Clipboard is possible. Don't know what you mean with RTL.
Just poked around a little bit more and I came to the conclusion that the key-handling needs to change. Some stuff is auto-gernerated from SDL1.2 header files which doesn't work anymore so it has do be done by hand.
I'll pull your commits and remove the headers.
edit: Has anyone a good idea how to handle the (key-)input with SDL2?
edit2: I'm off for a week
Found more time to work on it unexpectedly.
The code now uses the scancodes instead of keycodes. This fixes the sagfault but is no good solution.
Things which need to get fixed:
FIXED: 1. Support nationalized keyboards for keybindings (keycodes instead of scancodes; old method doesn't work anymore)
FIXED: 2. Input doesn't work anymore (this is not the same as keybindings)
FIXED: 3. it looks like the scrollwheel misbehaves in-game, doesn't look like it's a problem of input, though
Any help is appreciated!
edit: last push for a week! It's already usable.
edit: Fixed all problems I found. Code is up!
I still need testers for Mac and Windows!
edit: Finally got the hardware cursor to work (https://github.com/swick/teeworlds/tree/hardwarecursor)
Required more changes to the mouse handling code than expected, but seems to work fine now.
I already made changes to support multiple monitors and you can even choose the screen from the GUI.
I'm also going to merge all sdl2 specific branches into sdl2all so you can test everything new.
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Have been hard at work to bring you new features.
* support for multiple screens
* GUI to select the screen and appropriate resolutions
* moving mouse cursor freely in and out of the window
* Hardware Cursor
* clipboard support (copy and paste via ctrl+c and ctrl+v)
The code is known to work on Linux and Windows. Still need testers for Mac and someone who does a code review.
You can find the code on GitHub: https://github.com/swick/teeworlds/
* master is the port to SDL 2.0 without new features
* sdl2all contains all new features
* other branches contain what they are named after
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Known Bugs:
* crosshairs lags in windowed mode
* fullscreen in non-native resolutions is buggy (wrong stretching, not rendered areas)