| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2023 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. |
| */ |
| |
| /** |
| * \file SDL_hints.h |
| * |
| * \brief 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 <SDL3/SDL_stdinc.h> |
| |
| #include <SDL3/SDL_begin_code.h> |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief A variable controlling the audio category on iOS and macOS |
| * |
| * 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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_UpdateJoysticks() manually |
| * "1" - SDL will automatically call SDL_UpdateJoysticks() (default) |
| * |
| * This hint can be toggled on and off at runtime. |
| */ |
| #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" |
| |
| /** |
| * \brief 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_UpdateSensors() manually |
| * "1" - SDL will automatically call SDL_UpdateSensors() (default) |
| * |
| * This hint can be toggled on and off at runtime. |
| */ |
| #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief Disable giving back control to the browser automatically |
| * when running with asyncify |
| * |
| * With -s ASYNCIFY, SDL 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" |
| |
| /** |
| * \brief Specify the CSS selector used for the "default" window/canvas |
| * |
| * This hint only applies to the emscripten platform |
| * |
| * The default value is "#canvas" |
| */ |
| #define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief A variable that lets you manually hint extra gamecontroller db entries. |
| * |
| * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamepad.h |
| * |
| * This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD) |
| * You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping() |
| */ |
| #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
| |
| /** |
| * \brief A variable that lets you provide a file with extra gamecontroller db entries. |
| * |
| * The file should contain lines of gamecontroller config data, see SDL_gamepad.h |
| * |
| * This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD) |
| * You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping() |
| */ |
| #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" |
| |
| /** |
| * \brief 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_GAMEPAD) |
| */ |
| #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_EVENT_TEXT_EDITING events. |
| * |
| * The variable can be set to the following values: |
| * "0" - SDL_EVENT_TEXT_EDITING 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_EVENT_TEXT_EDITING 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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_GAMEPAD) |
| */ |
| #define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief When set don't force the SDL app to become a foreground process |
| * |
| * This hint only applies to macOS. |
| * |
| */ |
| #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief A variable setting the double click radius, in pixels. |
| */ |
| #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
| |
| /** |
| * \brief A variable setting the double click time, in milliseconds. |
| */ |
| #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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_EVENT_QUIT event. |
| * "1" - SDL will not install a signal handler at all. |
| */ |
| #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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_EVENT_LOCALE_CHANGED 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" |
| |
| /** |
| * \brief 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" |
| */ |
| #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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. |
| * |
| * \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro |
| * configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME |
| * after calling SDL_SetThreadPriority(). |
| */ |
| #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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: |
| * |
| * - KMSDRM (kmsdrm) |
| * - Raspberry Pi (raspberrypi) |
| */ |
| #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay. |
| * |
| * This variable can be set to one of the following values: |
| * "0" - Do not fall back to eglGetDisplay |
| * "1" - Fall back to eglGetDisplay if eglGetPlatformDisplay fails. |
| * |
| * By default, SDL will fall back to eglGetDisplay if eglGetPlatformDisplay |
| * fails. |
| */ |
| #define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_GETDISPLAY_FALLBACK" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief A variable that dictates policy for fullscreen Spaces on macOS. |
| * |
| * This hint only applies to macOS. |
| * |
| * 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" |
| |
| /** |
| * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. |
| * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're |
| * seeing if "true" causes more problems than it solves in modern times. |
| * |
| */ |
| #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief A variable controlling whether the OpenGL context should be created |
| * with EGL by default |
| * |
| * This variable can be set to the following values: |
| * "0" - Use platform-specific GL context creation API (GLX, WGL, CGL, etc) |
| * "1" - Use EGL |
| * |
| * By default SDL will use the platform-specific GL context API when both are present. |
| */ |
| #define SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief A variable forcing the visual ID chosen for new X11 windows |
| * |
| */ |
| #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief A variable to specify custom icon resource id from RC file on Windows platform |
| */ |
| #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" |
| #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** \brief 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_EVENT_KEY_DOWN |
| * and SDL_EVENT_KEY_UP), 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_EVENT_KEY_DOWN events that have a scancode of SDL_SCANCODE_AC_BACK. |
| * (Alternatively, SDL_EVENT_KEY_UP 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" |
| |
| /** \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief 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" |
| |
| /** |
| * \brief A variable that decides whether to send SDL_EVENT_QUIT when closing the final window. |
| * |
| * By default, SDL sends an SDL_EVENT_QUIT event when there is only one window |
| * and it receives an SDL_EVENT_WINDOW_CLOSE_REQUESTED 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_EVENT_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_EVENT_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_EVENT_QUIT event when closing the final window. |
| */ |
| #define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" |
| |
| |
| /** |
| * \brief 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_VIDEO_DRIVER "SDL_VIDEO_DRIVER" |
| |
| /** |
| * \brief 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_AUDIO_DRIVER "SDL_AUDIO_DRIVER" |
| |
| /** |
| * \brief 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" |
| |
| |
| /** |
| * \brief 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" |
| |
| |
| /** |
| * \brief An enumeration of hint priorities |
| */ |
| typedef enum |
| { |
| 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 3.0.0. |
| * |
| * \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 3.0.0. |
| * |
| * \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 3.0.0. |
| * |
| * \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 3.0.0. |
| * |
| * \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 3.0.0. |
| * |
| * \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 3.0.0. |
| * |
| * \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 |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_DelHintCallback |
| */ |
| extern DECLSPEC int 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 3.0.0. |
| * |
| * \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 3.0.0. |
| * |
| * \sa SDL_ResetHints |
| */ |
| extern DECLSPEC void SDLCALL SDL_ClearHints(void); |
| |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_hints_h_ */ |