Changed paths and name of header file in text of VisualC.html.
Fixed the logical size for rendering to texture, thanks to Mason Wheeler.

Mason Wheeler

The SDL_RenderGetLogicalSize function should always return the amount of pixels that are currently available for rendering to.  But after updating to the latest SDL2, I started getting crashes because it was returning (0,0) as the logical size!  After a bit of debugging, I tracked it down to the following code in SDL_SetRenderTarget:

    if (texture) {
        renderer->viewport.x = 0;
        renderer->viewport.y = 0;
        renderer->viewport.w = texture->w;
        renderer->viewport.h = texture->h;
        renderer->scale.x = 1.0f;
        renderer->scale.y = 1.0f;
        renderer->logical_w = 0;
        renderer->logical_h = 0;
    }

This is obviously wrong; 0 is never the correct value for a valid renderer.  Those last two lines should read:

        renderer->logical_w = texture->w;
        renderer->logical_h = texture->h;
add in alt+enter keyboard shortcut to test common to toggle fullscreen desktop
Added SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS to the documentation for the joystick and game controller APIs
Don't close already-closed audio devices during SDL_Quit().

Otherwise, we spam a bunch of unnecessary SDL_SetError() calls.

Fixes Bugzilla #1791.
Added a FIXME.
Strip newlines from messages in SDL_Log*() before calling logging function.
Don't crash if SDL_AudioQuit() is called twice in a row.

Fixes Bugzilla #1396.
Fixed some __BEOS__ vs __HAIKU__ preprocessor tests (thanks, Axel!).

Fixes Bugzilla #1773.
Don't set the same GL context twice on Mac OS X (thanks, Alex!).

Fixes Bugzilla #1939.
Patched to compile on pre-C99 compilers.
Fixed detection of overlong sequences (thanks Tommy!)
No, there's no reason not to use fprintf
Removed the inline functions from SDL_stdinc.h
Having the SDL functions inline is causing build issues, and in the case of malloc(), etc. causing malloc/free mismatches, if the application build environment differs from the SDL build environment.

In the interest of safety and consistency, the functions will always be in the SDL library and will only be redirected to the C library there, if they are available.

See the following threads on the SDL mailing list for the gruesome details:
* SDL_stdinc.h inlines problematic when application not compiled in exact same feature environment
* Error compiling program against SDL2 with -std=c++11 g++ flag
Fixed build errors on Mac OS X
Fixed mingw32 build
Fixed bug 1936 - Broken URL in generic SDL_syscond.c

cp.ml.x.dev

A comment in 'src/thread/generic/SDL_syscond.c' references the URL 'http://www-classic.be.com/aboutbe/benewsletter/volume_III/Issue40.html', which cannot be resolved anymore. An alternative would be 'http://web.archive.org/web/20010914175514/http://www-classic.be.com/aboutbe/benewsletter/volume_III/Issue40.html#Workshop'.
Fixed potential problem with postFinishLaunch being overridden by the application.

Vittorio Giovara

I find that the calling point in SDL_uikitappdelegate.m is dangerous as the -(void) postFinishLaunch method can be overridden when subclassing.
Could this be moved in inside the init or in the didFinishLaunchingWithOptions method which are always called even when subclassed?
Added missing call to SDL_stack_free().
Fixed SDL's implementation of isspace() to check form feed and vertical tab.