sdl2-compat: include: Added SDL2 headers.

From cb2f5ceb4b5495a6f0babe0478149594a1970a71 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Tue, 22 Nov 2022 15:41:28 -0500
Subject: [PATCH] include: Added SDL2 headers.

This is a little bulky, I might trim this down in some form.

SDL2 will mostly let you build with unconfigured headers, but there are
probably a few things to be fixed up. In sdl12-compat, we managed to do all
of it with preprocessor magic and not need a configuration step, but I
haven't looked at SDL2's requirements for this yet.
---
 include/SDL2/SDL.h                       |   233 +
 include/SDL2/SDL_assert.h                |   326 +
 include/SDL2/SDL_atomic.h                |   415 +
 include/SDL2/SDL_audio.h                 |  1500 +++
 include/SDL2/SDL_bits.h                  |   126 +
 include/SDL2/SDL_blendmode.h             |   198 +
 include/SDL2/SDL_clipboard.h             |   141 +
 include/SDL2/SDL_config.h                |    61 +
 include/SDL2/SDL_config.h.cmake          |   564 +
 include/SDL2/SDL_config.h.in             |   494 +
 include/SDL2/SDL_config_android.h        |   194 +
 include/SDL2/SDL_config_emscripten.h     |   218 +
 include/SDL2/SDL_config_iphoneos.h       |   217 +
 include/SDL2/SDL_config_macosx.h         |   277 +
 include/SDL2/SDL_config_minimal.h        |    95 +
 include/SDL2/SDL_config_ngage.h          |    89 +
 include/SDL2/SDL_config_os2.h            |   207 +
 include/SDL2/SDL_config_pandora.h        |   141 +
 include/SDL2/SDL_config_windows.h        |   331 +
 include/SDL2/SDL_config_wingdk.h         |   253 +
 include/SDL2/SDL_config_winrt.h          |   220 +
 include/SDL2/SDL_config_xbox.h           |   235 +
 include/SDL2/SDL_copying.h               |    20 +
 include/SDL2/SDL_cpuinfo.h               |   594 +
 include/SDL2/SDL_egl.h                   |  2352 ++++
 include/SDL2/SDL_endian.h                |   348 +
 include/SDL2/SDL_error.h                 |   163 +
 include/SDL2/SDL_events.h                |  1166 ++
 include/SDL2/SDL_filesystem.h            |   149 +
 include/SDL2/SDL_gamecontroller.h        |  1074 ++
 include/SDL2/SDL_gesture.h               |   117 +
 include/SDL2/SDL_guid.h                  |   100 +
 include/SDL2/SDL_haptic.h                |  1341 +++
 include/SDL2/SDL_hidapi.h                |   451 +
 include/SDL2/SDL_hints.h                 |  2569 ++++
 include/SDL2/SDL_joystick.h              |  1066 ++
 include/SDL2/SDL_keyboard.h              |   353 +
 include/SDL2/SDL_keycode.h               |   358 +
 include/SDL2/SDL_loadso.h                |   115 +
 include/SDL2/SDL_locale.h                |   103 +
 include/SDL2/SDL_log.h                   |   404 +
 include/SDL2/SDL_main.h                  |   275 +
 include/SDL2/SDL_messagebox.h            |   193 +
 include/SDL2/SDL_metal.h                 |   113 +
 include/SDL2/SDL_misc.h                  |    79 +
 include/SDL2/SDL_mouse.h                 |   465 +
 include/SDL2/SDL_mutex.h                 |   471 +
 include/SDL2/SDL_name.h                  |    33 +
 include/SDL2/SDL_opengl.h                |  2132 ++++
 include/SDL2/SDL_opengl_glext.h          | 13209 +++++++++++++++++++++
 include/SDL2/SDL_opengles.h              |    39 +
 include/SDL2/SDL_opengles2.h             |    52 +
 include/SDL2/SDL_opengles2_gl2.h         |   656 +
 include/SDL2/SDL_opengles2_gl2ext.h      |  4033 +++++++
 include/SDL2/SDL_opengles2_gl2platform.h |    27 +
