| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| /** |
| * # CategoryHints |
| * |
| * Official documentation for SDL configuration variables |
| * |
| * This file contains functions to set and get configuration hints, as well as |
| * listing each of them alphabetically. |
| * |
| * The convention for naming hints is SDL_HINT_X, where "SDL_X" is the |
| * environment variable that can be used to override the default. |
| * |
| * In general these hints are just that - they may or may not be supported or |
| * applicable on any given platform, but they provide a way for an application |
| * or user to give the library a hint as to how they would like the library to |
| * work. |
| */ |
| |
| #ifndef SDL_hints_h_ |
| #define SDL_hints_h_ |
| |
| #include "SDL_stdinc.h" |
| |
| #include "begin_code.h" |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /** |
| * A variable controlling whether the Android / iOS built-in accelerometer |
| * should be listed as a joystick device. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": The accelerometer is not listed as a joystick |
| * - "1": The accelerometer is available as a 3 axis joystick (the default). |
| */ |
| #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" |
| |
| /** |
| * Specify the behavior of Alt+Tab while the keyboard is grabbed. |
| * |
| * By default, SDL emulates Alt+Tab functionality while the keyboard is |
| * grabbed and your window is full-screen. This prevents the user from getting |
| * stuck in your application if you've enabled keyboard grab. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": SDL will not handle Alt+Tab. Your application is responsible for |
| * handling Alt+Tab while the keyboard is grabbed. |
| * - "1": SDL will minimize your window when Alt+Tab is pressed (default) |
| */ |
| #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" |
| |
| /** |
| * If set to "0" then never set the top most bit on a SDL Window, even if the |
| * video mode expects it. |
| * |
| * This is a debugging aid for developers and not expected to be used by end |
| * users. The default is "1" |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": don't allow topmost |
| * - "1": allow topmost |
| */ |
| #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" |
| |
| /** |
| * Android APK expansion main file version. |
| * |
| * Should be a string number like "1", "2" etc. |
| * |
| * Must be set together with |
| * SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. |
| * |
| * If both hints were set then SDL_RWFromFile() will look into expansion files |
| * after a given relative path was not found in the internal storage and |
| * assets. |
| * |
| * By default this hint is not set and the APK expansion files are not |
| * searched. |
| */ |
| #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" |
| |
| /** |
| * Android APK expansion patch file version. |
| * |
| * Should be a string number like "1", "2" etc. |
| * |
| * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. |
| * |
| * If both hints were set then SDL_RWFromFile() will look into expansion files |
| * after a given relative path was not found in the internal storage and |
| * assets. |
| * |
| * By default this hint is not set and the APK expansion files are not |
| * searched. |
| */ |
| #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" |
| |
| /** |
| * A variable to control whether the event loop will block itself when the app |
| * is paused. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Non blocking. |
| * - "1": Blocking. (default) |
| * |
| * The value should be set before SDL is initialized. |
| */ |
| #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" |
| |
| /** |
| * A variable to control whether SDL will pause audio in background (Requires |
| * SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Non paused. |
| * - "1": Paused. (default) |
| * |
| * The value should be set before SDL is initialized. |
| */ |
| #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" |
| |
| /** |
| * A variable to control whether we trap the Android back button to handle it |
| * manually. |
| * |
| * This is necessary for the right mouse button to work on some Android |
| * devices, or to be able to trap the back button for use in your code |
| * reliably. If set to true, the back button will show up as an SDL_KEYDOWN / |
| * SDL_KEYUP pair with a keycode of SDL_SCANCODE_AC_BACK. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Back button will be handled as usual for system. (default) |
| * - "1": Back button will be trapped, allowing you to handle the key press |
| * manually. (This will also let right mouse click work on systems where the |
| * right mouse button functions as back.) |
| * |
| * The value of this hint is used at runtime, so it can be changed at any |
| * time. |
| */ |
| #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" |
| |
| /** |
| * Specify an application name. |
| * |
| * This hint lets you specify the application name sent to the OS when |
| * required. For example, this will often appear in volume control applets for |
| * audio streams, and in lists of applications which are inhibiting the |
| * screensaver. You should use a string that describes your program ("My Game |
| * 2: The Revenge") |
| * |
| * Setting this to "" or leaving it unset will have SDL use a reasonable |
| * default: probably the application's name or "SDL Application" if SDL |
| * doesn't have any better information. |
| * |
| * Note that, for audio streams, this can be overridden with |
| * SDL_HINT_AUDIO_DEVICE_APP_NAME. |
| * |
| * On targets where this is not supported, this hint does nothing. |
| */ |
| #define SDL_HINT_APP_NAME "SDL_APP_NAME" |
| |
| /** |
| * A variable controlling whether controllers used with the Apple TV generate |
| * UI events. |
| * |
| * When UI events are generated by controller input, the app will be |
| * backgrounded when the Apple TV remote's menu button is pressed, and when |
| * the pause or B buttons on gamepads are pressed. |
| * |
| * More information about properly making use of controllers for the Apple TV |
| * can be found here: |
| * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Controller input does not generate UI events (the default). |
| * - "1": Controller input generates UI events. |
| */ |
| #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" |
| |
| /** |
| * A variable controlling whether the Apple TV remote's joystick axes will |
| * automatically match the rotation of the remote. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Remote orientation does not affect joystick axes (the default). |
| * - "1": Joystick axes are based on the orientation of the remote. |
| */ |
| #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" |
| |
| /** |
| * A variable controlling the audio category on iOS and Mac OS X |
| * |
| * This variable can be set to the following values: |
| * |
| * - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be |
| * muted by the phone mute switch (default) |
| * - "playback": Use the AVAudioSessionCategoryPlayback category |
| * |
| * For more information, see Apple's documentation: |
| * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html |
| */ |
| #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
| |
| /** |
| * Specify an application name for an audio device. |
| * |
| * Some audio backends (such as PulseAudio) allow you to describe your audio |
| * stream. Among other things, this description might show up in a system |
| * control panel that lets the user adjust the volume on specific audio |
| * streams instead of using one giant master volume slider. |
| * |
| * This hints lets you transmit that information to the OS. The contents of |
| * this hint are used while opening an audio device. You should use a string |
| * that describes your program ("My Game 2: The Revenge") |
| * |
| * Setting this to "" or leaving it unset will have SDL use a reasonable |
| * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is |
| * set. Otherwise, it'll probably the application's name or "SDL Application" |
| * if SDL doesn't have any better information. |
| * |
| * On targets where this is not supported, this hint does nothing. |
| */ |
| #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" |
| |
| /** |
| * Specify an application name for an audio device. |
| * |
| * Some audio backends (such as PulseAudio) allow you to describe your audio |
| * stream. Among other things, this description might show up in a system |
| * control panel that lets the user adjust the volume on specific audio |
| * streams instead of using one giant master volume slider. |
| * |
| * This hints lets you transmit that information to the OS. The contents of |
| * this hint are used while opening an audio device. You should use a string |
| * that describes your what your program is playing ("audio stream" is |
| * probably sufficient in many cases, but this could be useful for something |
| * like "team chat" if you have a headset playing VoIP audio separately). |
| * |
| * Setting this to "" or leaving it unset will have SDL use a reasonable |
| * default: "audio stream" or something similar. |
| * |
| * On targets where this is not supported, this hint does nothing. |
| */ |
| #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" |
| |
| /** |
| * Specify an application role for an audio device. |
| * |
| * Some audio backends (such as Pipewire) allow you to describe the role of |
| * your audio stream. Among other things, this description might show up in a |
| * system control panel or software for displaying and manipulating media |
| * playback/capture graphs. |
| * |
| * This hints lets you transmit that information to the OS. The contents of |
| * this hint are used while opening an audio device. You should use a string |
| * that describes your what your program is playing (Game, Music, Movie, |
| * etc...). |
| * |
| * Setting this to "" or leaving it unset will have SDL use a reasonable |
| * default: "Game" or something similar. |
| * |
| * On targets where this is not supported, this hint does nothing. |
| */ |
| #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" |
| |
| /** |
| * A variable controlling speed/quality tradeoff of audio resampling. |
| * |
| * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) |
| * to handle audio resampling. There are different resampling modes available |
| * that produce different levels of quality, using more CPU. |
| * |
| * If this hint isn't specified to a valid setting, or libsamplerate isn't |
| * available, SDL will use the default, internal resampling algorithm. |
| * |
| * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is |
| * available. |
| * |
| * This hint is currently only checked at audio subsystem initialization. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0" or "default": Use SDL's internal resampling (Default when not set - |
| * low quality, fast) |
| * - "1" or "fast": Use fast, slightly higher quality resampling, if available |
| * - "2" or "medium": Use medium quality resampling, if available |
| * - "3" or "best": Use high quality resampling, if available |
| */ |
| #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" |
| |
| /** |
| * A variable controlling whether SDL updates joystick state when getting |
| * input events |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": You'll call SDL_JoystickUpdate() manually |
| * - "1": SDL will automatically call SDL_JoystickUpdate() (default) |
| * |
| * This hint can be toggled on and off at runtime. |
| */ |
| #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" |
| |
| /** |
| * A variable controlling whether SDL updates sensor state when getting input |
| * events |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": You'll call SDL_SensorUpdate() manually |
| * - "1": SDL will automatically call SDL_SensorUpdate() (default) |
| * |
| * This hint can be toggled on and off at runtime. |
| */ |
| #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" |
| |
| /** |
| * Prevent SDL from using version 4 of the bitmap header when saving BMPs. |
| * |
| * The bitmap header version 4 is required for proper alpha channel support |
| * and SDL will use it when required. Should this not be desired, this hint |
| * can force the use of the 40 byte header version which is supported |
| * everywhere. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Surfaces with a colorkey or an alpha channel are saved to a 32-bit |
| * BMP file with an alpha mask. SDL will use the bitmap header version 4 and |
| * set the alpha mask accordingly. |
| * - "1": Surfaces with a colorkey or an alpha channel are saved to a 32-bit |
| * BMP file without an alpha mask. The alpha channel data will be in the |
| * file, but applications are going to ignore it. |
| * |
| * The default value is "0". |
| */ |
| #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" |
| |
| /** |
| * Override for SDL_GetDisplayUsableBounds() |
| * |
| * If set, this hint will override the expected results for |
| * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want |
| * to do this, but this allows an embedded system to request that some of the |
| * screen be reserved for other uses when paired with a well-behaved |
| * application. |
| * |
| * The contents of this hint must be 4 comma-separated integers, the first is |
| * the bounds x, then y, width and height, in that order. |
| */ |
| #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" |
| |
| /** |
| * Disable giving back control to the browser automatically when running with |
| * asyncify |
| * |
| * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations such as |
| * refreshing the screen or polling events. |
| * |
| * This hint only applies to the emscripten platform |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Disable emscripten_sleep calls (if you give back browser control |
| * manually or use asyncify for other purposes) |
| * - "1": Enable emscripten_sleep calls (the default) |
| */ |
| #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" |
| |
| /** |
| * override the binding element for keyboard inputs for Emscripten builds |
| * |
| * This hint only applies to the emscripten platform. |
| * |
| * The variable can be one of: |
| * |
| * - "#window": the javascript window object (this is the default) |
| * - "#document": the javascript document object |
| * - "#screen": the javascript window.screen object |
| * - "#canvas": the WebGL canvas element |
| * |
| * Any other string without a leading # sign applies to the element on the |
| * page with that ID. |
| */ |
| #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
| |
| /** |
| * A variable that controls whether the on-screen keyboard should be shown |
| * when text input is active |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Do not show the on-screen keyboard |
| * - "1": Show the on-screen keyboard |
| * |
| * The default value is "1". This hint must be set before text input is |
| * activated. |
| */ |
| #define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" |
| |
| /** |
| * A variable that controls whether Steam Controllers should be exposed using |
| * the SDL joystick and game controller APIs |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Do not scan for Steam Controllers |
| * - "1": Scan for Steam Controllers (the default) |
| * |
| * The default value is "1". This hint must be set before initializing the |
| * joystick subsystem. |
| */ |
| #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" |
| |
| /** |
| * A variable controlling verbosity of the logging of SDL events pushed onto |
| * the internal queue. |
| * |
| * This variable can be set to the following values, from least to most |
| * verbose: |
| * |
| * - "0": Don't log any events (default) |
| * - "1": Log most events (other than the really spammy ones). |
| * - "2": Include mouse and finger motion events. |
| * - "3": Include SDL_SysWMEvent events. |
| * |
| * This is generally meant to be used to debug SDL itself, but can be useful |
| * for application developers that need better visibility into what is going |
| * on in the event queue. Logged events are sent through SDL_Log(), which |
| * means by default they appear on stdout on most platforms or maybe |
| * OutputDebugString() on Windows, and can be funneled by the app with |
| * SDL_LogSetOutputFunction(), etc. |
| * |
| * This hint can be toggled on and off at runtime, if you only need to log |
| * events for a small subset of program execution. |
| */ |
| #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" |
| |
| /** |
| * A variable controlling whether raising the window should be done more |
| * forcefully |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": No forcing (the default) |
| * - "1": Extra level of forcing |
| * |
| * At present, this is only an issue under MS Windows, which makes it nearly |
| * impossible to programmatically move a window to the foreground, for |
| * "security" reasons. See http://stackoverflow.com/a/34414846 for a |
| * discussion. |
| */ |
| #define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW" |
| |
| /** |
| * A variable controlling how 3D acceleration is used to accelerate the SDL |
| * screen surface. |
| * |
| * SDL can try to accelerate the SDL screen surface by using streaming |
| * textures with a 3D rendering engine. This variable controls whether and how |
| * this is done. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Disable 3D acceleration |
| * - "1": Enable 3D acceleration, using the default renderer. |
| * - "X": Enable 3D acceleration, using X where X is one of the valid |
| * rendering drivers. (e.g. "direct3d", "opengl", etc.) |
| * |
| * By default SDL tries to make a best guess for each platform whether to use |
| * acceleration or not. |
| */ |
| #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" |
| |
| /** |
| * A variable that lets you manually hint extra gamecontroller db entries. |
| * |
| * The variable should be newline delimited rows of gamecontroller config |
| * data, see SDL_gamecontroller.h |
| * |
| * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You |
| * can update mappings after the system is initialized with |
| * SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() |
| */ |
| #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
| |
| /** |
| * A variable that lets you provide a file with extra gamecontroller db |
| * entries. |
| * |
| * The file should contain lines of gamecontroller config data, see |
| * SDL_gamecontroller.h |
| * |
| * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You |
| * can update mappings after the system is initialized with |
| * SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() |
| */ |
| #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" |
| |
| /** |
| * A variable that overrides the automatic controller type detection |
| * |
| * The variable should be comma separated entries, in the form: VID/PID=type |
| * |
| * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd |
| * |
| * The type should be one of: Xbox360 XboxOne PS3 PS4 PS5 SwitchPro |
| * |
| * This hint affects what driver is used, and must be set before calling |
| * SDL_Init(SDL_INIT_GAMECONTROLLER) |
| */ |
| #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" |
| |
| /** |
| * A variable containing a list of devices to skip when scanning for game |
| * controllers. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
| |
| /** |
| * If set, all devices will be skipped when scanning for game controllers |
| * except for the ones listed in this variable. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" |
| |
| /** |
| * If set, game controller face buttons report their values according to their |
| * labels instead of their positional layout. |
| * |
| * For example, on Nintendo Switch controllers, normally you'd get: |
| * |
| * ``` |
| * (Y) |
| * (X) (B) |
| * (A) |
| * ``` |
| * |
| * but if this hint is set, you'll get: |
| * |
| * ``` |
| * (X) |
| * (Y) (A) |
| * (B) |
| * ``` |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Report the face buttons by position, as though they were on an Xbox |
| * controller. |
| * - "1": Report the face buttons by label instead of position |
| * |
| * The default value is "1". This hint may be set at any time. |
| */ |
| #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" |
| |
| /** |
| * A variable controlling whether grabbing input grabs the keyboard |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Grab will affect only the mouse |
| * - "1": Grab will affect mouse and keyboard |
| * |
| * By default SDL will not grab the keyboard so system shortcuts still work. |
| */ |
| #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" |
| |
| /** |
| * A variable containing a list of devices to ignore in SDL_hid_enumerate() |
| * |
| * For example, to ignore the Shanwan DS3 controller and any Valve controller, |
| * you might have the string "0x2563/0x0523,0x28de/0x0000" |
| */ |
| #define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" |
| |
| /** |
| * A variable controlling whether the idle timer is disabled on iOS. |
| * |
| * When an iOS app does not receive touches for some time, the screen is |
| * dimmed automatically. For games where the accelerometer is the only input |
| * this is problematic. This functionality can be disabled by setting this |
| * hint. |
| * |
| * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() |
| * accomplish the same thing on iOS. They should be preferred over this hint. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Enable idle timer |
| * - "1": Disable idle timer |
| */ |
| #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" |
| |
| /** |
| * A variable to control whether certain IMEs should handle text editing |
| * internally instead of sending SDL_TEXTEDITING events. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": SDL_TEXTEDITING events are sent, and it is the application's |
| * responsibility to render the text from these events and differentiate it |
| * somehow from committed text. (default) |
| * - "1": If supported by the IME then SDL_TEXTEDITING events are not sent, |
| * and text that is being composed will be rendered in its own UI. |
| */ |
| #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" |
| |
| /** |
| * A variable to control whether certain IMEs should show native UI components |
| * (such as the Candidate List) instead of suppressing them. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Native UI components are not display. (default) |
| * - "1": Native UI components are displayed. |
| */ |
| #define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI" |
| |
| /** |
| * A variable to control if extended IME text support is enabled. |
| * |
| * If enabled then SDL_TextEditingExtEvent will be issued if the text would be |
| * truncated otherwise. Additionally SDL_TextInputEvent will be dispatched |
| * multiple times so that it is not truncated. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Legacy behavior. Text can be truncated, no heap allocations. |
| * (default) |
| * - "1": Modern behavior. |
| */ |
| #define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT" |
| |
| /** |
| * A variable controlling whether the home indicator bar on iPhone X should be |
| * hidden. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": The indicator bar is not hidden (default for windowed applications) |
| * - "1": The indicator bar is hidden and is shown when the screen is touched |
| * (useful for movie playback applications) |
| * - "2": The indicator bar is dim and the first swipe makes it visible and |
| * the second swipe performs the "home" action (default for fullscreen |
| * applications) |
| */ |
| #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" |
| |
| /** |
| * A variable that lets you enable joystick (and gamecontroller) events even |
| * when your app is in the background. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Disable joystick & gamecontroller input events when the application |
| * is in the background. |
| * - "1": Enable joystick & gamecontroller input events when the application |
| * is in the background. |
| * |
| * The default value is "0". This hint may be set at any time. |
| */ |
| #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
| |
| /** |
| * A variable containing a list of arcade stick style controllers. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" |
| |
| /** |
| * A variable containing a list of devices that are not arcade stick style |
| * controllers. |
| * |
| * This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in |
| * device list. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED" |
| |
| /** |
| * A variable containing a list of devices that should not be considerd |
| * joysticks. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" |
| |
| /** |
| * A variable containing a list of devices that should be considered |
| * joysticks. |
| * |
| * This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in |
| * device list. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" |
| |
| /** |
| * A variable containing a list of flightstick style controllers. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" |
| |
| /** |
| * A variable containing a list of devices that are not flightstick style |
| * controllers. |
| * |
| * This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in |
| * device list. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED" |
| |
| /** |
| * A variable containing a list of devices known to have a GameCube form |
| * factor. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" |
| |
| /** |
| * A variable containing a list of devices known not to have a GameCube form |
| * factor. |
| * |
| * This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in |
| * device list. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED" |
| |
| /** |
| * A variable controlling whether the HIDAPI joystick drivers should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI drivers are not used |
| * - "1": HIDAPI drivers are used (the default) |
| * |
| * This variable is the default for all drivers, but can be overridden by the |
| * hints for specific drivers below. |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for Nintendo GameCube |
| * controllers should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" |
| |
| /** |
| * A variable controlling whether "low_frequency_rumble" and |
| * "high_frequency_rumble" is used to implement the GameCube controller's 3 |
| * rumble modes, Stop(0), Rumble(1), and StopHard(2) this is useful for |
| * applications that need full compatibility for things like ADSR envelopes. |
| * |
| * Stop is implemented by setting "low_frequency_rumble" to "0" and |
| * "high_frequency_rumble" ">0" Rumble is both at any arbitrary value, |
| * StopHard is implemented by setting both "low_frequency_rumble" and |
| * "high_frequency_rumble" to "0" |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Normal rumble behavior is behavior is used (default) |
| * - "1": Proper GameCube controller rumble behavior is used |
| */ |
| #define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for Nintendo Switch |
