- Use SDL_Texture and SDL_Render to for DibBitmap and Display operations
- SubBitmap class was created to handle suballocating dibs since the old method required direct pixel access
- Font buffer is no longer used. Back buffer is forced valid and drawn to the screen.
OTG mouse events don’t get processed correctly. With this hint removed,
SDL mouse events will be handled as touch events and touch will raise
fake mouse events.
On some platforms, the game will crash if SDL attempts to render to the
screen/window while the game is backgrounded. To prevent this, stop
rendering when the game enters a background state and resume rendering
when the game enters a foreground state.