 include/SDL2/SDL_opengles2_khrplatform.h |   311 +
 include/SDL2/SDL_pixels.h                |   644 +
 include/SDL2/SDL_platform.h              |   261 +
 include/SDL2/SDL_power.h                 |    88 +
 include/SDL2/SDL_quit.h                  |    58 +
 include/SDL2/SDL_rect.h                  |   376 +
 include/SDL2/SDL_render.h                |  1919 +++
 include/SDL2/SDL_revision.h              |     6 +
 include/SDL2/SDL_revision.h.cmake        |     8 +
 include/SDL2/SDL_rwops.h                 |   841 ++
 include/SDL2/SDL_scancode.h              |   438 +
 include/SDL2/SDL_sensor.h                |   322 +
 include/SDL2/SDL_shape.h                 |   155 +
 include/SDL2/SDL_stdinc.h                |   830 ++
 include/SDL2/SDL_surface.h               |   997 ++
 include/SDL2/SDL_system.h                |   623 +
 include/SDL2/SDL_syswm.h                 |   386 +
 include/SDL2/SDL_test.h                  |    69 +
 include/SDL2/SDL_test_assert.h           |   105 +
 include/SDL2/SDL_test_common.h           |   236 +
 include/SDL2/SDL_test_compare.h          |    69 +
 include/SDL2/SDL_test_crc32.h            |   124 +
 include/SDL2/SDL_test_font.h             |   168 +
 include/SDL2/SDL_test_fuzzer.h           |   386 +
 include/SDL2/SDL_test_harness.h          |   134 +
 include/SDL2/SDL_test_images.h           |    78 +
 include/SDL2/SDL_test_log.h              |    67 +
 include/SDL2/SDL_test_md5.h              |   129 +
 include/SDL2/SDL_test_memory.h           |    63 +
 include/SDL2/SDL_test_random.h           |   115 +
 include/SDL2/SDL_thread.h                |   464 +
 include/SDL2/SDL_timer.h                 |   222 +
 include/SDL2/SDL_touch.h                 |   150 +
 include/SDL2/SDL_types.h                 |    29 +
 include/SDL2/SDL_version.h               |   204 +
 include/SDL2/SDL_video.h                 |  2150 ++++
 include/SDL2/SDL_vulkan.h                |   215 +
 include/SDL2/begin_code.h                |   187 +
 include/SDL2/close_code.h                |    40 +
 94 files changed, 54822 insertions(+)
 create mode 100644 include/SDL2/SDL.h
 create mode 100644 include/SDL2/SDL_assert.h
 create mode 100644 include/SDL2/SDL_atomic.h
 create mode 100644 include/SDL2/SDL_audio.h
 create mode 100644 include/SDL2/SDL_bits.h
 create mode 100644 include/SDL2/SDL_blendmode.h
 create mode 100644 include/SDL2/SDL_clipboard.h
 create mode 100644 include/SDL2/SDL_config.h
 create mode 100644 include/SDL2/SDL_config.h.cmake
 create mode 100644 include/SDL2/SDL_config.h.in
 create mode 100644 include/SDL2/SDL_config_android.h
 create mode 100644 include/SDL2/SDL_config_emscripten.h
 create mode 100644 include/SDL2/SDL_config_iphoneos.h
 create mode 100644 include/SDL2/SDL_config_macosx.h
 create mode 100644 include/SDL2/SDL_config_minimal.h
 create mode 100644 include/SDL2/SDL_config_ngage.h
 create mode 100644 include/SDL2/SDL_config_os2.h
 create mode 100644 include/SDL2/SDL_config_pandora.h
 create mode 100644 include/SDL2/SDL_config_windows.h
 create mode 100644 include/SDL2/SDL_config_wingdk.h
 create mode 100644 include/SDL2/SDL_config_winrt.h
 create mode 100644 include/SDL2/SDL_config_xbox.h
 create mode 100644 include/SDL2/SDL_copying.h
 create mode 100644 include/SDL2/SDL_cpuinfo.h
 create mode 100644 include/SDL2/SDL_egl.h
 create mode 100644 include/SDL2/SDL_endian.h
 create mode 100644 include/SDL2/SDL_error.h