| * Joy-Cons should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" |
| |
| /** |
| * A variable controlling whether Nintendo Switch Joy-Con controllers will be |
| * combined into a single Pro-like controller when using the HIDAPI driver |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Left and right Joy-Con controllers will not be combined and each |
| * will be a mini-gamepad |
| * - "1": Left and right Joy-Con controllers will be combined into a single |
| * controller (the default) |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS" |
| |
| /** |
| * A variable controlling whether Nintendo Switch Joy-Con controllers will be |
| * in vertical mode when using the HIDAPI driver |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Left and right Joy-Con controllers will not be in vertical mode (the |
| * default) |
| * - "1": Left and right Joy-Con controllers will be in vertical mode |
| * |
| * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for Amazon Luna |
| * controllers connected via Bluetooth should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for Nintendo Online |
| * classic controllers should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for NVIDIA SHIELD |
| * controllers should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for PS3 controllers should |
| * be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on |
| * other platforms. |
| * |
| * It is not possible to use this driver on Windows, due to limitations in the |
| * default drivers installed. See https://github.com/ViGEm/DsHidMini for an |
| * alternative driver on Windows. |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for PS4 controllers should |
| * be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
| |
| /** |
| * A variable controlling whether extended input reports should be used for |
| * PS4 controllers when using the HIDAPI driver. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": extended reports are not enabled (the default) |
| * - "1": extended reports |
| * |
| * Extended input reports allow rumble on Bluetooth PS4 controllers, but break |
| * DirectInput handling for applications that don't use SDL. |
| * |
| * Once extended reports are enabled, they can not be disabled without power |
| * cycling the controller. |
| * |
| * For compatibility with applications written for versions of SDL prior to |
| * the introduction of PS5 controller support, this value will also control |
| * the state of extended reports on PS5 controllers when the |
| * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for PS5 controllers should |
| * be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" |
| |
| /** |
| * A variable controlling whether the player LEDs should be lit to indicate |
| * which player is associated with a PS5 controller. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": player LEDs are not enabled |
| * - "1": player LEDs are enabled (the default) |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" |
| |
| /** |
| * A variable controlling whether extended input reports should be used for |
| * PS5 controllers when using the HIDAPI driver. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": extended reports are not enabled (the default) |
| * - "1": extended reports |
| * |
| * Extended input reports allow rumble on Bluetooth PS5 controllers, but break |
| * DirectInput handling for applications that don't use SDL. |
| * |
| * Once extended reports are enabled, they can not be disabled without power |
| * cycling the controller. |
| * |
| * For compatibility with applications written for versions of SDL prior to |
| * the introduction of PS5 controller support, this value defaults to the |
| * value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for Google Stadia |
| * controllers should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for Bluetooth Steam |
| * Controllers should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used for Steam Controllers, which requires |
| * Bluetooth access and may prompt the user for permission on iOS and |
| * Android. |
| * |
| * The default is "0" |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for the Steam Deck builtin |
| * controller should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for Nintendo Switch |
| * controllers should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
| |
| /** |
| * A variable controlling whether the Home button LED should be turned on when |
| * a Nintendo Switch Pro controller is opened |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": home button LED is turned off |
| * - "1": home button LED is turned on |
| * |
| * By default the Home button LED state is not changed. This hint can also be |
| * set to a floating point value between 0.0 and 1.0 which controls the |
| * brightness of the Home button LED. |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" |
| |
| /** |
| * A variable controlling whether the Home button LED should be turned on when |
| * a Nintendo Switch Joy-Con controller is opened |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": home button LED is turned off |
| * - "1": home button LED is turned on |
| * |
| * By default the Home button LED state is not changed. This hint can also be |
| * set to a floating point value between 0.0 and 1.0 which controls the |
| * brightness of the Home button LED. |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED" |
| |
| /** |
| * A variable controlling whether the player LEDs should be lit to indicate |
| * which player is associated with a Nintendo Switch controller. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": player LEDs are not enabled |
| * - "1": player LEDs are enabled (the default) |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U |
| * controllers should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE |
| * for now. |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII" |
| |
| /** |
| * A variable controlling whether the player LEDs should be lit to indicate |
| * which player is associated with a Wii controller. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": player LEDs are not enabled |
| * - "1": player LEDs are enabled (the default) |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for XBox controllers |
| * should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is "0" on Windows, otherwise the value of |
| * SDL_HINT_JOYSTICK_HIDAPI |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for XBox 360 controllers |
| * should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360" |
| |
| /** |
| * A variable controlling whether the player LEDs should be lit to indicate |
| * which player is associated with an Xbox 360 controller. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": player LEDs are not enabled |
| * - "1": player LEDs are enabled (the default) |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for XBox 360 wireless |
| * controllers should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS" |
| |
| /** |
| * A variable controlling whether the HIDAPI driver for XBox One controllers |
| * should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": HIDAPI driver is not used |
| * - "1": HIDAPI driver is used |
| * |
| * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE" |
| |
| /** |
| * A variable controlling whether the Home button LED should be turned on when |
| * an Xbox One controller is opened |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": home button LED is turned off |
| * - "1": home button LED is turned on |
| * |
| * By default the Home button LED state is not changed. This hint can also be |
| * set to a floating point value between 0.0 and 1.0 which controls the |
| * brightness of the Home button LED. The default brightness is 0.4. |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED" |
| |
| /** |
| * A variable controlling whether IOKit should be used for controller |
| * handling. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": IOKit is not used |
| * - "1": IOKit is used (the default) |
| */ |
| #define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT" |
| |
| /** |
| * A variable controlling whether GCController should be used for controller |
| * handling. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": GCController is not used |
| * - "1": GCController is used (the default) |
| */ |
| #define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI" |
| |
| /** |
| * A variable controlling whether the RAWINPUT joystick drivers should be used |
| * for better handling XInput-capable devices. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": RAWINPUT drivers are not used |
| * - "1": RAWINPUT drivers are used (the default) |
| */ |
| #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" |
| |
| /** |
| * A variable controlling whether the RAWINPUT driver should pull correlated |
| * data from XInput. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": RAWINPUT driver will only use data from raw input APIs |
| * - "1": RAWINPUT driver will also pull data from XInput, providing better |
| * trigger axes, guide button presses, and rumble support for Xbox |
| * controllers |
| * |
| * The default is "1". This hint applies to any joysticks opened after setting |
| * the hint. |
| */ |
| #define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" |
| |
| /** |
| * A variable controlling whether the ROG Chakram mice should show up as |
| * joysticks |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": ROG Chakram mice do not show up as joysticks (the default) |
| * - "1": ROG Chakram mice show up as joysticks |
| */ |
| #define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM" |
| |
| /** |
| * A variable controlling whether a separate thread should be used for |
| * handling joystick detection and raw input messages on Windows |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": A separate thread is not used (the default) |
| * - "1": A separate thread is used for handling raw input messages |
| */ |
| #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" |
| |
| /** |
| * A variable containing a list of throttle style controllers. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES" |
| |
| /** |
| * A variable containing a list of devices that are not throttle style |
| * controllers. |
| * |
| * This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in |
| * device list. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED" |
| |
| /** |
| * A variable controlling whether Windows.Gaming.Input should be used for |
| * controller handling. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": WGI is not used |
| * - "1": WGI is used (the default) |
| */ |
| #define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" |
| |
| /** |
| * A variable containing a list of wheel style controllers. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" |
| |
| /** |
| * A variable containing a list of devices that are not wheel style |
| * controllers. |
| * |
| * This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device |
| * list. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED" |
| |
| /** |
| * A variable containing a list of devices known to have all axes centered at |
| * zero. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES" |
| |
| /** |
| * Determines whether SDL enforces that DRM master is required in order to |
| * initialize the KMSDRM video backend. |
| * |
| * The DRM subsystem has a concept of a "DRM master" which is a DRM client |
| * that has the ability to set planes, set cursor, etc. When SDL is DRM |
| * master, it can draw to the screen using the SDL rendering APIs. Without DRM |
| * master, SDL is still able to process input and query attributes of attached |
| * displays, but it cannot change display state or draw to the screen |
| * directly. |
| * |
| * In some cases, it can be useful to have the KMSDRM backend even if it |
| * cannot be used for rendering. An app may want to use SDL for input |
| * processing while using another rendering API (such as an MMAL overlay on |
| * Raspberry Pi) or using its own code to render to DRM overlays that SDL |
| * doesn't support. |
| * |
| * This hint must be set before initializing the video subsystem. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": SDL will allow usage of the KMSDRM backend without DRM master |
| * - "1": SDL Will require DRM master to use the KMSDRM backend (default) |
| */ |
| #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" |
| |
| /** |
| * A comma separated list of devices to open as joysticks |
| * |
| * This variable is currently only used by the Linux joystick driver. |
| */ |
| #define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" |
| |
| /** |
| * A variable controlling whether joysticks on Linux will always treat 'hat' |
| * axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking |
| * whether they may be analog. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Only map hat axis inputs to digital hat outputs if the input axes |
| * appear to actually be digital (the default) |
| * - "1": Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as |
| * digital hats |
| */ |
| #define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS" |
| |
| /** |
| * A variable controlling whether digital hats on Linux will apply deadzones |
| * to their underlying input axes or use unfiltered values. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Return digital hat values based on unfiltered input axis values |
| * - "1": Return digital hat values with deadzones on the input axes taken |
