDL_thread.c" />
+    <ClCompile Include="..\..\src\timer\SDL_timer.c" />
+    <ClCompile Include="..\..\src\video\SDL_video.c" />
+    <ClCompile Include="..\..\src\audio\SDL_wave.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowsclipboard.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowsevents.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowsframebuffer.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowskeyboard.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowsmessagebox.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowsmodes.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowsmouse.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowsopengl.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowsshape.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
+    <ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
+    <ClCompile Include="..\..\src\events\SDL_windowevents.c" />
+  </ItemGroup>
+  <ItemGroup>
+    <ResourceCompile Include="..\..\src\main\windows\version.rc" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
 </Project>
\ No newline at end of file
--- a/VisualC/SDL/SDL_VS2012.vcxproj	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDL/SDL_VS2012.vcxproj	Mon Aug 12 22:29:55 2013 -0400
@@ -19,7 +19,7 @@
     </ProjectConfiguration>
   </ItemGroup>
   <PropertyGroup Label="Globals">
-    <ProjectName>SDL</ProjectName>
+    <ProjectName>SDL2</ProjectName>
     <ProjectGuid>{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}</ProjectGuid>
     <RootNamespace>SDL</RootNamespace>
   </PropertyGroup>
@@ -127,7 +127,7 @@
       <PrecompiledHeader>
       </PrecompiledHeader>
       <WarningLevel>Level3</WarningLevel>
-      <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+      <DebugInformationFormat>EditAndContinue</DebugInformationFormat>
       <ExceptionHandling>false</ExceptionHandling>
     </ClCompile>
     <ResourceCompile>
@@ -166,6 +166,7 @@
       <SuppressStartupBanner>true</SuppressStartupBanner>
       <CompileAs>Default</CompileAs>
       <ExceptionHandling>false</ExceptionHandling>
+      <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
     </ClCompile>
     <ResourceCompile>
       <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@@ -201,6 +202,7 @@
       </PrecompiledHeader>
       <WarningLevel>Level3</WarningLevel>
       <ExceptionHandling>false</ExceptionHandling>
+      <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
     </ClCompile>
     <ResourceCompile>
       <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@@ -304,7 +306,6 @@
     <ClInclude Include="..\..\src\SDL_error_c.h" />
     <ClInclude Include="..\..\src\SDL_hints_c.h" />
     <ClInclude Include="..\..\src\events\SDL_events_c.h" />
-    <ClInclude Include="..\..\src\SDL_fatal.h" />
     <ClInclude Include="..\..\src\video\SDL_glesfuncs.h" />
     <ClInclude Include="..\..\src\video\SDL_glfuncs.h" />
     <ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
@@ -408,7 +409,6 @@
     <ClCompile Include="..\..\src\joystick\windows\SDL_dxjoystick.c" />
     <ClCompile Include="..\..\src\SDL_error.c" />
     <ClCompile Include="..\..\src\events\SDL_events.c" />
-    <ClCompile Include="..\..\src\SDL_fatal.c" />
     <ClCompile Include="..\..\src\video\SDL_fillrect.c" />
     <ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
     <ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
@@ -439,6 +439,7 @@
     <ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
     <ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
     <ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
+    <ClCompile Include="..\..\src\thread\windows\SDL_systls.c" />
     <ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
     <ClCompile Include="..\..\src\thread\SDL_thread.c" />
     <ClCompile Include="..\..\src\timer\SDL_timer.c" />
@@ -464,4 +465,4 @@
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
   </ImportGroup>
-</Project>
\ No newline at end of file
+</Project>
--- a/VisualC/SDL_VS2008.sln	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDL_VS2008.sln	Mon Aug 12 22:29:55 2013 -0400
@@ -91,12 +91,17 @@
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2008.vcproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_VS2008.vcproj", "{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
 		Debug|x64 = Debug|x64
-		Release_NoSTDIO|Win32 = Release_NoSTDIO|Win32
-		Release_NoSTDIO|x64 = Release_NoSTDIO|x64
 		Release|Win32 = Release|Win32
 		Release|x64 = Release|x64
 	EndGlobalSection
@@ -105,9 +110,6 @@
 		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
 		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
 		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
-		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|Win32.ActiveCfg = Release|x64
-		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|x64.ActiveCfg = Release|x64
-		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|x64.Build.0 = Release|x64
 		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
 		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
 		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
@@ -116,10 +118,6 @@
 		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
 		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
 		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
-		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|Win32.ActiveCfg = Release_NoSTDIO|Win32
-		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|Win32.Build.0 = Release_NoSTDIO|Win32
-		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|x64.ActiveCfg = Release_NoSTDIO|x64
-		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|x64.Build.0 = Release_NoSTDIO|x64
 		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
 		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
 		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
@@ -127,117 +125,78 @@
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-		{26828762-C95D-4637-9CB1-7F0979523813}.Release_NoSTDIO|Win32.Build.0 = Release|Win32
-		{26828762-C95D-4637-9CB1-7F0979523813}.Release_NoSTDIO|x64.ActiveCfg = Release|Win32
 		{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
 		{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
 		{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|Win32
 		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
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 		{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|x64.ActiveCfg = Debug|Win32
-		{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release_NoSTDIO|Win32.ActiveCfg = Release|Win32
-		{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release_NoSTDIO|Win32.Build.0 = Release|Win32
-		{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release_NoSTDIO|x64.ActiveCfg = Release|Win32
 		{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.ActiveCfg = Release|Win32
 		{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.Build.0 = Release|Win32
 		{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|x64.ActiveCfg = Release|Win32
 		{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.ActiveCfg = Debug|Win32
 		{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.Build.0 = Debug|Win32
 		{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.ActiveCfg = Debug|Win32
-		{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release_NoSTDIO|Win32.ActiveCfg = Release|Win32