 create mode 100644 include/SDL2/SDL_events.h
 create mode 100644 include/SDL2/SDL_filesystem.h
 create mode 100644 include/SDL2/SDL_gamecontroller.h
 create mode 100644 include/SDL2/SDL_gesture.h
 create mode 100644 include/SDL2/SDL_guid.h
 create mode 100644 include/SDL2/SDL_haptic.h
 create mode 100644 include/SDL2/SDL_hidapi.h
 create mode 100644 include/SDL2/SDL_hints.h
 create mode 100644 include/SDL2/SDL_joystick.h
 create mode 100644 include/SDL2/SDL_keyboard.h
 create mode 100644 include/SDL2/SDL_keycode.h
 create mode 100644 include/SDL2/SDL_loadso.h
 create mode 100644 include/SDL2/SDL_locale.h
 create mode 100644 include/SDL2/SDL_log.h
 create mode 100644 include/SDL2/SDL_main.h
 create mode 100644 include/SDL2/SDL_messagebox.h
 create mode 100644 include/SDL2/SDL_metal.h
 create mode 100644 include/SDL2/SDL_misc.h
 create mode 100644 include/SDL2/SDL_mouse.h
 create mode 100644 include/SDL2/SDL_mutex.h
 create mode 100644 include/SDL2/SDL_name.h
 create mode 100644 include/SDL2/SDL_opengl.h
 create mode 100644 include/SDL2/SDL_opengl_glext.h
 create mode 100644 include/SDL2/SDL_opengles.h
 create mode 100644 include/SDL2/SDL_opengles2.h
 create mode 100644 include/SDL2/SDL_opengles2_gl2.h
 create mode 100644 include/SDL2/SDL_opengles2_gl2ext.h
 create mode 100644 include/SDL2/SDL_opengles2_gl2platform.h
 create mode 100644 include/SDL2/SDL_opengles2_khrplatform.h
 create mode 100644 include/SDL2/SDL_pixels.h
 create mode 100644 include/SDL2/SDL_platform.h
 create mode 100644 include/SDL2/SDL_power.h
 create mode 100644 include/SDL2/SDL_quit.h
 create mode 100644 include/SDL2/SDL_rect.h
 create mode 100644 include/SDL2/SDL_render.h
 create mode 100644 include/SDL2/SDL_revision.h
 create mode 100644 include/SDL2/SDL_revision.h.cmake
 create mode 100644 include/SDL2/SDL_rwops.h
 create mode 100644 include/SDL2/SDL_scancode.h
 create mode 100644 include/SDL2/SDL_sensor.h
 create mode 100644 include/SDL2/SDL_shape.h
 create mode 100644 include/SDL2/SDL_stdinc.h
 create mode 100644 include/SDL2/SDL_surface.h
 create mode 100644 include/SDL2/SDL_system.h
 create mode 100644 include/SDL2/SDL_syswm.h
 create mode 100644 include/SDL2/SDL_test.h
 create mode 100644 include/SDL2/SDL_test_assert.h
 create mode 100644 include/SDL2/SDL_test_common.h
 create mode 100644 include/SDL2/SDL_test_compare.h
 create mode 100644 include/SDL2/SDL_test_crc32.h
 create mode 100644 include/SDL2/SDL_test_font.h
 create mode 100644 include/SDL2/SDL_test_fuzzer.h
 create mode 100644 include/SDL2/SDL_test_harness.h
 create mode 100644 include/SDL2/SDL_test_images.h
 create mode 100644 include/SDL2/SDL_test_log.h
 create mode 100644 include/SDL2/SDL_test_md5.h
 create mode 100644 include/SDL2/SDL_test_memory.h
 create mode 100644 include/SDL2/SDL_test_random.h
 create mode 100644 include/SDL2/SDL_thread.h
 create mode 100644 include/SDL2/SDL_timer.h
 create mode 100644 include/SDL2/SDL_touch.h
 create mode 100644 include/SDL2/SDL_types.h
 create mode 100644 include/SDL2/SDL_version.h
 create mode 100644 include/SDL2/SDL_video.h
 create mode 100644 include/SDL2/SDL_vulkan.h
 create mode 100644 include/SDL2/begin_code.h
 create mode 100644 include/SDL2/close_code.h

diff --git a/include/SDL2/SDL.h b/include/SDL2/SDL.h
new file mode 100644
index 0000000..12e7f31
--- /dev/null
+++ b/include/SDL2/SDL.h
@@ -0,0 +1,233 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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.