| * into account (the default) |
| */ |
| #define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES" |
| |
| /** |
| * A variable controlling whether to use the classic /dev/input/js* joystick |
| * interface or the newer /dev/input/event* joystick interface on Linux |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Use /dev/input/event* |
| * - "1": Use /dev/input/js* |
| * |
| * By default the /dev/input/event* interfaces are used |
| */ |
| #define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC" |
| |
| /** |
| * A variable controlling whether joysticks on Linux adhere to their |
| * HID-defined deadzones or return unfiltered values. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Return unfiltered joystick axis values (the default) |
| * - "1": Return axis values with deadzones taken into account |
| */ |
| #define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES" |
| |
| /** |
| * A variable controlling the default SDL log levels. |
| * |
| * This variable is a comma separated set of category=level tokens that define |
| * the default logging levels for SDL applications. |
| * |
| * The category can be a numeric category, one of "app", "error", "assert", |
| * "system", "audio", "video", "render", "input", "test", or `*` for any |
| * unspecified category. |
| * |
| * The level can be a numeric level, one of "verbose", "debug", "info", |
| * "warn", "error", "critical", or "quiet" to disable that category. |
| * |
| * You can omit the category if you want to set the logging level for all |
| * categories. |
| * |
| * If this hint isn't set, the default log levels are equivalent to: |
| * "app=info,assert=warn,test=verbose,*=error" |
| */ |
| #define SDL_HINT_LOGGING "SDL_LOGGING" |
| |
| /** |
| * When set don't force the SDL app to become a foreground process |
| * |
| * This hint only applies to Mac OS X. |
| */ |
| #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
| |
| /** |
| * A variable that determines whether ctrl+click should generate a right-click |
| * event on Mac |
| * |
| * If present, holding ctrl while left clicking will generate a right click |
| * event when on Mac. |
| */ |
| #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" |
| |
| /** |
| * A variable controlling whether dispatching OpenGL context updates should |
| * block the dispatching thread until the main thread finishes processing |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Dispatching OpenGL context updates will block the dispatching thread |
| * until the main thread finishes processing (default). |
| * - "1": Dispatching OpenGL context updates will allow the dispatching thread |
| * to continue execution. |
| * |
| * Generally you want the default, but if you have OpenGL code in a background |
| * thread on a Mac, and the main thread hangs because it's waiting for that |
| * background thread, but that background thread is also hanging because it's |
| * waiting for the main thread to do an update, this might fix your issue. |
| * |
| * This hint only applies to macOS. |
| * |
| * This hint is available since SDL 2.24.0. |
| */ |
| #define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH" |
| |
| /** |
| * A variable setting the double click radius, in pixels. |
| */ |
| #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
| |
| /** |
| * A variable setting the double click time, in milliseconds. |
| */ |
| #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
| |
| /** |
| * Allow mouse click events when clicking to focus an SDL window |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Ignore mouse clicks that activate a window |
| * - "1": Generate events for mouse clicks that activate a window |
| * |
| * By default SDL will ignore mouse clicks that activate a window |
| */ |
| #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
| |
| /** |
| * A variable setting the speed scale for mouse motion, in floating point, |
| * when the mouse is not in relative mode |
| */ |
| #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" |
| |
| /** |
| * A variable controlling whether relative mouse mode constrains the mouse to |
| * the center of the window |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Relative mouse mode constrains the mouse to the window |
| * - "1": Relative mouse mode constrains the mouse to the center of the window |
| * |
| * Constraining to the center of the window works better for FPS games and |
| * when the application is running over RDP. Constraining to the whole window |
| * works better for 2D games and increases the chance that the mouse will be |
| * in the correct position when using high DPI mice. |
| * |
| * By default SDL will constrain the mouse to the center of the window |
| */ |
| #define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER" |
| |
| /** |
| * A variable controlling whether relative mouse mode is implemented using |
| * mouse warping |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Relative mouse mode uses raw input |
| * - "1": Relative mouse mode uses mouse warping |
| * |
| * By default SDL will use raw input for relative mouse mode |
| */ |
| #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" |
| |
| /** |
| * A variable controlling whether relative mouse motion is affected by |
| * renderer scaling |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Relative motion is unaffected by DPI or renderer's logical size |
| * - "1": Relative motion is scaled according to DPI scaling and logical size |
| * |
| * By default relative mouse deltas are affected by DPI and renderer scaling |
| */ |
| #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING" |
| |
| /** |
| * A variable setting the scale for mouse motion, in floating point, when the |
| * mouse is in relative mode |
| */ |
| #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" |
| |
| /** |
| * A variable controlling whether the system mouse acceleration curve is used |
| * for relative mouse motion. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Relative mouse motion will be unscaled (the default) |
| * - "1": Relative mouse motion will be scaled using the system mouse |
| * acceleration curve. |
| * |
| * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the |
| * system speed scale. |
| */ |
| #define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE" |
| |
| /** |
| * A variable controlling whether a motion event should be generated for mouse |
| * warping in relative mode. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Warping the mouse will not generate a motion event in relative mode |
| * - "1": Warping the mouse will generate a motion event in relative mode |
| * |
| * By default warping the mouse will not generate motion events in relative |
| * mode. This avoids the application having to filter out large relative |
| * motion due to warping. |
| */ |
| #define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION" |
| |
| /** |
| * A variable controlling whether the hardware cursor stays visible when |
| * relative mode is active. |
| * |
| * This variable can be set to the following values: "0" - The cursor will be |
| * hidden while relative mode is active (default) "1" - The cursor will remain |
| * visible while relative mode is active |
| * |
| * Note that for systems without raw hardware inputs, relative mode is |
| * implemented using warping, so the hardware cursor will visibly warp between |
| * frames if this is enabled on those systems. |
| */ |
| #define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE" |
| |
| /** |
| * A variable controlling whether mouse events should generate synthetic touch |
| * events |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Mouse events will not generate touch events (default for desktop |
| * platforms) |
| * - "1": Mouse events will generate touch events (default for mobile |
| * platforms, such as Android and iOS) |
| */ |
| #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" |
| |
| /** |
| * A variable controlling whether the mouse is captured while mouse buttons |
| * are pressed |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": The mouse is not captured while mouse buttons are pressed |
| * - "1": The mouse is captured while mouse buttons are pressed |
| * |
| * By default the mouse is captured while mouse buttons are pressed so if the |
| * mouse is dragged outside the window, the application continues to receive |
| * mouse events until the button is released. |
| */ |
| #define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" |
| |
| /** |
| * Tell SDL not to catch the SIGINT or SIGTERM signals. |
| * |
| * This hint only applies to Unix-like platforms, and should set before any |
| * calls to SDL_Init() |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a |
| * signal, convert it into an SDL_QUIT event. |
| * - "1": SDL will not install a signal handler at all. |
| */ |
| #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
| |
| /** |
| * A variable controlling what driver to use for OpenGL ES contexts. |
| * |
| * On some platforms, currently Windows and X11, OpenGL drivers may support |
| * creating contexts with an OpenGL ES profile. By default SDL uses these |
| * profiles, when available, otherwise it attempts to load an OpenGL ES |
| * library, e.g. that provided by the ANGLE project. This variable controls |
| * whether SDL follows this default behaviour or will always load an OpenGL ES |
| * library. |
| * |
| * Circumstances where this is useful include - Testing an app with a |
| * particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those |
| * from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses |
| * at link time by linking with the OpenGL ES library instead of querying them |
| * at run time with SDL_GL_GetProcAddress(). |
| * |
| * Caution: for an application to work with the default behaviour across |
| * different OpenGL drivers it must query the OpenGL ES function addresses at |
| * run time using SDL_GL_GetProcAddress(). |
| * |
| * This variable is ignored on most platforms because OpenGL ES is native or |
| * not supported. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Use ES profile of OpenGL, if available. (Default when not set.) |
| * - "1": Load OpenGL ES library using the default library names. |
| */ |
| #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
| |
| /** |
| * A variable controlling which orientations are allowed on iOS/Android. |
| * |
| * In some circumstances it is necessary to be able to explicitly control |
| * which UI orientations are allowed. |
| * |
| * This variable is a space delimited list of the following values: |
| * |
| * - "LandscapeLeft" |
| * - "LandscapeRight" |
| * - "Portrait" |
| * - "PortraitUpsideDown" |
| */ |
| #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" |
| |
| /** |
| * A variable controlling the use of a sentinel event when polling the event |
| * queue |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Disable poll sentinels |
| * - "1": Enable poll sentinels |
| * |
| * When polling for events, SDL_PumpEvents is used to gather new events from |
| * devices. If a device keeps producing new events between calls to |
| * SDL_PumpEvents, a poll loop will become stuck until the new events stop. |
| * This is most noticeable when moving a high frequency mouse. |
| * |
| * By default, poll sentinels are enabled. |
| */ |
| #define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" |
| |
| /** |
| * Override for SDL_GetPreferredLocales() |
| * |
| * If set, this will be favored over anything the OS might report for the |
| * user's preferred locales. Changing this hint at runtime will not generate a |
| * SDL_LOCALECHANGED event (but if you can change the hint, you can push your |
| * own event, if you want). |
| * |
| * The format of this hint is a comma-separated list of language and locale, |
| * combined with an underscore, as is a common format: "en_GB". Locale is |
| * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" |
| */ |
| #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" |
| |
| /** |
| * A variable describing the content orientation on QtWayland-based platforms. |
| * |
| * On QtWayland platforms, windows are rotated client-side to allow for custom |
| * transitions. In order to correctly position overlays (e.g. volume bar) and |
| * gestures (e.g. events view, close/minimize gestures), the system needs to |
| * know in which orientation the application is currently drawing its |
| * contents. |
| * |
| * This does not cause the window to be rotated or resized, the application |
| * needs to take care of drawing the content in the right orientation (the |
| * framebuffer is always in portrait mode). |
| * |
| * This variable can be one of the following values: |
| * |
| * - "primary" (default) |
| * - "portrait" |
| * - "landscape" |
| * - "inverted-portrait" |
| * - "inverted-landscape" |
| * |
| * Since SDL 2.0.22 this variable accepts a comma-separated list of values |
| * above. |
| */ |
| #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" |
| |
| /** |
| * Flags to set on QtWayland windows to integrate with the native window |
| * manager. |
| * |
| * On QtWayland platforms, this hint controls the flags to set on the windows. |
| * For example, on Sailfish OS "OverridesSystemGestures" disables swipe |
| * gestures. |
| * |
| * This variable is a space-separated list of the following values (empty = no |
| * flags): |
| * |
| * - "OverridesSystemGestures" |
| * - "StaysOnTop" |
| * - "BypassWindowManager" |
| */ |
| #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" |
| |
| /** |