-		{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release_NoSTDIO|Win32.Build.0 = Release|Win32
-		{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release_NoSTDIO|x64.ActiveCfg = Release|Win32
 		{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.ActiveCfg = Release|Win32
 		{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.Build.0 = Release|Win32
 		{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.ActiveCfg = Release|Win32
 		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|Win32.ActiveCfg = Debug|Win32
 		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|Win32.Build.0 = Debug|Win32
 		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|x64.ActiveCfg = Debug|Win32
-		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release_NoSTDIO|Win32.ActiveCfg = Release|Win32
-		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release_NoSTDIO|Win32.Build.0 = Release|Win32
-		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release_NoSTDIO|x64.ActiveCfg = Release|Win32
 		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|Win32.ActiveCfg = Release|Win32
 		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|Win32.Build.0 = Release|Win32
 		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|x64.ActiveCfg = Release|Win32
 		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|Win32.ActiveCfg = Debug|Win32
 		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|Win32.Build.0 = Debug|Win32
 		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|x64.ActiveCfg = Debug|Win32
-		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release_NoSTDIO|Win32.ActiveCfg = Release|Win32
-		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release_NoSTDIO|Win32.Build.0 = Release|Win32
-		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release_NoSTDIO|x64.ActiveCfg = Release|Win32
 		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|Win32.ActiveCfg = Release|Win32
 		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|Win32.Build.0 = Release|Win32
 		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|x64.ActiveCfg = Release|Win32
@@ -245,14 +204,16 @@
 		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.Build.0 = Debug|Win32
 		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.ActiveCfg = Debug|x64
 		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.Build.0 = Debug|x64
-		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release_NoSTDIO|Win32.ActiveCfg = Release_NoSTDIO|Win32
-		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release_NoSTDIO|Win32.Build.0 = Release_NoSTDIO|Win32
-		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release_NoSTDIO|x64.ActiveCfg = Release_NoSTDIO|x64
-		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release_NoSTDIO|x64.Build.0 = Release_NoSTDIO|x64
 		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.ActiveCfg = Release|Win32
 		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.Build.0 = Release|Win32
 		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.ActiveCfg = Release|x64
 		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.Build.0 = Release|x64
+		{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.ActiveCfg = Debug|Win32
+		{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.Build.0 = Debug|Win32
+		{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.ActiveCfg = Debug|Win32
+		{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.ActiveCfg = Release|Win32
+		{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.Build.0 = Release|Win32
+		{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.ActiveCfg = Release|Win32
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
@@ -271,5 +232,6 @@
 		{66B32F7E-5716-48D0-B5B9-D832FD052DD5} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 		{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 		{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 	EndGlobalSection
 EndGlobal
--- a/VisualC/SDL_VS2010.sln	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDL_VS2010.sln	Mon Aug 12 22:29:55 2013 -0400
@@ -29,6 +29,40 @@
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_vs2010.vcxproj", "{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2010.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2010.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2010.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay2", "tests\testoverlay2\testoverlay2_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08AAD}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
@@ -141,20 +175,81 @@
 		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
 		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|x64
 		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.Build.0 = Release|x64
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.ActiveCfg = Debug|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.Build.0 = Debug|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.ActiveCfg = Debug|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.ActiveCfg = Release|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.Build.0 = Release|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.ActiveCfg = Release|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.ActiveCfg = Debug|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.Build.0 = Debug|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.ActiveCfg = Debug|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.Build.0 = Debug|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.ActiveCfg = Release|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.Build.0 = Release|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.ActiveCfg = Release|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.Build.0 = Release|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.ActiveCfg = Debug|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.Build.0 = Debug|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.ActiveCfg = Debug|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.Build.0 = Debug|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.ActiveCfg = Release|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.Build.0 = Release|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.ActiveCfg = Release|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|x64.Build.0 = Release|x64
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
 	EndGlobalSection
 	GlobalSection(NestedProjects) = preSolution
-		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
-		{40FB7794-D3C3-4CFE-BCF4-A80C96635682} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
-		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{26932B24-EFC6-4E3A-B277-ED653DA37968} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 		{CAE4F1D0-314F-4B10-805B-0EFD670133A0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
-		{26932B24-EFC6-4E3A-B277-ED653DA37968} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
-		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{26828762-C95D-4637-9CB1-7F0979523813} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{40FB7794-D3C3-4CFE-BCF4-A80C96635682} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
-		{26828762-C95D-4637-9CB1-7F0979523813} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