+*/
+
+/**
+ *  \file SDL.h
+ *
+ *  Main include header for the SDL library
+ */
+
+
+#ifndef SDL_h_
+#define SDL_h_
+
+#include "SDL_main.h"
+#include "SDL_stdinc.h"
+#include "SDL_assert.h"
+#include "SDL_atomic.h"
+#include "SDL_audio.h"
+#include "SDL_clipboard.h"
+#include "SDL_cpuinfo.h"
+#include "SDL_endian.h"
+#include "SDL_error.h"
+#include "SDL_events.h"
+#include "SDL_filesystem.h"
+#include "SDL_gamecontroller.h"
+#include "SDL_guid.h"
+#include "SDL_haptic.h"
+#include "SDL_hidapi.h"
+#include "SDL_hints.h"
+#include "SDL_joystick.h"
+#include "SDL_loadso.h"
+#include "SDL_log.h"
+#include "SDL_messagebox.h"
+#include "SDL_metal.h"
+#include "SDL_mutex.h"
+#include "SDL_power.h"
+#include "SDL_render.h"
+#include "SDL_rwops.h"
+#include "SDL_sensor.h"
+#include "SDL_shape.h"
+#include "SDL_system.h"
+#include "SDL_thread.h"
+#include "SDL_timer.h"
+#include "SDL_version.h"
+#include "SDL_video.h"
+#include "SDL_locale.h"
+#include "SDL_misc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* As of version 0.5, SDL is loaded dynamically into the application */
+
+/**
+ *  \name SDL_INIT_*
+ *
+ *  These are the flags which may be passed to SDL_Init().  You should
+ *  specify the subsystems which you will be using in your application.
+ */
+/* @{ */
+#define SDL_INIT_TIMER          0x00000001u
+#define SDL_INIT_AUDIO          0x00000010u
+#define SDL_INIT_VIDEO          0x00000020u  /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
+#define SDL_INIT_JOYSTICK       0x00000200u  /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
+#define SDL_INIT_HAPTIC         0x00001000u
+#define SDL_INIT_GAMECONTROLLER 0x00002000u  /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
+#define SDL_INIT_EVENTS         0x00004000u
+#define SDL_INIT_SENSOR         0x00008000u
+#define SDL_INIT_NOPARACHUTE    0x00100000u  /**< compatibility; this flag is ignored. */
+#define SDL_INIT_EVERYTHING ( \
+                SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
+                SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
+            )
+/* @} */
+
+/**
+ * Initialize the SDL library.
+ *
+ * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
+ * two may be used interchangeably. Though for readability of your code
+ * SDL_InitSubSystem() might be preferred.
+ *
+ * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
+ * subsystems are initialized by default. Message boxes
+ * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
+ * video subsystem, in hopes of being useful in showing an error dialog when
+ * SDL_Init fails. You must specifically initialize other subsystems if you
+ * use them in your application.
+ *
+ * Logging (such as SDL_Log) works without initialization, too.
+ *
+ * `flags` may be any of the following OR'd together:
+ *
+ * - `SDL_INIT_TIMER`: timer subsystem
+ * - `SDL_INIT_AUDIO`: audio subsystem
+ * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
+ *   subsystem
+ * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
+ *   events subsystem
+ * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
+ * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
+ *   initializes the joystick subsystem
+ * - `SDL_INIT_EVENTS`: events subsystem
+ * - `SDL_INIT_EVERYTHING`: all of the above subsystems
+ * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
+ *
+ * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
+ * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
+ * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
+ * this call will increase the ref-count and return.
