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Between mid October 2019 and mid February 2020 everyone in the Army was migrated to use their PIV Authentication certificate for Email access. You no longer use the Email certificate for Enterprise Email or any CAC enabled websites

Mac users who choose to upgrade (or already have upgraded) to Mac OS Catalina (10.15.x) or Big Sur (11.xx.x) will need to uninstall all 3rd Party CAC enablers per https://militarycac.com/macuninstall.htm AND reenable the native smart card ability (very bottom of macuninstall link above)

If you purchased your Mac with OS Catalina (10.15.x) or Big Sur (11.xx.x) already installed, you can skip the uninstall part above and follow the instructions below.

6 'high level' steps needed, follow down the page to make this a painless systematic process

1.Is your CAC reader 'Mac friendly'?
2.Can your Mac 'see' the reader?
3.Verify which version of Mac OS you have
4.Figure out which CAC (ID card) you have
5.Install the DoD certificates
5a.Additional DoD certificate installation instructions for Firefox users
6.Decide which CAC enabler you want to use (except for 10.12-.15 & 11)

Step 1: Is your CAC reader Mac friendly?

Visit the USB Readers page to verify the CAC reader you have is Mac friendly.

Visit the USB-C Readers page to verify the CAC reader you have is Mac friendly.

'Some, not all' CAC readers may need to have a driver installed to make it work.

NOTE: Readers such as: SCR-331 & SCR-3500A may need a firmware update (NO OTHER Readers need firmware updates).

Information about these specific readers are in Step 2

Step 2: Can your Mac 'see' the reader?

Plug the CAC reader into an open USB port before proceeding, give it a few moments to install

Step 2a: Click the Apple Icon in the upper left corner of the desktop, select 'About This Mac'

Step 2b: Click 'System Report...' (button)

Step 2c: Verify the CAC reader shows in Hardware, USB, under USB Device Tree. Different readers will show differently, most readers have no problem in this step. See Step 2c1 for specific reader issues.

Step 2c1: Verify firmware version on your SCR-331, SCR-3310 v2.0, GSR-202, 202V, 203, or SCR-3500a reader. If you have a reader other than these 6, Proceed directly to step 3

Step 2c1a-SCR-331 reader

If your reader does not look like this, go to the next step.

In the 'Hardware' drop down, click 'USB.' On the right side of the screen under 'USB Device Tree' the window will display all hardware plugged into the USB ports on your Mac. Look for “SCRx31 USB Smart Card Reader.” If the Smart Card reader is present, look at 'Version' in the lower right corner of this box: If you have a number below 5.25, you need to update your firmware to 5.25. If you are already at 5.25, your reader is installed on your system, and no further hardware changes are required. You can now Quit System Profiler and continue to Step 3.

Step 2c1b-SCR-3310 v2.0 reader

If your reader does not look like this, go to the next step.

In the 'Hardware' drop down, click 'USB.' On the right side of the screen under 'USB Device Tree' the window will display all hardware plugged into the USB ports on your Mac. Look for “SCR3310 v2.0 USB Smart Card Reader.” If the Smart Card reader is present, look at 'Version' in the lower right corner of this box: If you have a number below 6.02, it will not read the 'G+D FIPS 201 SCE 7.0' CAC on Mac OS 11.xx.x or 10.15.7. I contacted HID (the company that makes these readers) on 14 DEC 2020 to find a way to update the firmware to 6.02. They said there is not firmware update for the reader. If your reader is older, you may need a new one. Please look at: https://militarycac.com/usbreaders.htm to find a compatible one. If you are already at version 6.02, your reader should work fine on your Mac and no further hardware changes are required. You can now Quit System Profiler and continue to Step 3.

Step 2c1c-SCR-3500A reader

If you have the SCR3500A P/N:905430-1 CAC reader,you may need to install this driver, as the one that installs automatically will not work on most Macs. Hold the control key [on your keyboard] when clicking the .pkg file [with your mouse], select [the word] Open

Step 3: Verify which version of MacOS you have?

(You need to know this information for step 6)

Step 3a: Click the Apple Icon in the upper left corner of your desktop and select 'About This Mac'

Step 3b: Look below Mac OS X for: Example: Version 10.X.X, or 11.X

Step 4: Figure out which CAC (ID Card) you have

(You need to know this information for step 6)

Look at the top back of your ID card for these card types. If you have any version other than the seven shown below, you need to visit an ID card office and have it replaced. All CACs [other than these six] were supposed to be replaced prior to 1 October 2012.

