Fixed compiler warnings in test program by using wrapped functions.
If the video system has been initialized, only use that message box system.
Don't pass a window from one video driver to the messagebox function of another video driver.  This makes bad things happen. :)
Fixes #2022, do not resume on Android when surfaceChanged

If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.

Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
Added tag release_2.0.0 for changeset d6a8fa507a45
Added Julian Winter to the credits for the SDL 2.0 website.
Mac: Fix restoring of Cmd-H-hidden fullscreen desktop windows.

This should fix http://bugzilla.libsdl.org/show_bug.cgi?id=1996
Fixed the tag name for the SDL 2.0 release
Don't print "unrecognized key" message for an X11 keycode of 0.  This can happen with composed characters.
Fix bug 2034: replace printf by SDL_Log in tests; update loopwave VS solution: copy missing dependency
Fixed alpha blending for the MMX blit functions

I see the Remarks of function SDL_BlitSurface shows that "when SDL_BLENDMODE_BLEND, we have dstA = srcA + (dstA * (1-srcA))". however, I tested some pictures but the result implies "dstA=arcA" actually. I stepped into the source code, and found after I set SDL_BLENDMODE_BLEND for the source surface, the final blit function is BlitRGBtoRGBPixelAlphaMMX when I use SDL_BlitSurface on my computer. And I found these codes:

    else if (alpha == amask) {
    /* opaque alpha -- copy RGB, keep dst alpha */
    *dstp = (*srcp & chanmask) | (*dstp & ~chanmask);

The same code is used in BlitRGBtoRGBPixelAlphaMMX3DNOW and BlitRGBtoRGBPixelAlpha. So I think they still keep dst alpha.

Best regards,
Jianyu Guan
Fixed alpha composition when destination alpha is transparent.

Jianyu Guan

I found I make a big mistake that when dstA==0, I just simply let *dstp=*srcp and forgot to make dstRGB = srcRGB*srcA.

The if consition "(*dstp & amask) == 0" in BlitRGBtoRGBPixelAlphaMMX and BlitRGBtoRGBPixelAlphaMMX3dNow should be removed.
[Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally

Also, fail more gracefully when creating texture to avoid double free errors.
Patched to compile.
Android quirk:Some devices don't report GL_OES_framebuffer_object but support it
Fixed bug 1876 - SDL_TEXTINPUT only returns '?' (0x3F) in event.text.text with Khmer language input

Andreas

The issue comes down to this line on MSDN:
"TranslateMessage produces WM_CHAR messages only for keys that are mapped to ASCII characters by the keyboard driver."

"WM_KEYDOWN and WM_KEYUP combinations produce a WM_CHAR or WM_DEADCHAR message. WM_SYSKEYDOWN and WM_SYSKEYUP combinations produce a WM_SYSCHAR or WM_SYSDEADCHAR message."
Except for WM_CHAR, none of these messages are used in SDL. Hence TranslateMessage should be dropped entirely and proper handling be included in the WM_KEYDOWN event.
Currently TranslateMessage is called for every message even if it must not be called in certain cases (like "An application should not call TranslateMessage if the TranslateAccelerator function returns a nonzero value.").

WM_CHAR message handling should remain for external processes posting these messages - additionally, WM_UNICHAR should be added.

I made a patch for src/video/windows/SDL_windowsevents.c that seems to work fine. It doesn't solve the "missing" composition for Khmer, but at least input for languages that cannot be mapped to ASCII characters (and for which IME is not used) will now work on Windows.
The keyboard text events should be sent after the key down events
Fixed windows build
Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
auto init the ticks if the GetTicks and the like methods are called before SDL_Init().. This prevents annoying game bugs such as caching SDL_GetPerformanceFrequency in a static initializer
Fixed for consistency with the other platforms