+ *
+ * \param flags subsystem initialization flags
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_InitSubSystem
+ * \sa SDL_Quit
+ * \sa SDL_SetMainReady
+ * \sa SDL_WasInit
+ */
+extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
+
+/**
+ * Compatibility function to initialize the SDL library.
+ *
+ * In SDL2, this function and SDL_Init() are interchangeable.
+ *
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ * \sa SDL_Quit
+ * \sa SDL_QuitSubSystem
+ */
+extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
+
+/**
+ * Shut down specific SDL subsystems.
+ *
+ * If you start a subsystem using a call to that subsystem's init function
+ * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
+ * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
+ * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
+ * generally, you should not be using those functions directly anyhow; use
+ * SDL_Init() instead.
+ *
+ * You still need to call SDL_Quit() even if you close all open subsystems
+ * with SDL_QuitSubSystem().
+ *
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_InitSubSystem
+ * \sa SDL_Quit
+ */
+extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
+
+/**
+ * Get a mask of the specified subsystems which are currently initialized.
+ *
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
+ * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
+ *          returns the initialization status of the specified subsystems.
+ *
+ *          The return value does not include SDL_INIT_NOPARACHUTE.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ * \sa SDL_InitSubSystem
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
+
+/**
+ * Clean up all initialized subsystems.
+ *
+ * You should call this function even if you have already shutdown each
+ * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
+ * function even in the case of errors in initialization.
+ *
+ * If you start a subsystem using a call to that subsystem's init function
+ * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
+ * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
+ * it down before calling SDL_Quit(). But generally, you should not be using
+ * those functions directly anyhow; use SDL_Init() instead.
+ *
+ * You can use this function with atexit() to ensure that it is run when your
+ * application is shutdown, but it is not wise to do this from a library or
+ * other dynamically loaded code.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ * \sa SDL_QuitSubSystem
+ */
+extern DECLSPEC void SDLCALL SDL_Quit(void);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/include/SDL2/SDL_assert.h b/include/SDL2/SDL_assert.h
new file mode 100644
index 0000000..e71cf97
--- /dev/null
+++ b/include/SDL2/SDL_assert.h
@@ -0,0 +1,326 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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.
+*/
+
+#ifndef SDL_assert_h_
+#define SDL_assert_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#ifndef SDL_ASSERT_LEVEL
+#ifdef SDL_DEFAULT_ASSERT_LEVEL
+#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
+#elif defined(_DEBUG) || defined(DEBUG) || \
+      (defined(__GNUC__) && !defined(__OPTIMIZE__))
+#define SDL_ASSERT_LEVEL 2
+#else
+#define SDL_ASSERT_LEVEL 1
+#endif
+#endif /* SDL_ASSERT_LEVEL */
+
+/*
+These are macros and not first class functions so that the debugger breaks
+on the assertion line and not in some random guts of SDL, and so each
+assert can have unique static variables associated with it.
+*/
+
+#if defined(_MSC_VER)
+/* Don't include intrin.h here because it contains C++ code */
+    extern void __cdecl __debugbreak(void);
+    #define SDL_TriggerBreakpoint() __debugbreak()
+#elif _SDL_HAS_BUILTIN(__builtin_debugtrap)
+    #define SDL_TriggerBreakpoint() __builtin_debugtrap()
+#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
+    #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
+#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) )  /* this might work on other ARM targets, but this is a known quantity... */
+    #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
+#elif defined(__APPLE__) && defined(__arm__)
+    #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
+#elif defined(__386__) && defined(__WATCOMC__)
+    #define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
+#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
+    #include <signal.h>
+    #define SDL_TriggerBreakpoint() raise(SIGTRAP)
+#else
+    /* How do we trigger breakpoints on this platform? */
+    #define SDL_TriggerBreakpoint()
+#endif
+
+#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
+#   define SDL_FUNCTION __func__
+#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__))
+#   define SDL_FUNCTION __FUNCTION__
+#else
+#   define SDL_FUNCTION "???"