Find out how to flip card over video

Step 5: Install the DoD certificates (for Safari and Chrome Users)

Go to Keychain Access

Click: Go (top of screen), Utilities, double click Keychain Access.app

(You can also type: keychain access using Spotlight (this is my preferred method))

Select login (under Keychains),and All Items (under Category).

Download the 5 files via links below (you may need to <ctrl> click, select Download Linked File As... on each link) Save to your downloads folder

Please know... IF You have any DoD certificates already located in your keychain access, you will need to delete them prior to running the AllCerts.p7b file below.

https://militarycac.com/maccerts/AllCerts.p7b,

https://militarycac.com/maccerts/RootCert2.cer,

https://militarycac.com/maccerts/RootCert3.cer,

https://militarycac.com/maccerts/RootCert4.cer, and

Double click each of the files to install certificates into the login section of keychain

Select the Kind column, verify the arrow is pointing up, scroll down to certificate, look for all of the following certificates:

DOD EMAIL CA-33 through DOD EMAIL CA-34,

DOD EMAIL CA-39 through DOD EMAIL CA-44,

DOD EMAIL CA-49 through DOD EMAIL CA-52,

DOD EMAIL CA-59,

DOD ID CA-33 through DOD ID CA-34,

DOD ID CA-39 through DOD ID CA-44,

DOD ID CA-49 through DOD ID CA-52,

DOD ID CA-59

DOD ID SW CA-35 through DOD ID SW CA-38,

DOD ID SW CA-45 through DOD ID SW CA-48,

DoD Root CA 2 through DoD Root CA 5,

DOD SW CA-53 through DOD SW CA-58, and

DOD SW CA-60 through DOD SW CA-61

NOTE: If you are missing any of the above certificates, you have 2 choices,

1. Delete all of them, and re-run the 5 files above, or

2. Download the allcerts.zip file and install each of the certificates you are missing individually.

Errors:

Error 100001 Solution

Error 100013 Solution

You may notice some of the certificates will have a red circle with a white X . This means your computer does not trust those certificates

You need to manually trust the DoD Root CA 2, 3, 4, & 5 certificates

Double click each of the DoD Root CA certificates, select the triangle next to Trust, in the When using this certificate: select Always Trust, repeat until all 4 do not have the red circle with a white X.

You may be prompted to enter computer password when you close the window

Once you select Always Trust, your icon will have a light blue circle with a white + on it.

The 'bad certs' that have caused problems for Windows users may show up in the keychain access section on some Macs. These need to be deleted / moved to trash.

The DoD Root CA 2 & 3 you are removing has a light blue frame, leave the yellow frame version. The icons may or may not have a red circle with the white x

or DoD Interoperability Root CA 1 or CA 2 certificate
DoD Root CA 2 or 3 (light blue frame ONLY) certificate
or Federal Bridge CA 2016 or 2013 certificate
or Federal Common Policy CAcertificate
or or SHA-1 Federal Root CA G2 certificate
or US DoD CCEB Interoperability Root CA 1 certificate

If you have tried accessing CAC enabled sites prior to following these instructions, please go through this page before proceeding

Clearing the keychain (opens a new page)

Please come back to this page to continue installation instructions.

Step 5a: DoD certificate installation instructions for Firefox users

NOTE: Firefox will not work on Catalina (10.15.x), or last 4 versions of Mac OS if using the native Apple smartcard ability

Download AllCerts.zip, [remember where you save it].

double click the allcerts.zip file (it'll automatically extract into a new folder)

Cars

Option 1 to install the certificates (semi automated):

From inside the AllCerts extracted folder, select all of the certificates

<control> click (or Right click) the selected certificates, select Open With, Other...

In the Enable (selection box), change to All Applications

Select Firefox, then Open

You will see several dozen browser tabs open up, let it open as many as it wants..

You will eventually start seeing either of the 2 messages shown next

If the certificate is not already in Firefox, a window will pop up stating 'You have been asked to trust a new Certificate Authority (CA).'

