Unix2dos'd README-macosx.md.
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diff --git a/docs/README-macosx.md b/docs/README-macosx.md
index 84435fe..08511bb 100644
--- a/docs/README-macosx.md
+++ b/docs/README-macosx.md
@@ -1,281 +1,281 @@
-# Mac OS X (aka macOS).
-
-These instructions are for people using Apple's Mac OS X (pronounced
-"ten"), which in newer versions is just referred to as "macOS".
-
-From the developer's point of view, macOS 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.
-
-# Command Line Build
-
-To build SDL using the command line, use the standard configure and make
-process:
-
-```bash
-mkdir build
-cd build
-../configure
-make
-sudo make install
-```
-
-CMake is also known to work, although it continues to be a work in progress:
-
-```bash
-mkdir build
-cd build
-cmake -DCMAKE_BUILD_TYPE=Release ..
-make
-sudo make install
-```
-
-
-You can also build SDL as a Universal library (a single binary for both
-64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
-script.
-
-```bash
-mkdir build
-cd build
-CC=$PWD/../build-scripts/clang-fat.sh ../configure
-make
-sudo make install
-```
-
-This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
-ABI compatibility on ARM64 architectures. For best compatibility you
-should compile your application the same way.
-
-Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
-(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
-been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
-release, is still supported at the time of this writing, but current Xcode
-releases no longer support it, and eventually neither will SDL.
-
-To use the library once it's built, you essential have two possibilities:
-use the traditional autoconf/automake/make method, or use Xcode.
-
-
-# Caveats for using SDL with Mac OS X
-
-If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
-SDL will not register its own. This means that SDL will not terminate using
-SDL_Quit if it receives a termination request, it will terminate like a
-normal app, and it will not send a SDL_DROPFILE when you request to open a
-file with the app. To solve these issues, put the following code in your
-NSApplicationDelegate implementation:
-
-
-```objc
-- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
-{
- if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
- SDL_Event event;
- event.type = SDL_QUIT;
- SDL_PushEvent(&event);
- }
-
- return NSTerminateCancel;
-}
-
-- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
-{
- if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
- SDL_Event event;
- event.type = SDL_DROPFILE;
- event.drop.file = SDL_strdup([filename UTF8String]);
- return (SDL_PushEvent(&event) > 0);
- }
-
- return NO;
-}
-```
-
-# 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 macOS. However, to produce a "real" Mac binary
-that you can distribute to users, you need to put the generated binary into a
-so called "bundle", which is basically a fancy folder with a name like
-"MyCoolGame.app".
-
-To get this build automatically, add something like the following rule to
-your Makefile.am:
-
-```make
-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.ac 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:
-
-```make
-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 barebones .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
-
- ```bash
- sdl-config --static-libs
- ```
-
- instead of those listed by
-
- ```bash
- 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](https://github.com/exult/exult) and
-[ScummVM](https://github.com/scummvm/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:
-
-```bash
-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"
-* 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 `xcode-build` in the same directory as your .pbxproj 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
-
-In SDL 1.2, the working directory of your SDL app is by default set to its
-parent, but this is no longer the case in SDL 2.0. SDL2 does change the
-working directory, which means it'll be whatever the command line prompt
-that launched the program was using, or if launched by double-clicking in
-the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
-You can use SDL_GetBasePath() to find where the program is running from and
-chdir() there directly.
-
-
-## 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.
-
-# Bug reports
-
-Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
-Please feel free to report bugs there!
-
+# Mac OS X (aka macOS).
+
+These instructions are for people using Apple's Mac OS X (pronounced
+"ten"), which in newer versions is just referred to as "macOS".
+
+From the developer's point of view, macOS 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.
+
+# Command Line Build
+
+To build SDL using the command line, use the standard configure and make
+process:
+
+```bash
+mkdir build
+cd build
+../configure
+make
+sudo make install
+```
+
+CMake is also known to work, although it continues to be a work in progress:
+
+```bash
+mkdir build
+cd build
+cmake -DCMAKE_BUILD_TYPE=Release ..
+make
+sudo make install
+```
+
+
+You can also build SDL as a Universal library (a single binary for both
+64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
+script.
+
+```bash
+mkdir build
+cd build
+CC=$PWD/../build-scripts/clang-fat.sh ../configure
+make
+sudo make install
+```
+
+This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
+ABI compatibility on ARM64 architectures. For best compatibility you
+should compile your application the same way.
+
+Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
+(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
+been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
+release, is still supported at the time of this writing, but current Xcode
+releases no longer support it, and eventually neither will SDL.
+
+To use the library once it's built, you essential have two possibilities:
+use the traditional autoconf/automake/make method, or use Xcode.
+
+
+# Caveats for using SDL with Mac OS X
+
+If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
+SDL will not register its own. This means that SDL will not terminate using
+SDL_Quit if it receives a termination request, it will terminate like a
+normal app, and it will not send a SDL_DROPFILE when you request to open a
+file with the app. To solve these issues, put the following code in your
+NSApplicationDelegate implementation:
+
+
+```objc
+- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
+{
+ if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
+ SDL_Event event;
+ event.type = SDL_QUIT;
+ SDL_PushEvent(&event);
+ }
+
+ return NSTerminateCancel;
+}
+
+- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
+{
+ if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
+ SDL_Event event;
+ event.type = SDL_DROPFILE;
+ event.drop.file = SDL_strdup([filename UTF8String]);
+ return (SDL_PushEvent(&event) > 0);
+ }
+
+ return NO;
+}
+```
+
+# 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 macOS. However, to produce a "real" Mac binary
+that you can distribute to users, you need to put the generated binary into a
+so called "bundle", which is basically a fancy folder with a name like
+"MyCoolGame.app".
+
+To get this build automatically, add something like the following rule to
+your Makefile.am:
+
+```make
+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.ac 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:
+
+```make
+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 barebones .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
+
+ ```bash
+ sdl-config --static-libs
+ ```
+
+ instead of those listed by
+
+ ```bash
+ 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](https://github.com/exult/exult) and
+[ScummVM](https://github.com/scummvm/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:
+
+```bash
+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"
+* 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 `xcode-build` in the same directory as your .pbxproj 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
+
+In SDL 1.2, the working directory of your SDL app is by default set to its
+parent, but this is no longer the case in SDL 2.0. SDL2 does change the
+working directory, which means it'll be whatever the command line prompt
+that launched the program was using, or if launched by double-clicking in
+the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
+You can use SDL_GetBasePath() to find where the program is running from and
+chdir() there directly.
+
+
+## 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.
+
+# Bug reports
+
+Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
+Please feel free to report bugs there!
+