+#endif
+#define SDL_FILE    __FILE__
+#define SDL_LINE    __LINE__
+
+/*
+sizeof (x) makes the compiler still parse the expression even without
+assertions enabled, so the code is always checked at compile time, but
+doesn't actually generate code for it, so there are no side effects or
+expensive checks at run time, just the constant size of what x WOULD be,
+which presumably gets optimized out as unused.
+This also solves the problem of...
+
+    int somevalue = blah();
+    SDL_assert(somevalue == 1);
+
+...which would cause compiles to complain that somevalue is unused if we
+disable assertions.
+*/
+
+/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
+    this condition isn't constant. And looks like an owl's face! */
+#ifdef _MSC_VER  /* stupid /W4 warnings. */
+#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
+#else
+#define SDL_NULL_WHILE_LOOP_CONDITION (0)
+#endif
+
+#define SDL_disabled_assert(condition) \
+    do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
+
+typedef enum
+{
+    SDL_ASSERTION_RETRY,  /**< Retry the assert immediately. */
+    SDL_ASSERTION_BREAK,  /**< Make the debugger trigger a breakpoint. */
+    SDL_ASSERTION_ABORT,  /**< Terminate the program. */
+    SDL_ASSERTION_IGNORE,  /**< Ignore the assert. */
+    SDL_ASSERTION_ALWAYS_IGNORE  /**< Ignore the assert from now on. */
+} SDL_AssertState;
+
+typedef struct SDL_AssertData
+{
+    int always_ignore;
+    unsigned int trigger_count;
+    const char *condition;
+    const char *filename;
+    int linenum;
+    const char *function;
+    const struct SDL_AssertData *next;
+} SDL_AssertData;
+
+#if (SDL_ASSERT_LEVEL > 0)
+
+/* Never call this directly. Use the SDL_assert* macros. */
+extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
+                                                             const char *,
+                                                             const char *, int)
+#if defined(__clang__)
+#if __has_feature(attribute_analyzer_noreturn)
+/* this tells Clang's static analysis that we're a custom assert function,
+   and that the analyzer should assume the condition was always true past this
+   SDL_assert test. */
+   __attribute__((analyzer_noreturn))
+#endif
+#endif
+;
+
+/* the do {} while(0) avoids dangling else problems:
+    if (x) SDL_assert(y); else blah();
+       ... without the do/while, the "else" could attach to this macro's "if".
+   We try to handle just the minimum we need here in a macro...the loop,
+   the static vars, and break points. The heavy lifting is handled in
+   SDL_ReportAssertion(), in SDL_assert.c.
+*/
+#define SDL_enabled_assert(condition) \
+    do { \
+        while ( !(condition) ) { \
+            static struct SDL_AssertData sdl_assert_data = { \
+                0, 0, #condition, 0, 0, 0, 0 \
+            }; \
+            const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
+            if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
+                continue; /* go again. */ \
+            } else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
+                SDL_TriggerBreakpoint(); \
+            } \
+            break; /* not retrying. */ \
+        } \
+    } while (SDL_NULL_WHILE_LOOP_CONDITION)
+
+#endif  /* enabled assertions support code */
+
+/* Enable various levels of assertions. */
+#if SDL_ASSERT_LEVEL == 0   /* assertions disabled */
+#   define SDL_assert(condition) SDL_disabled_assert(condition)
+#   define SDL_assert_release(condition) SDL_disabled_assert(condition)
+#   define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
+#elif SDL_ASSERT_LEVEL == 1  /* release settings. */
+#   define SDL_assert(condition) SDL_disabled_assert(condition)
+#   define SDL_assert_release(condition) SDL_enabled_assert(condition)
+#   define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
+#elif SDL_ASSERT_LEVEL == 2  /* normal settings. */
+#   define SDL_assert(condition) SDL_enabled_assert(condition)
+#   define SDL_assert_release(condition) SDL_enabled_assert(condition)
+#   define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
+#elif SDL_ASSERT_LEVEL == 3  /* paranoid settings. */
+#   define SDL_assert(condition) SDL_enabled_assert(condition)
+#   define SDL_assert_release(condition) SDL_enabled_assert(condition)
+#   define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
+#else
+#   error Unknown assertion level.