Check all three boxes to allow the certificate to: identify websites, identify email users, and identify software developers

or

'Alert This certificate is already installed as a certificate authority.' Click OK

Once you've added all of the certificates...
• Click Firefox (word) (upper left of your screen)
• Preferences
• Advanced (tab)
• Press Network under the Advanced Tab
• In the Cached Web Content section, click Clear Now (button).
• Quit Firefox and restart it

Option 2 to install the certificates (very tedious manual):

Click Firefox (word) (upper left of your screen)

Preferences

Advanced (tab on left side of screen)

Certificates (tab)

View Certificates (button)

Authorities (tab)

Import (button)

Browse to the DoD certificates (AllCerts) extracted folder you downloaded and extracted above.

Note: You have to do this step for every single certificate

Note2: If the certificate is already in Firefox, a window will pop up stating: 'Alert This certificate is already installed as a certificate authority (CA).' Click OK

Note3: If the certificate is not already in Firefox, a window will pop up stating 'You have been asked to trust a new Certificate Authority (CA).'

Check all three boxes to allow the certificate to: identify websites, identify email users, and identify software developers

Once you've added all of the certificates...
• Click Firefox (word) (upper left of your screen)
• Preferences
• Advanced (tab)
• Press Network under the Advanced Tab
• In the Cached Web Content section, click Clear Now (button).
• Quit Firefox and restart it

Step 6: Decide which CAC enabler you can / want to use

Only for Mac El Capitan (10.11.x or older)

After installing the CAC enabler, restart the computer and go to a CAC enabled website

NOTE: Mac OS Sierra (10.12.x), High Sierra (10.13.x), Mojave (10.14.x), Catalina (10.15.x), and Big Sur (11.1) computers no longer need a CAC Enabler.

Try to access the CAC enabled site you need to access now

Mac support provided by: Michael Danberry

This is new wiki software and old wiki content. It's a work in progress!
Here's the explanation.
Be gentle,report bugs,leave feedback on pages,or just edit them yourself! Thanks!

How to install SDL varies depending on your platform. You will need to download the source code first for most of them, unless prebuilt binaries are available.

SDL 1.2 isn't covered here. It can be installed on legacy platforms that SDL2 doesn't support, such as Mac OS 9 or OS/2, but settling for 1.2 would not be a drop-in replacement for 2.0. Some of these installation instructions happen to work with 1.2, however, on the platforms we cover.

Static linking

SDL 2.0, unlike 1.2, uses [FAQLicensing the zlib license]], which means you can build a static library linked directly to your program, or just compile SDL's C code directly as part of your project. You are completely allowed to do that. However, we encourage you to not do this for various technical and moral reasons (see [docs/README-dynapi.md), and won't cover the details of how to in this document. You may not statically link SDL 1.2 in most cases due to its LGPL licensing, but you should really stop using SDL 1.2 anyhow.

Supported platforms

Linux/Unix

Several other platforms will be built 'the Unix way,' so we'll describe this platform first.

SDL supports most popular flavors of Unix: Linux 2.6+, the various BSDs (FreeBSD, NetBSD, OpenBSD), Solaris, and other things like them.

First! Do you need to compile SDL yourself? It's possible your distribution's package manager already did it for you!

Debian-based systems (including Ubuntu) can simply do 'sudo apt-get install libsdl2-2.0' to get the library installed system-wide, and all sorts of other useful dependencies, too. 'sudo apt-get install libsdl2-dev' will install everything necessary to build programs that use SDL. Please see docs/README-linux.md for a more complete discussion of packages involved.

Red Hat-based systems (including Fedora) can simply do 'sudo yum install SDL2' to get the library installed system-wide, or 'sudo yum install SDL2-devel' to get headers and other build requirements ready for compiling your own SDL programs.

Gentoo users can 'sudo emerge libsdl2' to get everything they need.

If you're compiling SDL yourself, here's what we refer to as 'the Unix way' of building:

  • Get a copy of the source code, either from Mercurial or an official tarball or whatever.
  • Make a separate build directory (SDL will refuse to build in the base of the source tree).
  • Run the configure script to set things up.
  • Run 'make' to compile SDL.
  • Run 'make install' to install your new SDL build on the system.

This looks something like this:

``` hg clone https://hg.libsdl.org/SDL SDL cd SDL mkdir build cd build ../configure make sudo make install ```

The last command says 'sudo' so we can write it to /usr/local (by default). You can change this to a different location with the --prefix option to the configure script. In fact, there are a LOT of good options you can use with configure! Be sure to check out its --help option for details. SDL tries to do the right thing by default, though, so you can usually get away with no options at all. 'make' could be 'make -j4' or whatever if you have more than one CPU; SDL can safely be built in parallel across all the CPU cores you have available to you. A good rule of thumb for Linux is the number of cores plus two, so you use all the processing resources possible, and if a process or two is competing for the disk, those two extra jobs might be able to put the otherwise-idle CPU cores to work in the meantime (so on a four-core system? Try 'make -j6'.)

An (experimental!) alternative to the configure script is the CMake project file. It works on similar principles to the configure script, but you might find that you enjoy it more, if this is the sort of thing you generally enjoy in the first place. Driving that is left as an exercise for the reader.

Once you have the library installed, you can use the sdl2-config program to help you compile your own code:

```gcc -o myprogram myprogram.c sdl2-config --cflags --libs```

SDL on Unix should only link against the C runtime (glibc). Every thing else it needs will be dynamically loaded at runtime: X11, ALSA, d-bus, etc. This means it is possible to build an SDL that has support for all sorts of targets built in, and it will examine the system at runtime to decide what should be used (for example, if Xlib isn't available, it might try to load Wayland support, etc). In that respect, if you plan to ship the SDL binary that you build, it is to your benefit to make sure your system has development headers for as many targets as possible, regardless of what you plan to personally use, so your final library is as robust as possible. See docs/README-linux.md for more details.

SteamOS

SteamOS is literally a Linux system, and uses the same binaries you distribute to generic Linux Steam users, so generally speaking, all the other Linux advice applies.

If you are shipping a Linux game on Steam, or explicitly targeting SteamOS, the system is guaranteed to provide SDL. The Steam Client will set up the dynamic loader path so that a known-good copy of SDL is available to any program that needs it before launching a game. Steam provides both SDL 1.2 and 2.0 in this manner, for both x86 and amd64, in addition to several add-on libraries like SDL_mixer. When shipping a Linux game on Steam, do not ship a build of SDL with your game. Link against SDL as normal, and expect it to be available on the player's system. This allows Valve to make fixes and improvements to their SDL and those fixes to flow on to your game.

We are obsessive about SDL2 having a backwards-compatible ABI. Whether you build your game using the Steam Runtime SDK or just about any old copy of SDL2, it should work with the one that ships with Steam.

In fact, it's not a bad idea to just copy the SDL build out of the Steam Runtime if you plan to ship a Linux game for non-Steam platforms, too, since you know it's definitely built sanely.

Windows XP/Vista/7/8/10

SDL currently provides Visual Studio project files for Visual Studio 2008, 2010, 2012, and 2013 in various flavors, and the CMake files can often generate project files for other Windows compilers. Win32 and Win64 are both supported, and we support any Windows version back to Windows XP.

As of SDL 2.0.3, the codebase still compiles on Cygwin and MingW32, but we expect these to stop working in the future. MingW64 is still supported (and despite the name, can also build 32-bit binaries). Note that the Visual Studio builds produce standard Windows .DLLs, which are usable with any compiler that can link to them, and we care about making sure the public SDL headers work with any compiler, but making sure SDL itself builds with some of these compilers has become time-consuming and messy for diminishing returns. For simple fixes, we will always accept patches, though!

On Windows, SDL does not depend on a C runtime at all, not even for malloc(). This means it's possible to build SDL with almost any Windows compiler and have it work with a program built with any other. Furthermore, it means that SDLmain (the small static .lib file that optionally provides WinMain()) does not force you to deal with Debug vs Release builds in your app, since it doesn't need either a Debug or Release C runtime. One .lib should work everywhere.

Our buildbot tries to build for Win32 for each commit, and uploads successful Visual Studio 2010 builds to a public webserver. If you want to grab these, it can save you time, if you just want to use a bleeding-edge SDL2.dll without compiling one yourself. You can grab the prebuilt library here ... the number represents the Buildbot build number; the bigger the number, the newer the build. These builds should work with just about any Windows compiler. We don't promise anything about the quality of these builds, though, and welcome feedback to improve them. Unzip the archive, point your project at its 'include' directory for headers, and link against SDL2.lib (and optionally, SDLmain.lib if you want SDL to provide a WinMain() that calls your standard Unix-like main() function). Distribute the SDL2.dll with your app's .exe file, and you're good to go!