-		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{2271060E-98B4-4596-8172-A041E4B2EC7A} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{55812185-D13C-4022-9C81-32E0F4A08336} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{55812185-D13C-4022-9C81-32E0F4A08996} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{55812185-D13C-4022-9C81-32E0F4A08BCC} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{55812185-D13C-4022-9C81-32E0F4A08AAD} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 	EndGlobalSection
 EndGlobal
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/VisualC/SDL_VS2010EE.sln	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,219 @@
+´╗┐
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2010.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2010.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2010.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2010.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2010.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2010.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2010.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2010.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2010.vcxproj", "{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2_VS2010.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower_VS2010.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2010.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_vs2010.vcxproj", "{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2010.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2010.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2010.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+		Debug|Win32 = Debug|Win32
+		Debug|x64 = Debug|x64
+		Release|Win32 = Release|Win32
+		Release|x64 = Release|x64
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
+		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
+		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
+		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
+		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
+		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
+		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
+		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|x64
+		{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.Build.0 = Release|x64
+		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
+		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
+		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|x64
+		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.Build.0 = Debug|x64
+		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
+		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
+		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.ActiveCfg = Release|x64
+		{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.Build.0 = Release|x64
+		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
+		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
+		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
+		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
+		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
+		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
+		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|x64
+		{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.Build.0 = Release|x64
+		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
+		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
+		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|x64
+		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.Build.0 = Debug|x64
+		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
+		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
+		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|x64
+		{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.Build.0 = Release|x64
+		{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
+		{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
+		{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
+		{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
+		{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
+		{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
+		{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64
+		{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64
+		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.ActiveCfg = Debug|Win32
+		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.Build.0 = Debug|Win32
+		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.ActiveCfg = Debug|x64
+		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.Build.0 = Debug|x64
+		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.ActiveCfg = Release|Win32
+		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.Build.0 = Release|Win32
+		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.ActiveCfg = Release|x64
+		{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.Build.0 = Release|x64
+		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.ActiveCfg = Debug|Win32
+		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.Build.0 = Debug|Win32
+		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.ActiveCfg = Debug|x64
+		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.Build.0 = Debug|x64
+		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.ActiveCfg = Release|Win32
+		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.Build.0 = Release|Win32
+		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.ActiveCfg = Release|x64
+		{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.Build.0 = Release|x64
+		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
+		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
+		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
+		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
+		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
+		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
+		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|x64
+		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.Build.0 = Release|x64
+		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.ActiveCfg = Debug|Win32
+		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.Build.0 = Debug|Win32
+		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.ActiveCfg = Debug|x64
+		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.Build.0 = Debug|x64
+		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.ActiveCfg = Release|Win32
+		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.Build.0 = Release|Win32
+		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.ActiveCfg = Release|x64
+		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.Build.0 = Release|x64
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.ActiveCfg = Debug|Win32
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.Build.0 = Debug|Win32
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.ActiveCfg = Debug|x64
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.Build.0 = Debug|x64
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.ActiveCfg = Release|Win32
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.Build.0 = Release|Win32
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.ActiveCfg = Release|x64
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.Build.0 = Release|x64
+		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.ActiveCfg = Debug|Win32
+		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.Build.0 = Debug|Win32
+		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.ActiveCfg = Debug|x64
+		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.Build.0 = Debug|x64
+		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.ActiveCfg = Release|Win32
+		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
+		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|x64
+		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.Build.0 = Release|x64
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.ActiveCfg = Debug|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.Build.0 = Debug|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.ActiveCfg = Debug|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.ActiveCfg = Release|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.Build.0 = Release|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.ActiveCfg = Release|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.ActiveCfg = Debug|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.Build.0 = Debug|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.ActiveCfg = Debug|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.Build.0 = Debug|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.ActiveCfg = Release|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.Build.0 = Release|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.ActiveCfg = Release|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.Build.0 = Release|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.ActiveCfg = Debug|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.Build.0 = Debug|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.ActiveCfg = Debug|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.Build.0 = Debug|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.ActiveCfg = Release|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.Build.0 = Release|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.ActiveCfg = Release|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
+	EndGlobalSection
+	GlobalSection(SolutionProperties) = preSolution
+		HideSolutionNode = FALSE
+	EndGlobalSection
+EndGlobal
--- a/VisualC/SDL_VS2012.sln	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDL_VS2012.sln	Mon Aug 12 22:29:55 2013 -0400
@@ -1,9 +1,9 @@
 ´╗┐
 Microsoft Visual Studio Solution File, Format Version 12.00
 # Visual Studio 2012
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL", "SDL\SDL_VS2012.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2012.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
 EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDLmain", "SDLmain\SDLmain_VS2012.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2012.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
 EndProject
 Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{CE748C1F-3C21-4825-AA6A-F895A023F7E7}"
 EndProject
@@ -64,7 +64,7 @@
 		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
 	EndProjectSection
 EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDLtest", "SDLtest\SDLtest_VS2012.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2012.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
 	ProjectSection(ProjectDependencies) = postProject
 		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
 	EndProjectSection
@@ -76,6 +76,33 @@
 		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
 	EndProjectSection
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2012.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2012.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2012.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
@@ -178,6 +205,54 @@
 		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
 		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|x64
 		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.Build.0 = Release|x64
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.ActiveCfg = Debug|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.Build.0 = Debug|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.ActiveCfg = Debug|x64
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.Build.0 = Debug|x64
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.ActiveCfg = Release|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.Build.0 = Release|Win32
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.ActiveCfg = Release|x64
+		{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.Build.0 = Release|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.ActiveCfg = Debug|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.Build.0 = Debug|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.ActiveCfg = Debug|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.Build.0 = Debug|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.ActiveCfg = Release|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.Build.0 = Release|Win32
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.ActiveCfg = Release|x64
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.Build.0 = Release|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.ActiveCfg = Debug|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.Build.0 = Debug|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.ActiveCfg = Debug|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.Build.0 = Debug|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.ActiveCfg = Release|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.Build.0 = Release|Win32
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.ActiveCfg = Release|x64
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
+		{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
@@ -193,5 +268,11 @@
 		{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 		{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 		{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{2271060E-98B4-4596-8172-A041E4B2EC7A} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{E7A6C41C-E059-4C9C-8CCC-73586A540B62} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{43A06713-A52D-4008-AD7E-A69DF3FCFFA8} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{55812185-D13C-4022-9C81-32E0F4A08336} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{55812185-D13C-4022-9C81-32E0F4A08996} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
+		{55812185-D13C-4022-9C81-32E0F4A08BCC} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
 	EndGlobalSection
 EndGlobal
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/VisualC/SDL_VS2012EE.sln	Mon Aug 12 22:29:55 2013 -0400
@@ -0,0 +1,258 @@
+´╗┐
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 2012
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2012.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2012.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2012.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2012.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2012.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2012.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2012.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2012.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2012.vcxproj", "{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}"
+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+	EndProjectSection
+EndProject
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+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