| * A variable controlling whether the 2D render API is compatible or |
| * efficient. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Don't use batching to make rendering more efficient. |
| * - "1": Use batching, but might cause problems if app makes its own direct |
| * OpenGL calls. |
| * |
| * Up to SDL 2.0.9, the render API would draw immediately when requested. Now |
| * it batches up draw requests and sends them all to the GPU only when forced |
| * to (during SDL_RenderPresent, when changing render targets, by updating a |
| * texture that the batch needs, etc). This is significantly more efficient, |
| * but it can cause problems for apps that expect to render on top of the |
| * render API's output. As such, SDL will disable batching if a specific |
| * render backend is requested (since this might indicate that the app is |
| * planning to use the underlying graphics API directly). This hint can be |
| * used to explicitly request batching in this instance. It is a contract that |
| * you will either never use the underlying graphics API directly, or if you |
| * do, you will call SDL_RenderFlush() before you do so any current batch goes |
| * to the GPU before your work begins. Not following this contract will result |
| * in undefined behavior. |
| */ |
| #define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" |
| |
| /** |
| * A variable controlling how the 2D render API renders lines |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Use the default line drawing method (Bresenham's line algorithm as |
| * of SDL 2.0.20) |
| * - "1": Use the driver point API using Bresenham's line algorithm (correct, |
| * draws many points) |
| * - "2": Use the driver line API (occasionally misses line endpoints based on |
| * hardware driver quirks, was the default before 2.0.20) |
| * - "3": Use the driver geometry API (correct, draws thicker diagonal lines) |
| * |
| * This variable should be set when the renderer is created. |
| */ |
| #define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" |
| |
| /** |
| * A variable controlling whether to enable Direct3D 11+'s Debug Layer. |
| * |
| * This variable does not have any effect on the Direct3D 9 based renderer. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Disable Debug Layer use |
| * - "1": Enable Debug Layer use |
| * |
| * By default, SDL does not use Direct3D Debug Layer. |
| */ |
| #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" |
| |
| /** |
| * A variable controlling whether the Direct3D device is initialized for |
| * thread-safe operations. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Thread-safety is not enabled (faster) |
| * - "1": Thread-safety is enabled |
| * |
| * By default the Direct3D device is created with thread-safety disabled. |
| */ |
| #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" |
| |
| /** |
| * A variable specifying which render driver to use. |
| * |
| * If the application doesn't pick a specific renderer to use, this variable |
| * specifies the name of the preferred renderer. If the preferred renderer |
| * can't be initialized, the normal default renderer is used. |
| * |
| * This variable is case insensitive and can be set to the following values: |
| * |
| * - "direct3d" |
| * - "direct3d11" |
| * - "direct3d12" |
| * - "opengl" |
| * - "opengles2" |
| * - "opengles" |
| * - "metal" |
| * - "software" |
| * |
| * The default varies by platform, but it's the first one in the list that is |
| * available on the current platform. |
| */ |
| #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" |
| |
| /** |
| * A variable controlling the scaling policy for SDL_RenderSetLogicalSize. |
| * |
| * This variable can be set to the following values: |
| * |
| * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on |
| * screen "1" or "overscan" - Will zoom the rendering so it fills the entire |
| * screen, allowing edges to be drawn offscreen |
| * |
| * By default letterbox is used |
| */ |
| #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" |
| |
| /** |
| * A variable controlling whether the OpenGL render driver uses shaders if |
| * they are available. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Disable shaders |
| * - "1": Enable shaders |
| * |
| * By default shaders are used if OpenGL supports them. |
| */ |
| #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" |
| |
| /** |
| * A variable controlling the scaling quality |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0" or "nearest": Nearest pixel sampling |
| * - "1" or "linear": Linear filtering (supported by OpenGL and Direct3D) |
| * - "2" or "best": Currently this is the same as "linear" |
| * |
| * By default nearest pixel sampling is used |
| */ |
| #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" |
| |
| /** |
| * A variable controlling whether updates to the SDL screen surface should be |
| * synchronized with the vertical refresh, to avoid tearing. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Disable vsync |
| * - "1": Enable vsync |
| * |
| * By default SDL does not sync screen surface updates with vertical refresh. |
| */ |
| #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" |
| |
| /** |
| * A variable controlling whether the Metal render driver select low power |
| * device over default one |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Use the prefered OS device |
| * - "1": Select a low power one |
| * |
| * By default the prefered OS device is used. |
| */ |
| #define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE" |
| |
| /** |
| * A variable containing a list of ROG gamepad capable mice. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE" |
| |
| /** |
| * A variable containing a list of devices that are not ROG gamepad capable |
| * mice. |
| * |
| * This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list. |
| * |
| * The format of the string is a comma separated list of USB VID/PID pairs in |
| * hexadecimal form, e.g. |
| * |
| * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| * |
| * The variable can also take the form of @file, in which case the named file |
| * will be loaded and interpreted as the value of the variable. |
| */ |
| #define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED" |
| |
| /** |
| * A variable controlling if VSYNC is automatically disable if doesn't reach |
| * the enough FPS |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": It will be using VSYNC as defined in the main flag. Default |
| * - "1": If VSYNC was previously enabled, then it will disable VSYNC if |
| * doesn't reach enough speed |
| * |
| * By default SDL does not enable the automatic VSYNC |
| */ |
| #define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC" |
| |
| /** |
| * A variable to control whether the return key on the soft keyboard should |
| * hide the soft keyboard on Android and iOS. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": The return key will be handled as a key event. This is the behaviour |
| * of SDL <= 2.0.3. (default) |
| * - "1": The return key will hide the keyboard. |
| * |
| * The value of this hint is used at runtime, so it can be changed at any |
| * time. |
| */ |
| #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" |
| |
| /** |
| * Tell SDL which Dispmanx layer to use on a Raspberry PI |
| * |
| * Also known as Z-order. The variable can take a negative or positive value. |
| * The default is 10000. |
| */ |
| #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
| |
| /** |
| * Specify an "activity name" for screensaver inhibition. |
| * |
| * Some platforms, notably Linux desktops, list the applications which are |
| * inhibiting the screensaver or other power-saving features. |
| * |
| * This hint lets you specify the "activity name" sent to the OS when |
| * SDL_DisableScreenSaver() is used (or the screensaver is automatically |
| * disabled). The contents of this hint are used when the screensaver is |
| * disabled. You should use a string that describes what your program is doing |
| * (and, therefore, why the screensaver is disabled). For example, "Playing a |
| * game" or "Watching a video". |
| * |
| * Setting this to "" or leaving it unset will have SDL use a reasonable |
| * default: "Playing a game" or something similar. |
| * |
| * On targets where this is not supported, this hint does nothing. |
| */ |
| #define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" |
| |
| /** |
| * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as |
| * realtime. |
| * |
| * On some platforms, like Linux, a realtime priority thread may be subject to |
| * restrictions that require special handling by the application. This hint |
| * exists to let SDL know that the app is prepared to handle said |
| * restrictions. |
| * |
| * On Linux, SDL will apply the following configuration to any thread that |
| * becomes realtime: |
| * |
| * - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy. |
| * - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. |
| * - Exceeding this limit will result in the kernel sending SIGKILL to the |
| * app. |
| * |
| * Refer to the man pages for more information. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": default platform specific behaviour |
| * - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling |
| * policy |
| */ |
| #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" |
| |
| /** |
| * A string specifying additional information to use with |
| * SDL_SetThreadPriority. |
| * |
| * By default SDL_SetThreadPriority will make appropriate system changes in |
| * order to apply a thread priority. For example on systems using pthreads the |
| * scheduler policy is changed automatically to a policy that works well with |
| * a given priority. Code which has specific requirements can override SDL's |
| * default behavior with this hint. |
| * |
| * pthread hint values are "current", "other", "fifo" and "rr". Currently no |
| * other platform hint values are defined but may be in the future. |
| */ |
| #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" |
| |
| /** |
| * A string specifying SDL's threads stack size in bytes or "0" for the |
| * backend's default size |
| * |
| * Use this hint in case you need to set SDL's threads stack size to other |
| * than the default. This is specially useful if you build SDL against a non |
| * glibc libc library (such as musl) which provides a relatively small default |
| * thread stack size (a few kilobytes versus the default 8MB glibc uses). |
| * Support for this hint is currently available only in the pthread, Windows, |
| * and PSP backend. |
| * |
| * Instead of this hint, in 2.0.9 and later, you can use |
| * SDL_CreateThreadWithStackSize(). This hint only works with the classic |
| * SDL_CreateThread(). |
| */ |
| #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" |
| |
| /** |
| * A variable that controls the timer resolution, in milliseconds. |
| * |
| * The higher resolution the timer, the more frequently the CPU services timer |
| * interrupts, and the more precise delays are, but this takes up power and |
| * CPU time. This hint is only used on Windows. |
| * |
| * See this blog post for more information: |
| * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ |
| * |
| * If this variable is set to "0", the system timer resolution is not set. |
| * |
| * The default value is "1". This hint may be set at any time. |
| */ |
| #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" |
| |
| /** |
| * A variable controlling whether touch events should generate synthetic mouse |
| * events |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Touch events will not generate mouse events |
| * - "1": Touch events will generate mouse events |
| * |
| * By default SDL will generate mouse events for touch events |
| */ |
| #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
| |
| /** |
| * A variable controlling which touchpad should generate synthetic mouse |
| * events |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Only front touchpad should generate mouse events. Default |
| * - "1": Only back touchpad should generate mouse events. |
| * - "2": Both touchpads should generate mouse events. |
| * |
| * By default SDL will generate mouse events for all touch devices |
| */ |
| #define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE" |
| |
| /** |
| * A variable controlling whether the Android / tvOS remotes should be listed |
| * as joystick devices, instead of sending keyboard events. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Remotes send enter/escape/arrow key events |
| * - "1": Remotes are available as 2 axis, 2 button joysticks (the default). |
| */ |
| #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" |
| |
| /** |
| * A variable controlling whether the screensaver is enabled. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Disable screensaver |
| * - "1": Enable screensaver |
| * |
| * By default SDL will disable the screensaver. |
| */ |
| #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" |
| |
| /** |
| * Tell the video driver that we only want a double buffer. |
| * |
| * By default, most lowlevel 2D APIs will use a triple buffer scheme that |
| * wastes no CPU time on waiting for vsync after issuing a flip, but |
| * introduces a frame of latency. On the other hand, using a double buffer |
| * scheme instead is recommended for cases where low latency is an important |
| * factor because we save a whole frame of latency. We do so by waiting for |
| * vsync immediately after issuing a flip, usually just after eglSwapBuffers |
| * call in the backend's *_SwapWindow function. |