Mac OS X

You can build for Mac OS X 'the Unix way' with the configure or CMake scripts, and Xcode projects are also provided. You can ship an SDL.framework, or just build the .dylib file and ship it with an appropriate install_name to ship beside your program's binary.

If you are building 'the Unix way,' we encourage you to use build-scripts/gcc-fat.sh in the SDL source tree for your compiler:

```mkdir build ; cd build ; CC=/where/i/cloned/SDL/build-scripts/gcc-fat.sh ../configure ; make```

This will accomplish two important things. First, it will build an x86/x86-64 'universal' version of the library. Second, it will make sure the library is compiled and linked with -mmacosx-version-min=10.5, so that the library will work on any Mac OS X version back to 10.5.0, regardless of what version of Xcode you compiled on and what platform SDK. Without this, you are likely to build something that only works on the latest version of Mac OS X!

SDL2 has dropped support for PowerPC Macs and OS X versions older than 10.5 (SDL 1.2 still supports PPC and 10.0, though). That being said, some small changes can make it work, but they make the codebase uglier for small gains, and it's getting hard to find older macs to test on, so we probably will not be restoring official support.

Haiku

Build SDL 'the Unix way' with the configure or CMake scripts. SDL2 can be built with either Haiku's gcc4 compiler or their legacy, BeOS-compatible gcc 2.95.

To build and install SDL locally, run:

```mkdir build ; cd build ; ../configure --prefix=$HOME/config/non-packaged; make install```

iOS

SDL supports iOS 5.1.1+ and ships with iOS project files (in the Xcode-iOS directory) which will produce a static library. This library should be usable across all supported iOS devices (including iPhones, iPods, and iPads), and the emulator. Just load the Xcode project and click 'Build.'

Android

SDL supports Android 2.3.3+.

See Building SDL2 for Android.

Raspberry Pi

If you want to build SDL on your Raspberry Pi directly, just build it 'the Unix way,' as the RPi is, more or less, a standard Linux system. It can be built with X11 support, and also can do OpenGL ES rendering directly to the screen without an X server, to save resources. In theory, Wayland could also be supported, but at the time of this writing it doesn't configure/compile correctly (send patches!).

Our buildbot tries to build for Raspberry Pi for each commit, and uploads successful builds to a public webserver. If you want to grab these, it can save you time, especially if you're building on the RPi itself. You can grab the prebuilt library here ... the number represents the Buildbot build number; the bigger the number, the newer the build. These are built with a cross-compiler, with some version of Raspbian in mind, but should work with almost any RPi distro and in a cross-compiler environment, too. We don't promise anything about the quality of these builds, though, and welcome feedback to improve them. Unpack the tarball in the root of your filesystem and it'll install headers, libraries, and sdl2-config in /usr/local (or install wherever).

The actual shell script our buildbot uses to run the Raspberry Pi build is build-scripts/raspberrypi-buildbot.sh in the SDL source tree. It expects a cross-compiler in /opt/rpi-tools and a copy of the root filesystem from a RPi in /opt/rpi-sysroot. You can see some current quirks we work around in there (send patches!).

NaCL

SDL can target Google Chrome's Native Client, aka 'NaCL', which is, more or less, native binaries as web apps. We've tested with 'PNaCL' specifically, but you can probably make this work with other compilers too.

Please see docs/README-nacl.md for more details, including how to use our build scripts to generate an SDL build.

Our buildbot tries to build for Native Client for each commit, and uploads successful builds to a public webserver. If you want to grab these, it can save you some hassle. You can grab the prebuilt library here ... the number represents the Buildbot build number; the bigger the number, the newer the build. We don't promise anything about the quality of these builds, and welcome feedback to improve them. Unpack the tarball in the root of your filesystem and it'll install headers, libraries, and sdl2-config in /usr/local (or install wherever).

Emscripten

Abandoned Cars Mac Os Download

SDL, as of 2.0.4, can be built with Emscripten, so you can compile your SDL2-based C/C++ application to JavaScript/asm.js/WebAssembly, and render with OpenGL ES 2 (which becomes WebGL calls in the end). This port is currently considered experimental, but is already very promising; Humble Bundle is shipping several games as web apps that use it.