+#endif
+
+/* this assertion is never disabled at any level. */
+#define SDL_assert_always(condition) SDL_enabled_assert(condition)
+
+
+/**
+ * A callback that fires when an SDL assertion fails.
+ *
+ * \param data a pointer to the SDL_AssertData structure corresponding to the
+ *             current assertion
+ * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler()
+ * \returns an SDL_AssertState value indicating how to handle the failure.
+ */
+typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
+                                 const SDL_AssertData* data, void* userdata);
+
+/**
+ * Set an application-defined assertion handler.
+ *
+ * This function allows an application to show its own assertion UI and/or
+ * force the response to an assertion failure. If the application doesn't
+ * provide this, SDL will try to do the right thing, popping up a
+ * system-specific GUI dialog, and probably minimizing any fullscreen windows.
+ *
+ * This callback may fire from any thread, but it runs wrapped in a mutex, so
+ * it will only fire from one thread at a time.
+ *
+ * This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
+ *
+ * \param handler the SDL_AssertionHandler function to call when an assertion
+ *                fails or NULL for the default handler
+ * \param userdata a pointer that is passed to `handler`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAssertionHandler
+ */
+extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
+                                            SDL_AssertionHandler handler,
+                                            void *userdata);
+
+/**
+ * Get the default assertion handler.
+ *
+ * This returns the function pointer that is called by default when an
+ * assertion is triggered. This is an internal function provided by SDL, that
+ * is used for assertions when SDL_SetAssertionHandler() hasn't been used to
+ * provide a different function.
+ *
+ * \returns the default SDL_AssertionHandler that is called when an assert
+ *          triggers.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_GetAssertionHandler
+ */
+extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
+
+/**
+ * Get the current assertion handler.
+ *
+ * This returns the function pointer that is called when an assertion is
+ * triggered. This is either the value last passed to
+ * SDL_SetAssertionHandler(), or if no application-specified function is set,
+ * is equivalent to calling SDL_GetDefaultAssertionHandler().
+ *
+ * The parameter `puserdata` is a pointer to a void*, which will store the
+ * "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
+ * will always be NULL for the default handler. If you don't care about this
+ * data, it is safe to pass a NULL pointer to this function to ignore it.
+ *
+ * \param puserdata pointer which is filled with the "userdata" pointer that
+ *                  was passed to SDL_SetAssertionHandler()
+ * \returns the SDL_AssertionHandler that is called when an assert triggers.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_SetAssertionHandler
+ */
+extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
+
+/**
+ * Get a list of all assertion failures.
+ *
+ * This function gets all assertions triggered since the last call to
+ * SDL_ResetAssertionReport(), or the start of the program.
+ *
+ * The proper way to examine this data looks something like this:
+ *
+ * ```c
+ * const SDL_AssertData *item = SDL_GetAssertionReport();
+ * while (item) {
+ *    printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
+ *           item->condition, item->function, item->filename,
+ *           item->linenum, item->trigger_count,
+ *           item->always_ignore ? "yes" : "no");
+ *    item = item->next;
+ * }
+ * ```
+ *
+ * \returns a list of all failed assertions or NULL if the list is empty. This
+ *          memory should not be modified or freed by the application.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ResetAssertionReport
+ */
+extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
+
+/**
+ * Clear the list of all assertion failures.
+ *
+ * This function will clear the list of all assertions triggered up to that
+ * point. Immediately following this call, SDL_GetAssertionReport will return
+ * no items. In addition, any previously-triggered assertions will be reset to
+ * a trigger_count of zero, and their always_ignore state will be false.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAssertionReport
+ */
+extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
+
+
+/* these had wrong naming conventions until 2.0.4. Please update your app! */
+#define SDL_assert_state SDL_AssertState
+#define SDL_assert_data SDL_AssertData
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_assert_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/include/SDL2/SDL_atomic.h b/include/SDL2/SDL_atomic.h
new file mode 100644
index 0000000..f0c05f4
--- /dev/null
+++ b/include/SDL2/SDL_atomic.h
@

(Patch may be truncated, please check the link at the top of this post.)