| * |
| * Since it's driver-specific, it's only supported where possible and |
| * implemented. Currently supported the following drivers: |
| * |
| * - Wayland (wayland) |
| * - KMSDRM (kmsdrm) |
| * - Raspberry Pi (raspberrypi) |
| */ |
| #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
| |
| /** |
| * A variable controlling whether the EGL window is allowed to be composited |
| * as transparent, rather than opaque. |
| * |
| * Most window systems will always render windows opaque, even if the surface |
| * format has an alpha channel. This is not always true, however, so by |
| * default SDL will try to enforce opaque composition. To override this |
| * behavior, you can set this hint to "1". |
| */ |
| #define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY" |
| |
| /** |
| * A variable controlling whether the graphics context is externally managed. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": SDL will manage graphics contexts that are attached to windows. |
| * - "1": Disable graphics context management on windows. |
| * |
| * By default SDL will manage OpenGL contexts in certain situations. For |
| * example, on Android the context will be automatically saved and restored |
| * when pausing the application. Additionally, some platforms will assume |
| * usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this |
| * behavior, which is desireable when the application manages the graphics |
| * context, such as an externally managed OpenGL context or attaching a Vulkan |
| * surface to the window. |
| */ |
| #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" |
| |
| /** |
| * If set to 1, then do not allow high-DPI windows. |
| * |
| * ("Retina" on Mac and iOS) |
| */ |
| #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" |
| |
| /** |
| * A variable that dictates policy for fullscreen Spaces on Mac OS X. |
| * |
| * This hint only applies to Mac OS X. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and |
| * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their |
| * titlebars). |
| * - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and |
| * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their |
| * titlebars). |
| * |
| * The default value is "1". This hint must be set before any windows are |
| * created. |
| */ |
| #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
| |
| /** |
| * Minimize your SDL_Window if it loses key focus when in fullscreen mode. |
| * |
| * Defaults to false. |
| */ |
| #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
| |
| /** |
| * A variable controlling whether the libdecor Wayland backend is allowed to |
| * be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": libdecor use is disabled. |
| * - "1": libdecor use is enabled (default). |
| * |
| * libdecor is used over xdg-shell when xdg-decoration protocol is |
| * unavailable. |
| */ |
| #define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" |
| |
| /** |
| * A variable controlling whether the libdecor Wayland backend is preferred |
| * over native decrations. |
| * |
| * When this hint is set, libdecor will be used to provide window decorations, |
| * even if xdg-decoration is available. (Note that, by default, libdecor will |
| * use xdg-decoration itself if available). |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": libdecor is enabled only if server-side decorations are unavailable. |
| * - "1": libdecor is always enabled if available. |
| * |
| * libdecor is used over xdg-shell when xdg-decoration protocol is |
| * unavailable. |
| */ |
| #define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR" |
| |
| /** |
| * A variable controlling whether video mode emulation is enabled under |
| * Wayland. |
| * |
| * When this hint is set, a standard set of emulated CVT video modes will be |
| * exposed for use by the application. If it is disabled, the only modes |
| * exposed will be the logical desktop size and, in the case of a scaled |
| * desktop, the native display resolution. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Video mode emulation is disabled. |
| * - "1": Video mode emulation is enabled. |
| * |
| * By default video mode emulation is enabled. |
| */ |
| #define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" |
| |
| /** |
| * Enable or disable mouse pointer warp emulation, needed by some older games. |
| * |
| * When this hint is set, any SDL will emulate mouse warps using relative |
| * mouse mode. This is required for some older games (such as Source engine |
| * games), which warp the mouse to the centre of the screen rather than using |
| * relative mouse motion. Note that relative mouse mode may have different |
| * mouse acceleration behaviour than pointer warps. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": All mouse warps fail, as mouse warping is not available under |
| * wayland. |
| * - "1": Some mouse warps will be emulated by forcing relative mouse mode. |
| * |
| * If not set, this is automatically enabled unless an application uses |
| * relative mouse mode directly. |
| */ |
| #define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP" |
| |
| /** |
| * A variable that is the address of another SDL_Window* (as a hex string |
| * formatted with "%p"). |
| * |
| * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is |
| * set to has SDL_WINDOW_OPENGL set (and running on WGL only, currently), then |
| * two things will occur on the newly created SDL_Window: |
| * |
| * 1. Its pixel format will be set to the same pixel format as this |
| * SDL_Window. This is needed for example when sharing an OpenGL context |
| * across multiple windows. |
| * |
| * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be |
| * used for OpenGL rendering. |
| * |
| * This variable can be set to the following values: The address (as a string |
| * "%p") of the SDL_Window* that new windows created with |
| * SDL_CreateWindowFrom() should share a pixel format with. |
| */ |
| #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" |
| |
| /** |
| * When calling SDL_CreateWindowFrom(), make the window compatible with |
| * OpenGL. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Don't add any graphics flags to the SDL_WindowFlags |
| * - "1": Add SDL_WINDOW_OPENGL to the SDL_WindowFlags |
| * |
| * By default SDL will not make the foreign window compatible with OpenGL. |
| */ |
| #define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL" |
| |
| /** |
| * When calling SDL_CreateWindowFrom(), make the window compatible with |
| * Vulkan. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Don't add any graphics flags to the SDL_WindowFlags |
| * - "1": Add SDL_WINDOW_VULKAN to the SDL_WindowFlags |
| * |
| * By default SDL will not make the foreign window compatible with Vulkan. |
| */ |
| #define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN" |
| |
| /** |
| * A variable specifying which shader compiler to preload when using the |
| * Chrome ANGLE binaries |
| * |
| * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can |
| * use two different sets of binaries, those compiled by the user from source |
| * or those provided by the Chrome browser. In the later case, these binaries |
| * require that SDL loads a DLL providing the shader compiler. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "d3dcompiler_46.dll: default, best for Vista or later. |
| * - "d3dcompiler_43.dll: for XP support. |
| * - "none": do not load any library, useful if you compiled ANGLE from source |
| * and included the compiler in your binaries. |
| */ |
| #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
| |
| /** |
| * A variable controlling whether X11 should use GLX or EGL by default |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Use GLX |
| * - "1": Use EGL |
| * |
| * By default SDL will use GLX when both are present. |
| */ |
| #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" |
| |
| /** |
| * A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint |
| * should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Disable _NET_WM_BYPASS_COMPOSITOR |
| * - "1": Enable _NET_WM_BYPASS_COMPOSITOR |
| * |
| * By default SDL will use _NET_WM_BYPASS_COMPOSITOR |
| */ |
| #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" |
| |
| /** |
| * A variable controlling whether the X11 _NET_WM_PING protocol should be |
| * supported. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Disable _NET_WM_PING |
| * - "1": Enable _NET_WM_PING |
| * |
| * By default SDL will use _NET_WM_PING, but for applications that know they |
| * will not always be able to respond to ping requests in a timely manner they |
| * can turn it off to avoid the window manager thinking the app is hung. The |
| * hint is checked in CreateWindow. |
| */ |
| #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" |
| |
| /** |
| * A variable forcing the visual ID chosen for new X11 windows |
| */ |
| #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" |
| |
| /** |
| * A no-longer-used variable controlling whether the X11 Xinerama extension |
| * should be used. |
| * |
| * Before SDL 2.0.24, this would let apps and users disable Xinerama support |
| * on X11. Now SDL never uses Xinerama, and does not check for this hint at |
| * all. The preprocessor define is left here for source compatibility. |
| */ |
| #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" |
| |
| /** |
| * A variable controlling whether the X11 XRandR extension should be used. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Disable XRandR |
| * - "1": Enable XRandR |
| * |
| * By default SDL will use XRandR. |
| */ |
| #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" |
| |
| /** |
| * A no-longer-used variable controlling whether the X11 VidMode extension |
| * should be used. |
| * |
| * Before SDL 2.0.24, this would let apps and users disable XVidMode support |
| * on X11. Now SDL never uses XVidMode, and does not check for this hint at |
| * all. The preprocessor define is left here for source compatibility. |
| */ |
| #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" |
| |
| /** |
| * Controls how the fact chunk affects the loading of a WAVE file. |
| * |
| * The fact chunk stores information about the number of samples of a WAVE |
| * file. The Standards Update from Microsoft notes that this value can be used |
| * to 'determine the length of the data in seconds'. This is especially useful |
| * for compressed formats (for which this is a mandatory chunk) if they |
| * produce multiple sample frames per block and truncating the block is not |
| * allowed. The fact chunk can exactly specify how many sample frames there |
| * should be in this case. |
| * |
| * Unfortunately, most application seem to ignore the fact chunk and so SDL |
| * ignores it by default as well. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "truncate": Use the number of samples to truncate the wave data if the |
| * fact chunk is present and valid |
| * - "strict": Like "truncate", but raise an error if the fact chunk is |
| * invalid, not present for non-PCM formats, or if the data chunk doesn't |
| * have that many samples |
| * - "ignorezero": Like "truncate", but ignore fact chunk if the number of |
| * samples is zero |
| * - "ignore": Ignore fact chunk entirely (default) |
| */ |
| #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" |
| |
| /** |
| * Controls how the size of the RIFF chunk affects the loading of a WAVE file. |
| * |
| * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE |
| * file) is not always reliable. In case the size is wrong, it's possible to |
| * just ignore it and step through the chunks until a fixed limit is reached. |
| * |
| * Note that files that have trailing data unrelated to the WAVE file or |
| * corrupt files may slow down the loading process without a reliable |
| * boundary. By default, SDL stops after 10000 chunks to prevent wasting time. |
| * Use the environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "force": Always use the RIFF chunk size as a boundary for the chunk |
| * search |
| * - "ignorezero": Like "force", but a zero size searches up to 4 GiB |
| * (default) |
| * - "ignore": Ignore the RIFF chunk size and always search up to 4 GiB |
| * - "maximum": Search for chunks until the end of file (not recommended) |
| */ |
| #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" |
| |
| /** |
| * Controls how a truncated WAVE file is handled. |
| * |
| * A WAVE file is considered truncated if any of the chunks are incomplete or |
| * the data chunk size is not a multiple of the block size. By default, SDL |
| * decodes until the first incomplete block, as most applications seem to do. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "verystrict": Raise an error if the file is truncated |
| * - "strict": Like "verystrict", but the size of the RIFF chunk is ignored |
| * - "dropframe": Decode until the first incomplete sample frame |
| * - "dropblock": Decode until the first incomplete block (default) |
| */ |
| #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" |
| |
| /** |
| * Tell SDL not to name threads on Windows with the 0x406D1388 Exception. |
| * |
| * The 0x406D1388 Exception is a trick used to inform Visual Studio of a |
| * thread's name, but it tends to cause problems with other debuggers, and the |
| * .NET runtime. Note that SDL 2.0.6 and later will still use the (safer) |
| * SetThreadDescription API, introduced in the Windows 10 Creators Update, if |
| * available. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": SDL will raise the 0x406D1388 Exception to name threads. This is the |