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+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+	EndProjectSection
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+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+	EndProjectSection
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+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
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+EndProject
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+EndProject
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+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
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+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
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+	ProjectSection(ProjectDependencies) = postProject
+		{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
+		{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
+		{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
+	EndProjectSection
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+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
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+		Debug|x64 = Debug|x64
+		Release|Win32 = Release|Win32
+		Release|x64 = Release|x64
+	EndGlobalSection
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+	EndGlobalSection
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+	EndGlobalSection
+EndGlobal
--- a/VisualC/SDLmain/SDLmain_VS2008.vcproj	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDLmain/SDLmain_VS2008.vcproj	Mon Aug 12 22:29:55 2013 -0400
@@ -49,10 +49,12 @@
 				AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
 				PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
 				StringPooling="true"
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 				EnableFunctionLevelLinking="true"
 				WarningLevel="3"
 				SuppressStartupBanner="true"
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 				CompileAs="0"
 			/>
 			<Tool
@@ -114,10 +116,12 @@
 				AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
 				PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
 				StringPooling="true"
+				ExceptionHandling="0"
 				RuntimeLibrary="2"
 				EnableFunctionLevelLinking="true"
 				WarningLevel="3"
 				SuppressStartupBanner="true"
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 				CompileAs="0"
 			/>
 			<Tool
@@ -170,6 +174,8 @@
 			/>
 			<Tool
 				Name="VCCLCompilerTool"
+				ExceptionHandling="0"
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 				Name="VCManagedResourceCompilerTool"
@@ -236,10 +242,12 @@
 				AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
 				PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS,NO_STDIO_REDIRECT"
 				StringPooling="true"
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 				EnableFunctionLevelLinking="true"
 				WarningLevel="3"
 				SuppressStartupBanner="true"
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@@ -302,10 +310,11 @@
 				Optimization="0"
 				AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
 				PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
+				ExceptionHandling="0"
 				RuntimeLibrary="3"
 				WarningLevel="3"
 				SuppressStartupBanner="true"
-				DebugInformationFormat="4"
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@@ -366,10 +375,11 @@
 				Optimization="0"
 				AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
 				PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
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 				RuntimeLibrary="2"
 				WarningLevel="3"
 				SuppressStartupBanner="true"
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+				DebugInformationFormat="1"
 				CompileAs="0"
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--- a/VisualC/SDLmain/SDLmain_VS2010.vcxproj	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDLmain/SDLmain_VS2010.vcxproj	Mon Aug 12 22:29:55 2013 -0400
@@ -85,6 +85,8 @@
       <WarningLevel>Level3</WarningLevel>
       <SuppressStartupBanner>true</SuppressStartupBanner>
       <CompileAs>Default</CompileAs>
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+      <DebugInformationFormat>OldStyle</DebugInformationFormat>
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     <Lib>
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@@ -106,6 +108,7 @@
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     <Lib>
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@@ -124,6 +127,7 @@
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       <DebugInformationFormat>OldStyle</DebugInformationFormat>
       <CompileAs>Default</CompileAs>
+      <ExceptionHandling>false</ExceptionHandling>
     </ClCompile>
     <Lib>
       <SuppressStartupBanner>true</SuppressStartupBanner>
--- a/VisualC/SDLmain/SDLmain_VS2012.vcxproj	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDLmain/SDLmain_VS2012.vcxproj	Mon Aug 12 22:29:55 2013 -0400
@@ -1,162 +1,168 @@
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 </Project>
\ No newline at end of file
--- a/VisualC/SDLtest/SDLtest_VS2008.vcproj	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDLtest/SDLtest_VS2008.vcproj	Mon Aug 12 22:29:55 2013 -0400
@@ -49,10 +49,12 @@
 				AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
 				PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
 				StringPooling="true"
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 			<Tool
@@ -114,10 +116,12 @@
 				AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
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 			<Tool
@@ -170,6 +174,8 @@
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 			<Tool
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 				AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
 				PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS,NO_STDIO_REDIRECT"
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 				AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
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--- a/VisualC/SDLtest/SDLtest_VS2010.vcxproj	Sat Jun 08 14:34:09 2013 -0400
+++ b/VisualC/SDLtest/SDLtest_VS2010.vcxproj	Mon Aug 12 22:29:55 2013 -0400
@@ -85,6 +85,8 @@
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     <PostBuildEvent>
       <Message>Copy SDL</Message>
@@ -143,7 +143,7 @@
       <SubSystem>Windows</SubSystem>
     </Link>
     <PostBuildEvent>
-      <Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDir)\SDL.dll"</Command>
+      <Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
     </PostBuildEvent>
     <PostBuildEvent>
       <Message>Copy SDL</Message>
@@ -178,7 +178,7 @@
       <SubSystem>Windows</SubSystem>
     </Link>
     <PostBuildEvent>
-      <Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDir)\SDL.dll"</Command>
+      <Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
     </PostBuildEvent>
     <PostBuildEvent>
       <Message>Copy SDL</Message>
@@ -212,7 +212,7 @@
       <SubSystem>Windows</SubSystem>
     </Link>
     <PostBuildEvent>
-      <Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDir)\SDL.dll"</Command>
+      <Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
     </PostBuildEvent>
     <PostBuildEvent>
       <Message>Copy SDL</Message>
@@ -222,8 +222,8 @@
     <ClCompile Include="..\..\..\test\checkkeys.c" />
   </ItemGroup>
   <ItemGroup>
-    <Library Include="..\..\Sdl\$(Platform)\$(Configuration)\SDL.lib" />