This port is generally built 'the Unix way,' but with a little wrapper script over the configure script or CMake to smooth out some quirks. At the end, you should have a libSDL2.a static library to link against your Emscripten-compiled app.

Please see docs/README-emscripten.md for more details.

Also note that Emscripten has a simple implementation of SDL 1.2's API built in. This is written by hand in JavaScript and is unrelated to the SDL codebase. The SDL2 port literally uses Emscripten to compile SDL's C code and link it to your app.

Our buildbot tries to build with Emscripten for each commit, and uploads successful builds to a public webserver. If you want to grab these, it can save you some hassle. You can grab the prebuilt library here ... the number represents the Buildbot build number; the bigger the number, the newer the build. We don't promise anything about the quality of these builds, and welcome feedback to improve them. Unpack the tarball in the root of your filesystem and it'll install headers, libraries, and sdl2-config in /usr/local (or install wherever).

Nintendo Switch

SDL2 runs on the Nintendo Switch! There are commercial games shipping with this port. This port is kept in a separate repository, but is available for free, under the zlib license, to anyone that is under NDA for Switch development with Nintendo. Please contact Ryan (icculus at icculus dot org) for details.

WinRT/UWP/Windows 8/Windows 10/WinPhone

There are Visual Studio project files for Windows Phone, WinRT version 8.1 (using Visual Studio 2013) and UWP (using Visual Studio 2015). These are in the 'VisualC-WinRT' directory.

WinRT isn't hooked up to our buildbot yet (soon!), but the .bat file we intend to use with it is build-scripts/winrtbuild.bat in the SDL source tree. This will use PowerShell to do some magic, which you can see in build-scripts/winrtbuild.ps1. At least in theory, this should Just Work if you have Windows 8.1, Visual C++ 2013, and the Win8/WinPhone/etc SDKs installed. The script will try to build all reasonable variants (ARM, x86, etc).

QNX

QNX is supported. Our buildbot compiles for QNX on ARM, ARM64, x86, and x86_64 on each commit. You can build for this platform 'the unix way.'

Ouya

SDL apps work on the Ouya! Just build like a standard Android application and side-load it on the device to test.

Not supported or abandoned

If your favorite system is listed below, we aren't working on it. If you send reasonable patches, we are happy to take a look, though! SDL 1.2's API and feature set is different than SDL 2 (dramatically different in some cases), but it's possible that 1.2 still supports some of these systems.

Consoles (PlayStation, XBox, Wii, etc)

SDL2 does not currently support (most of) these platforms, but we'd really like to! If you work for Sony, Microsoft, or Nintendo, we would like to port SDL2 to these platforms and provide support to registered developers in a separate repository. Please get in touch with us!

BeOS

This probably works, or could be made to work, using the Haiku target, but there are no plans to do so. SDL 1.2 still supports BeOS.

Nintendo DS

Abandoned Cars Mac Os X

This worked at some point using a homebrew toolkit, but we removed it due to bitrot. There's some rudimentary support in SDL 1.2.

Pandora

This worked at some point.

Sony PSP

This worked at some point using a homebrew toolkit, and while it is currently still in the source tree, no one is working on it. 1.2 did not support the PSP either. We will likely remove this from SDL2 sooner than later, unless a maintainer steps up to improve support.

Mac OS 9 ('Mac OS Classic')

Support was removed in SDL 2.0. SDL 1.2 still supports Mac OS Classic.

IBM OS/2 and eComStation and ArcaOS

Support was removed in SDL 2.0. SDL 1.2 still supports OS/2. Our buildbot still builds SDL2 for OS/2 on every commit, but it's just compiling the core source files; we don't have video, audio, etc backends for the platform. Send patches, please!

Windows 95/98/ME

Abandoned Cars Mac Os Catalina

Support was removed in SDL 2.0 (Windows XP and later are supported). SDL 1.2 still supports Win9x.

AmigaOS and MorphOS

Support was removed in SDL 2.0 (and later versions of 1.2, too). There are forks of SDL 1.2 that support them, though.

Dreamcast

Support was removed in SDL 2.0. SDL 1.2 had limited homebrew support for the Dreamcast.

Atari MiNT

Support was removed in SDL 2.0. SDL 1.2 still supports it.

Symbian

Support was removed in SDL 2.0. SDL 1.2 still supports it.

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