| * default behavior of SDL <= 2.0.4. |
| * - "1": SDL will not raise this exception, and threads will be unnamed. |
| * (default) This is necessary with .NET languages or debuggers that aren't |
| * Visual Studio. |
| */ |
| #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" |
| |
| /** |
| * Controls whether menus can be opened with their keyboard shortcut |
| * (Alt+mnemonic). |
| * |
| * If the mnemonics are enabled, then menus can be opened by pressing the Alt |
| * key and the corresponding mnemonic (for example, Alt+F opens the File |
| * menu). However, in case an invalid mnemonic is pressed, Windows makes an |
| * audible beep to convey that nothing happened. This is true even if the |
| * window has no menu at all! |
| * |
| * Because most SDL applications don't have menus, and some want to use the |
| * Alt key for other purposes, SDL disables mnemonics (and the beeping) by |
| * default. |
| * |
| * Note: This also affects keyboard events: with mnemonics enabled, when a |
| * menu is opened from the keyboard, you will not receive a KEYUP event for |
| * the mnemonic key, and *might* not receive one for Alt. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Alt+mnemonic does nothing, no beeping. (default) |
| * - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep. |
| */ |
| #define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS" |
| |
| /** |
| * A variable controlling whether the windows message loop is processed by SDL |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": The window message loop is not run |
| * - "1": The window message loop is processed in SDL_PumpEvents() |
| * |
| * By default SDL will process the windows message loop |
| */ |
| #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" |
| |
| /** |
| * Force SDL to use Critical Sections for mutexes on Windows. |
| * |
| * On Windows 7 and newer, Slim Reader/Writer Locks are available. They offer |
| * better performance, allocate no kernel ressources and use less memory. SDL |
| * will fall back to Critical Sections on older OS versions or if forced to by |
| * this hint. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Use SRW Locks when available. If not, fall back to Critical |
| * Sections. (default) |
| * - "1": Force the use of Critical Sections in all cases. |
| */ |
| #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" |
| |
| /** |
| * Force SDL to use Kernel Semaphores on Windows. |
| * |
| * Kernel Semaphores are inter-process and require a context switch on every |
| * interaction. On Windows 8 and newer, the WaitOnAddress API is available. |
| * Using that and atomics to implement semaphores increases performance. SDL |
| * will fall back to Kernel Objects on older OS versions or if forced to by |
| * this hint. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Use Atomics and WaitOnAddress API when available. If not, fall back |
| * to Kernel Objects. (default) |
| * - "1": Force the use of Kernel Objects in all cases. |
| */ |
| #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" |
| |
| /** |
| * A variable to specify custom icon resource id from RC file on Windows |
| * platform |
| */ |
| #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" |
| |
| /** |
| * A variable to specify custom icon resource id from RC file on Windows |
| * platform |
| */ |
| #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" |
| |
| /** |
| * Tell SDL not to generate window-close events for Alt+F4 on Windows. |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": SDL will generate a window-close event when it sees Alt+F4. |
| * - "1": SDL will only do normal key handling for Alt+F4. |
| */ |
| #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" |
| |
| /** |
| * Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. |
| * |
| * Direct3D 9Ex contains changes to state management that can eliminate device |
| * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may |
| * require some changes to your application to cope with the new behavior, so |
| * this is disabled by default. |
| * |
| * This hint must be set before initializing the video subsystem. |
| * |
| * For more information on Direct3D 9Ex, see: - |
| * https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex |
| * - |
| * https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": Use the original Direct3D 9 API (default) |
| * - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex |
| * is unavailable) |
| */ |
| #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" |
| |
| /** |
| * Controls whether SDL will declare the process to be DPI aware. |
| * |
| * This hint must be set before initializing the video subsystem. |
| * |
| * The main purpose of declaring DPI awareness is to disable OS bitmap scaling |
| * of SDL windows on monitors with a DPI scale factor. |
| * |
| * This hint is equivalent to requesting DPI awareness via external means |
| * (e.g. calling SetProcessDpiAwarenessContext) and does not cause SDL to use |
| * a virtualized coordinate system, so it will generally give you 1 SDL |
| * coordinate = 1 pixel even on high-DPI displays. |
| * |
| * For more information, see: |
| * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows |
| * |
| * This variable can be set to the following values: |
| * |
| * - "": Do not change the DPI awareness (default). |
| * - "unaware": Declare the process as DPI unaware. (Windows 8.1 and later). |
| * - "system": Request system DPI awareness. (Vista and later). |
| * - "permonitor": Request per-monitor DPI awareness. (Windows 8.1 and later). |
| * - "permonitorv2": Request per-monitor V2 DPI awareness. (Windows 10, |
| * version 1607 and later). The most visible difference from "permonitor" is |
| * that window title bar will be scaled to the visually correct size when |
| * dragging between monitors with different scale factors. This is the |
| * preferred DPI awareness level. |
| * |
| * If the requested DPI awareness is not available on the currently running |
| * OS, SDL will try to request the best available match. |
| */ |
| #define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS" |
| |
| /** |
| * Uses DPI-scaled points as the SDL coordinate system on Windows. |
| * |
| * This changes the SDL coordinate system units to be DPI-scaled points, |
| * rather than pixels everywhere. This means windows will be appropriately |
| * sized, even when created on high-DPI displays with scaling. |
| * |
| * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling |
| * in Windows display settings, will create a window with an 800x600 client |
| * area (in pixels). |
| * |
| * Setting this to "1" implicitly requests process DPI awareness (setting |
| * SDL_WINDOWS_DPI_AWARENESS is unnecessary), and forces |
| * SDL_WINDOW_ALLOW_HIGHDPI on all windows. |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": SDL coordinates equal Windows coordinates. No automatic window |
| * resizing when dragging between monitors with different scale factors |
| * (unless this is performed by Windows itself, which is the case when the |
| * process is DPI unaware). |
| * - "1": SDL coordinates are in DPI-scaled points. Automatically resize |
| * windows as needed on displays with non-100% scale factors. |
| */ |
| #define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING" |
| |
| /** |
| * A variable controlling whether the window frame and title bar are |
| * interactive when the cursor is hidden |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": The window frame is not interactive when the cursor is hidden (no |
| * move, resize, etc) |
| * - "1": The window frame is interactive when the cursor is hidden |
| * |
| * By default SDL will allow interaction with the window frame when the cursor |
| * is hidden |
| */ |
| #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" |
| |
| /** |
| * A variable controlling whether the window is activated when the |
| * SDL_ShowWindow function is called |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": The window is activated when the SDL_ShowWindow function is called |
| * - "1": The window is not activated when the SDL_ShowWindow function is |
| * called |
| * |
| * By default SDL will activate the window when the SDL_ShowWindow function is |
| * called |
| */ |
| #define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN" |
| |
| /** Allows back-button-press events on Windows Phone to be marked as handled |
| * |
| * Windows Phone devices typically feature a Back button. When pressed, |
| * the OS will emit back-button-press events, which apps are expected to |
| * handle in an appropriate manner. If apps do not explicitly mark these |
| * events as 'Handled', then the OS will invoke its default behavior for |
| * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to |
| * terminate the app (and attempt to switch to the previous app, or to the |
| * device's home screen). |
| * |
| * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL |
| * to mark back-button-press events as Handled, if and when one is sent to |
| * the app. |
| * |
| * Internally, Windows Phone sends back button events as parameters to |
| * special back-button-press callback functions. Apps that need to respond |
| * to back-button-press events are expected to register one or more |
| * callback functions for such, shortly after being launched (during the |
| * app's initialization phase). After the back button is pressed, the OS |
| * will invoke these callbacks. If the app's callback(s) do not explicitly |
| * mark the event as handled by the time they return, or if the app never |
| * registers one of these callback, the OS will consider the event |
| * un-handled, and it will apply its default back button behavior (terminate |
| * the app). |
| * |
| * SDL registers its own back-button-press callback with the Windows Phone |
| * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN |
| * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which |
| * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. |
| * If the hint's value is set to "1", the back button event's Handled |
| * property will get set to 'true'. If the hint's value is set to something |
| * else, or if it is unset, SDL will leave the event's Handled property |
| * alone. (By default, the OS sets this property to 'false', to note.) |
| * |
| * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a |
| * back button is pressed, or can set it in direct-response to a back button |
| * being pressed. |
| * |
| * In order to get notified when a back button is pressed, SDL apps should |
| * register a callback function with SDL_AddEventWatch(), and have it listen |
| * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. |
| * (Alternatively, SDL_KEYUP events can be listened-for. Listening for |
| * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON |
| * set by such a callback, will be applied to the OS' current |
| * back-button-press event. |
| * |
| * More details on back button behavior in Windows Phone apps can be found |
| * at the following page, on Microsoft's developer site: |
| * |
| * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx |
| */ |
| #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" |
| |
| /** Label text for a WinRT app's privacy policy link |
| * |
| * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, |
| * Microsoft mandates that this policy be available via the Windows Settings charm. |
| * SDL provides code to add a link there, with its label text being set via the |
| * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
| * |
| * Please note that a privacy policy's contents are not set via this hint. A separate |
| * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the |
| * policy. |
| * |
| * The contents of this hint should be encoded as a UTF8 string. |
| * |
| * The default value is "Privacy Policy". This hint should only be set during app |
| * initialization, preferably before any calls to SDL_Init(). |
| * |
| * For additional information on linking to a privacy policy, see the documentation for |
| * SDL_HINT_WINRT_PRIVACY_POLICY_URL. |
| */ |
| #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" |
| |
| /** |
| * A URL to a WinRT app's privacy policy |
| * |
| * All network-enabled WinRT apps must make a privacy policy available to its |
| * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be be |
| * available in the Windows Settings charm, as accessed from within the app. |
| * SDL provides code to add a URL-based link there, which can point to the |
| * app's privacy policy. |
| * |
| * To setup a URL to an app's privacy policy, set |
| * SDL_HINT_WINRT_PRIVACY_POLICY_URL before calling any SDL_Init() functions. |
| * The contents of the hint should be a valid URL. For example, |
| * "http://www.example.com". |
| * |
| * The default value is "", which will prevent SDL from adding a privacy |
| * policy link to the Settings charm. This hint should only be set during app |
| * init. |
| * |
| * The label text of an app's "Privacy Policy" link may be customized via |
| * another hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
| * |
| * Please note that on Windows Phone, Microsoft does not provide standard UI |
| * for displaying a privacy policy link, and as such, |
| * SDL_HINT_WINRT_PRIVACY_POLICY_URL will not get used on that platform. |
| * Network-enabled phone apps should display their privacy policy through some |
| * other, in-app means. |
| */ |
| #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" |
| |
| /** |
| * Mark X11 windows as override-redirect. |
| * |
| * If set, this _might_ increase framerate at the expense of the desktop not |
| * working as expected. Override-redirect windows aren't noticed by the window |
| * manager at all. |
| * |
| * You should probably only use this for fullscreen windows, and you probably |
| * shouldn't even use it for that. But it's here if you want to try! |
| */ |
| #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" |
| |
| /** |
| * A variable that lets you disable the detection and use of Xinput gamepad |
| * devices |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Disable XInput detection (only uses direct input) |
| * - "1": Enable XInput detection (the default) |
| */ |
| #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
| |
| /** |
| * A variable that lets you disable the detection and use of DirectInput |
| * gamepad devices |
| * |
| * The variable can be set to the following values: |
| * |
| * - "0": Disable DirectInput detection (only uses XInput) |
| * - "1": Enable DirectInput detection (the default) |
| */ |
| #define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED" |
| |
| /** |
| * A variable that causes SDL to use the old axis and button mapping for |
| * XInput devices. |
| * |
| * This hint is for backwards compatibility only and will be removed in SDL |
| * 2.1 |
| * |
| * The default value is "0". This hint must be set before SDL_Init() |
| */ |
| #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" |
| |
| /** |
| * A variable that causes SDL to not ignore audio "monitors" |
| * |
| * This is currently only used for PulseAudio and ignored elsewhere. |
| * |
| * By default, SDL ignores audio devices that aren't associated with physical |
| * hardware. Changing this hint to "1" will expose anything SDL sees that |
| * appears to be an audio source or sink. This will add "devices" to the list |
| * that the user probably doesn't want or need, but it can be useful in |
| * scenarios where you want to hook up SDL to some sort of virtual device, |
| * etc. |
| * |
| * The default value is "0". This hint must be set before SDL_Init(). |
| * |
| * This hint is available since SDL 2.0.16. Before then, virtual devices are |
| * always ignored. |
| */ |
| #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" |
| |
| /** |
| * A variable that forces X11 windows to create as a custom type. |
| * |
| * This is currently only used for X11 and ignored elsewhere. |
| * |
| * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to |
| * report to the window manager the type of window it wants to create. This |
| * might be set to various things if SDL_WINDOW_TOOLTIP or |
| * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that |
| * haven't set a specific type, this hint can be used to specify a custom |
| * type. For example, a dock window might set this to |
| * "_NET_WM_WINDOW_TYPE_DOCK". |
| * |
| * If not set or set to "", this hint is ignored. This hint must be set before |
| * the SDL_CreateWindow() call that it is intended to affect. |
| * |
| * This hint is available since SDL 2.0.22. |
| */ |
| #define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" |
| |
| /** |
| * A variable that decides whether to send SDL_QUIT when closing the final |
| * window. |
| * |
| * By default, SDL sends an SDL_QUIT event when there is only one window and |
| * it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most apps |
| * would also take the loss of this window as a signal to terminate the |
| * program. |
| * |
| * However, it's not unreasonable in some cases to have the program continue |
| * to live on, perhaps to create new windows later. |
| * |
| * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event when |
| * the final window is requesting to close. Note that in this case, there are |
| * still other legitimate reasons one might get an SDL_QUIT event: choosing |
| * "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc. |
| * |
| * The default value is "1". This hint can be changed at any time. |
| * |
| * This hint is available since SDL 2.0.22. Before then, you always get an |
| * SDL_QUIT event when closing the final window. |
| */ |
| #define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" |
| |
| |
| /** |
| * A variable that decides what video backend to use. |
| * |
| * By default, SDL will try all available video backends in a reasonable order |
| * until it finds one that can work, but this hint allows the app or user to |
| * force a specific target, such as "x11" if, say, you are on Wayland but want |
| * to try talking to the X server instead. |
| * |
| * This functionality has existed since SDL 2.0.0 (indeed, before that) but |
| * before 2.0.22 this was an environment variable only. In 2.0.22, it was |
| * upgraded to a full SDL hint, so you can set the environment variable as |
| * usual or programatically set the hint with SDL_SetHint, which won't |
| * propagate to child processes. |
| * |
| * The default value is unset, in which case SDL will try to figure out the |
| * best video backend on your behalf. This hint needs to be set before |
| * SDL_Init() is called to be useful. |
| * |
| * This hint is available since SDL 2.0.22. Before then, you could set the |
| * environment variable to get the same effect. |
| */ |
| #define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER" |
| |
| /** |
| * A variable that decides what audio backend to use. |
| * |
| * By default, SDL will try all available audio backends in a reasonable order |
| * until it finds one that can work, but this hint allows the app or user to |
| * force a specific target, such as "alsa" if, say, you are on PulseAudio but |
| * want to try talking to the lower level instead. |
| * |
| * This functionality has existed since SDL 2.0.0 (indeed, before that) but |
| * before 2.0.22 this was an environment variable only. In 2.0.22, it was |
| * upgraded to a full SDL hint, so you can set the environment variable as |
| * usual or programatically set the hint with SDL_SetHint, which won't |
| * propagate to child processes. |
| * |
| * The default value is unset, in which case SDL will try to figure out the |
| * best audio backend on your behalf. This hint needs to be set before |
| * SDL_Init() is called to be useful. |
| * |
| * This hint is available since SDL 2.0.22. Before then, you could set the |
| * environment variable to get the same effect. |
| */ |
| #define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER" |
| |
| /** |
| * A variable that decides what KMSDRM device to use. |
| * |
| * Internally, SDL might open something like "/dev/dri/cardNN" to access |
| * KMSDRM functionality, where "NN" is a device index number. |
| * |
| * SDL makes a guess at the best index to use (usually zero), but the app or |
| * user can set this hint to a number between 0 and 99 to force selection. |
| * |
| * This hint is available since SDL 2.24.0. |
| */ |
| #define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" |
| |
| |
| /** |
| * A variable that treats trackpads as touch devices. |
| * |
| * On macOS (and possibly other platforms in the future), SDL will report |
| * touches on a trackpad as mouse input, which is generally what users expect |
| * from this device; however, these are often actually full multitouch-capable |
| * touch devices, so it might be preferable to some apps to treat them as |
| * such. |
| * |
| * Setting this hint to true will make the trackpad input report as a |
| * multitouch device instead of a mouse. The default is false. |
| * |
| * Note that most platforms don't support this hint. As of 2.24.0, it only |
| * supports MacBooks' trackpads on macOS. Others may follow later. |
| * |
| * This hint is checked during SDL_Init and can not be changed after. |
| * |
| * This hint is available since SDL 2.24.0. |
| */ |
| #define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" |
| |
| /** |
| * Cause SDL to call dbus_shutdown() on quit. |
| * |
| * This is useful as a debug tool to validate memory leaks, but shouldn't ever |
| * be set in production applications, as other libraries used by the |
| * application might use dbus under the hood and this cause cause crashes if |
| * they continue after SDL_Quit(). |
| * |
| * This variable can be set to the following values: |
| * |
| * - "0": SDL will not call dbus_shutdown() on quit (default) |
| * - "1": SDL will call dbus_shutdown() on quit |
| * |
| * This hint is available since SDL 2.30.0. |
| */ |
| #define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT" |
| |
| |
| /** |
| * An enumeration of hint priorities |
| */ |
| typedef enum SDL_HintPriority |
| { |
| SDL_HINT_DEFAULT, |
| SDL_HINT_NORMAL, |
| SDL_HINT_OVERRIDE |
| } SDL_HintPriority; |
| |
| |
| /** |
| * Set a hint with a specific priority. |
| * |
| * The priority controls the behavior when setting a hint that already has a |
| * value. Hints will replace existing hints of their priority and lower. |
| * Environment variables are considered to have override priority. |
| * |
| * \param name the hint to set. |
| * \param value the value of the hint variable. |
| * \param priority the SDL_HintPriority level for the hint. |
| * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetHint |
| * \sa SDL_SetHint |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, |
| const char *value, |
| SDL_HintPriority priority); |
| |
| /** |
| * Set a hint with normal priority. |
| * |
| * Hints will not be set if there is an existing override hint or environment |
| * variable that takes precedence. You can use SDL_SetHintWithPriority() to |
| * set the hint with override priority instead. |
| * |
| * \param name the hint to set. |
| * \param value the value of the hint variable. |
| * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetHint |
| * \sa SDL_SetHintWithPriority |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, |
| const char *value); |
| |
| /** |
| * Reset a hint to the default value. |
| * |
| * This will reset a hint to the value of the environment variable, or NULL if |
| * the environment isn't set. Callbacks will be called normally with this |
| * change. |
| * |
| * \param name the hint to set. |
| * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. |
| * |
| * \since This function is available since SDL 2.24.0. |
| * |
| * \sa SDL_GetHint |
| * \sa SDL_SetHint |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name); |
| |
| /** |
| * Reset all hints to the default values. |
| * |
| * This will reset all hints to the value of the associated environment |
| * variable, or NULL if the environment isn't set. Callbacks will be called |
| * normally with this change. |
| * |
| * \since This function is available since SDL 2.26.0. |
| * |
| * \sa SDL_GetHint |
| * \sa SDL_SetHint |
| * \sa SDL_ResetHint |
| */ |
| extern DECLSPEC void SDLCALL SDL_ResetHints(void); |
| |
| /** |
| * Get the value of a hint. |
| * |
| * \param name the hint to query. |
| * \returns the string value of a hint or NULL if the hint isn't set. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_SetHint |
| * \sa SDL_SetHintWithPriority |
| */ |
| extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); |
| |
| /** |
| * Get the boolean value of a hint variable. |
| * |
| * \param name the name of the hint to get the boolean value from. |
| * \param default_value the value to return if the hint does not exist. |
| * \returns the boolean value of a hint or the provided default value if the |
| * hint does not exist. |
| * |
| * \since This function is available since SDL 2.0.5. |
| * |
| * \sa SDL_GetHint |
| * \sa SDL_SetHint |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); |
| |
| /** |
| * Type definition of the hint callback function. |
| * |
| * \param userdata what was passed as `userdata` to SDL_AddHintCallback(). |
| * \param name what was passed as `name` to SDL_AddHintCallback(). |
| * \param oldValue the previous hint value. |
| * \param newValue the new value hint is to be set to. |
| */ |
| typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); |
| |
| /** |
| * Add a function to watch a particular hint. |
| * |
| * \param name the hint to watch. |
| * \param callback An SDL_HintCallback function that will be called when the |
| * hint value changes. |
| * \param userdata a pointer to pass to the callback function. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_DelHintCallback |
| */ |
| extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, |
| SDL_HintCallback callback, |
| void *userdata); |
| |
| /** |
| * Remove a function watching a particular hint. |
| * |
| * \param name the hint being watched. |
| * \param callback An SDL_HintCallback function that will be called when the |
| * hint value changes. |
| * \param userdata a pointer being passed to the callback function. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_AddHintCallback |
| */ |
| extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, |
| SDL_HintCallback callback, |
| void *userdata); |
| |
| /** |
| * Clear all hints. |
| * |
| * This function is automatically called during SDL_Quit(), and deletes all |
| * callbacks without calling them and frees all memory associated with hints. |
| * If you're calling this from application code you probably want to call |
| * SDL_ResetHints() instead. |
| * |
| * This function will be removed from the API the next time we rev the ABI. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_ResetHints |
| */ |
| extern DECLSPEC void SDLCALL SDL_ClearHints(void); |
| |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include "close_code.h" |
| |
| #endif /* SDL_hints_h_ */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |