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@@ -48,333 +48,464 @@ extern "C" {
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#endif
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/**
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- * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
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- *
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- * SDL can try to accelerate the SDL screen surface by using streaming
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- * textures with a 3D rendering engine. This variable controls whether and
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- * how this is done.
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+ * \brief A variable controlling whether the Android / iOS built-in
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+ * accelerometer should be listed as a joystick device.
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*
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* This variable can be set to the following values:
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- * "0" - Disable 3D acceleration
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- * "1" - Enable 3D acceleration, using the default renderer.
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- * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
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- *
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- * By default SDL tries to make a best guess for each platform whether
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- * to use acceleration or not.
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+ * "0" - The accelerometer is not listed as a joystick
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+ * "1" - The accelerometer is available as a 3 axis joystick (the default).
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*/
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-#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
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+#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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- * \brief A variable specifying which render driver to use.
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- *
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- * If the application doesn't pick a specific renderer to use, this variable
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- * specifies the name of the preferred renderer. If the preferred renderer
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- * can't be initialized, the normal default renderer is used.
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+ * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
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*
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- * This variable is case insensitive and can be set to the following values:
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- * "direct3d"
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- * "opengl"
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- * "opengles2"
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- * "opengles"
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- * "metal"
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- * "software"
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+ * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
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+ * and your window is full-screen. This prevents the user from getting stuck in
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+ * your application if you've enabled keyboard grab.
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*
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- * The default varies by platform, but it's the first one in the list that
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- * is available on the current platform.
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- */
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-#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
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+ * The variable can be set to the following values:
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+ * "0" - SDL will not handle Alt+Tab. Your application is responsible
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+ for handling Alt+Tab while the keyboard is grabbed.
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+ * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
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+*/
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+#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
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/**
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- * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
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+ * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
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+ * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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*
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* This variable can be set to the following values:
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- * "0" - Disable shaders
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- * "1" - Enable shaders
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- *
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- * By default shaders are used if OpenGL supports them.
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+ * "0" - don't allow topmost
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+ * "1" - allow topmost
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*/
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-#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
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+#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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/**
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- * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
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+ * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
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*
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- * This variable can be set to the following values:
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- * "0" - Thread-safety is not enabled (faster)
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- * "1" - Thread-safety is enabled
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+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
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*
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- * By default the Direct3D device is created with thread-safety disabled.
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+ * If both hints were set then SDL_RWFromFile() will look into expansion files
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+ * after a given relative path was not found in the internal storage and assets.
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+ *
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+ * By default this hint is not set and the APK expansion files are not searched.
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*/
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-#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
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-
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+#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
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+
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/**
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- * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
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+ * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
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*
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- * This variable does not have any effect on the Direct3D 9 based renderer.
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+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
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*
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- * This variable can be set to the following values:
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- * "0" - Disable Debug Layer use
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- * "1" - Enable Debug Layer use
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+ * If both hints were set then SDL_RWFromFile() will look into expansion files
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+ * after a given relative path was not found in the internal storage and assets.
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*
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- * By default, SDL does not use Direct3D Debug Layer.
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+ * By default this hint is not set and the APK expansion files are not searched.
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*/
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-#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
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+#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
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/**
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- * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
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+ * \brief A variable to control whether the event loop will block itself when the app is paused.
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*
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- * This variable can be set to the following values:
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- * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
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- * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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+ * The variable can be set to the following values:
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+ * "0" - Non blocking.
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+ * "1" - Blocking. (default)
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*
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- * By default letterbox is used
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+ * The value should be set before SDL is initialized.
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*/
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-#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
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+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
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/**
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- * \brief A variable controlling the scaling quality
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+ * \brief A variable to control whether SDL will pause audio in background
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+ * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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*
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- * This variable can be set to the following values:
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- * "0" or "nearest" - Nearest pixel sampling
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- * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
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- * "2" or "best" - Currently this is the same as "linear"
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+ * The variable can be set to the following values:
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+ * "0" - Non paused.
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+ * "1" - Paused. (default)
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*
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- * By default nearest pixel sampling is used
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+ * The value should be set before SDL is initialized.
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*/
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-#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
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+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
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/**
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- * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
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+ * \brief A variable to control whether we trap the Android back button to handle it manually.
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+ * This is necessary for the right mouse button to work on some Android devices, or
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+ * to be able to trap the back button for use in your code reliably. If set to true,
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+ * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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+ * SDL_SCANCODE_AC_BACK.
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*
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- * This variable can be set to the following values:
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- * "0" - Disable vsync
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- * "1" - Enable vsync
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+ * The variable can be set to the following values:
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+ * "0" - Back button will be handled as usual for system. (default)
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+ * "1" - Back button will be trapped, allowing you to handle the key press
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+ * manually. (This will also let right mouse click work on systems
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+ * where the right mouse button functions as back.)
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*
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- * By default SDL does not sync screen surface updates with vertical refresh.
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+ * The value of this hint is used at runtime, so it can be changed at any time.
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*/
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-#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
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+#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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/**
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- * \brief A variable controlling whether the screensaver is enabled.
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+ * \brief A variable controlling whether controllers used with the Apple TV
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+ * generate UI events.
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*
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- * This variable can be set to the following values:
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- * "0" - Disable screensaver
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- * "1" - Enable screensaver
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+ * When UI events are generated by controller input, the app will be
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+ * backgrounded when the Apple TV remote's menu button is pressed, and when the
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+ * pause or B buttons on gamepads are pressed.
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*
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- * By default SDL will disable the screensaver.
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+ * More information about properly making use of controllers for the Apple TV
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+ * can be found here:
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+ * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
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+ *
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+ * This variable can be set to the following values:
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+ * "0" - Controller input does not generate UI events (the default).
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+ * "1" - Controller input generates UI events.
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*/
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-#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
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+#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
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/**
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- * \brief A variable controlling whether the graphics context is externally managed.
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- *
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- * This variable can be set to the following values:
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- * "0" - SDL will manage graphics contexts that are attached to windows.
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- * "1" - Disable graphics context management on windows.
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+ * \brief A variable controlling whether the Apple TV remote's joystick axes
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+ * will automatically match the rotation of the remote.
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*
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- * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
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- * context will be automatically saved and restored when pausing the application. Additionally, some
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- * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
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- * behavior, which is desireable when the application manages the graphics context, such as
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- * an externally managed OpenGL context or attaching a Vulkan surface to the window.
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+ * This variable can be set to the following values:
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+ * "0" - Remote orientation does not affect joystick axes (the default).
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+ * "1" - Joystick axes are based on the orientation of the remote.
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*/
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-#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
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+#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
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/**
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- * \brief A variable controlling whether the X11 VidMode extension should be used.
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+ * \brief A variable controlling the audio category on iOS and Mac OS X
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*
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* This variable can be set to the following values:
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- * "0" - Disable XVidMode
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- * "1" - Enable XVidMode
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*
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- * By default SDL will use XVidMode if it is available.
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+ * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
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+ * "playback" - Use the AVAudioSessionCategoryPlayback category
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+ *
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+ * For more information, see Apple's documentation:
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+ * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
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*/
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-#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
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+#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
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/**
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- * \brief A variable controlling whether the X11 Xinerama extension should be used.
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+ * \brief Specify an application name for an audio device.
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*
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- * This variable can be set to the following values:
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- * "0" - Disable Xinerama
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- * "1" - Enable Xinerama
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+ * Some audio backends (such as PulseAudio) allow you to describe your audio
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+ * stream. Among other things, this description might show up in a system
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+ * control panel that lets the user adjust the volume on specific audio
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+ * streams instead of using one giant master volume slider.
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*
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- * By default SDL will use Xinerama if it is available.
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+ * This hints lets you transmit that information to the OS. The contents of
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+ * this hint are used while opening an audio device. You should use a string
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+ * that describes your program ("My Game 2: The Revenge")
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+ *
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+ * Setting this to "" or leaving it unset will have SDL use a reasonable
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+ * default: probably the application's name or "SDL Application" if SDL
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+ * doesn't have any better information.
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+ *
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+ * On targets where this is not supported, this hint does nothing.
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*/
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-#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
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+#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
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/**
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- * \brief A variable controlling whether the X11 XRandR extension should be used.
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+ * \brief Specify an application name for an audio device.
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*
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- * This variable can be set to the following values:
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- * "0" - Disable XRandR
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- * "1" - Enable XRandR
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+ * Some audio backends (such as PulseAudio) allow you to describe your audio
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+ * stream. Among other things, this description might show up in a system
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+ * control panel that lets the user adjust the volume on specific audio
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+ * streams instead of using one giant master volume slider.
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*
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- * By default SDL will not use XRandR because of window manager issues.
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+ * This hints lets you transmit that information to the OS. The contents of
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+ * this hint are used while opening an audio device. You should use a string
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+ * that describes your what your program is playing ("audio stream" is
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+ * probably sufficient in many cases, but this could be useful for something
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+ * like "team chat" if you have a headset playing VoIP audio separately).
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+ *
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+ * Setting this to "" or leaving it unset will have SDL use a reasonable
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+ * default: "audio stream" or something similar.
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+ *
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+ * On targets where this is not supported, this hint does nothing.
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*/
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-#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
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+#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
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/**
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- * \brief A variable forcing the visual ID chosen for new X11 windows
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+ * \brief Specify an application role for an audio device.
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+ *
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+ * Some audio backends (such as Pipewire) allow you to describe the role of
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+ * your audio stream. Among other things, this description might show up in
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+ * a system control panel or software for displaying and manipulating media
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+ * playback/capture graphs.
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*
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+ * This hints lets you transmit that information to the OS. The contents of
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+ * this hint are used while opening an audio device. You should use a string
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+ * that describes your what your program is playing (Game, Music, Movie,
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+ * etc...).
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+ *
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+ * Setting this to "" or leaving it unset will have SDL use a reasonable
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+ * default: "Game" or something similar.
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+ *
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+ * On targets where this is not supported, this hint does nothing.
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*/
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-#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
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+#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
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/**
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- * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
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+ * \brief A variable controlling speed/quality tradeoff of audio resampling.
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+ *
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+ * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
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+ * to handle audio resampling. There are different resampling modes available
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+ * that produce different levels of quality, using more CPU.
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+ *
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+ * If this hint isn't specified to a valid setting, or libsamplerate isn't
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+ * available, SDL will use the default, internal resampling algorithm.
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+ *
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+ * Note that this is currently only applicable to resampling audio that is
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+ * being written to a device for playback or audio being read from a device
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+ * for capture. SDL_AudioCVT always uses the default resampler (although this
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+ * might change for SDL 2.1).
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+ *
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+ * This hint is currently only checked at audio subsystem initialization.
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*
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* This variable can be set to the following values:
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- * "0" - Disable _NET_WM_PING
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- * "1" - Enable _NET_WM_PING
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*
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- * By default SDL will use _NET_WM_PING, but for applications that know they
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- * will not always be able to respond to ping requests in a timely manner they can
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- * turn it off to avoid the window manager thinking the app is hung.
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- * The hint is checked in CreateWindow.
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+ * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
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+ * "1" or "fast" - Use fast, slightly higher quality resampling, if available
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+ * "2" or "medium" - Use medium quality resampling, if available
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+ * "3" or "best" - Use high quality resampling, if available
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*/
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-#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
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+#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
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/**
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- * \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
|
|
|
- *
|
|
|
+ * \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_JoystickUpdate() manually
|
|
|
+ * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
|
|
|
+ *
|
|
|
+ * This hint can be toggled on and off at runtime.
|
|
|
*/
|
|
|
-#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
|
|
|
+#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether X11 should use GLX or EGL by default
|
|
|
+ * \brief A variable controlling whether SDL updates sensor state when getting input events
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Use GLX
|
|
|
- * "1" - Use EGL
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default SDL will use GLX when both are present.
|
|
|
+ * "0" - You'll call SDL_SensorUpdate() manually
|
|
|
+ * "1" - SDL will automatically call SDL_SensorUpdate() (default)
|
|
|
+ *
|
|
|
+ * This hint can be toggled on and off at runtime.
|
|
|
*/
|
|
|
-#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
|
|
|
+#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
|
|
+ * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
|
|
|
*
|
|
|
- * 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
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * By default SDL will allow interaction with the window frame when the cursor is hidden
|
|
|
+ * 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_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
|
|
|
+#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable to specify custom icon resource id from RC file on Windows platform
|
|
|
+ * \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_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
|
|
|
-#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
|
|
|
+#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the windows message loop is processed by SDL
|
|
|
+ * \brief Disable giving back control to the browser automatically
|
|
|
+ * when running with asyncify
|
|
|
*
|
|
|
- * 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()
|
|
|
+ * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
|
|
|
+ * such as refreshing the screen or polling events.
|
|
|
*
|
|
|
- * By default SDL will process the windows message loop
|
|
|
+ * 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_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
|
|
|
+#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether grabbing input grabs the keyboard
|
|
|
+ * \brief override the binding element for keyboard inputs for Emscripten builds
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Grab will affect only the mouse
|
|
|
- * "1" - Grab will affect mouse and keyboard
|
|
|
+ * This hint only applies to the emscripten platform
|
|
|
*
|
|
|
- * By default SDL will not grab the keyboard so system shortcuts still work.
|
|
|
+ * 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_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
|
|
|
+#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable setting the double click time, in milliseconds.
|
|
|
+ * \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_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
|
|
|
+#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable setting the double click radius, in pixels.
|
|
|
+ * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * "0" - Don't log any events (default)
|
|
|
+ * "1" - Log all events except mouse and finger motion, which are pretty spammy.
|
|
|
+ * "2" - Log all 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_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
|
|
|
+#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
|
|
|
+ * \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_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
|
|
|
+#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
|
|
|
+ * \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_gamecontroller.h
|
|
|
+ *
|
|
|
+ * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
|
+ * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
|
|
*/
|
|
|
-#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
|
|
|
+#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether relative mouse motion is affected by renderer scaling
|
|
|
+ * \brief A variable that lets you provide a file with extra gamecontroller db entries.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Relative motion is unaffected by DPI or renderer's logical size
|
|
|
- * "1" - Relative motion is scaled according to DPI scaling and logical size
|
|
|
+ * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
|
|
|
*
|
|
|
- * By default relative mouse deltas are affected by DPI and renderer scaling
|
|
|
+ * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
|
+ * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
|
|
*/
|
|
|
-#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
|
|
|
+#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
|
|
|
+ * \brief A variable that overrides the automatic controller type detection
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Relative mouse mode uses raw input
|
|
|
- * "1" - Relative mouse mode uses mouse warping
|
|
|
+ * The variable should be comma separated entries, in the form: VID/PID=type
|
|
|
*
|
|
|
- * By default SDL will use raw input for relative mouse mode
|
|
|
+ * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
|
|
|
+ *
|
|
|
+ * The type should be one of:
|
|
|
+ * Xbox360
|
|
|
+ * XboxOne
|
|
|
+ * PS3
|
|
|
+ * PS4
|
|
|
+ * PS5
|
|
|
+ * SwitchPro
|
|
|
+ *
|
|
|
+ * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
|
*/
|
|
|
-#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
|
|
|
+#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
|
|
|
|
|
|
/**
|
|
|
- * \brief Allow mouse click events when clicking to focus an SDL window
|
|
|
+ * \brief A variable containing a list of devices to skip when scanning for game controllers.
|
|
|
*
|
|
|
- * 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
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
+ * in hexadecimal form, e.g.
|
|
|
*
|
|
|
- * By default SDL will ignore mouse clicks that activate a window
|
|
|
+ * 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_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
|
|
|
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether touch events should generate synthetic mouse events
|
|
|
+ * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Touch events will not generate mouse events
|
|
|
- * "1" - Touch events will generate mouse events
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
+ * in hexadecimal form, e.g.
|
|
|
*
|
|
|
- * By default SDL will generate mouse events for touch events
|
|
|
+ * 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_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
|
|
|
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether mouse events should generate synthetic touch events
|
|
|
+ * \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:
|
|
|
*
|
|
|
- * 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)
|
|
|
+ * (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_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
|
|
|
+#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \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_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
|
|
|
+#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
|
|
|
|
|
|
/**
|
|
|
* \brief A variable controlling whether the idle timer is disabled on iOS.
|
|
@@ -394,43 +525,16 @@ extern "C" {
|
|
|
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling which orientations are allowed on iOS/Android.
|
|
|
+ * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
|
|
|
*
|
|
|
- * 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 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.
|
|
|
+ * The variable can be set to the following values:
|
|
|
+ * "0" - SDL_TEXTEDITING events are sent, and it is the application's
|
|
|
+ * responsibility to render the text from these events and
|
|
|
+ * differentiate it somehow from committed text. (default)
|
|
|
+ * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
|
|
|
+ * and text that is being composed will be rendered in its own UI.
|
|
|
*/
|
|
|
-#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
|
|
|
+#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
|
|
|
|
|
|
/**
|
|
|
* \brief A variable controlling whether the home indicator bar on iPhone X
|
|
@@ -443,132 +547,6 @@ extern "C" {
|
|
|
*/
|
|
|
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
|
|
|
|
|
|
-/**
|
|
|
- * \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 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 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 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 overrides the automatic controller type detection
|
|
|
- *
|
|
|
- * The variable should be comma separated entries, in the form: VID/PID=type
|
|
|
- *
|
|
|
- * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
|
|
|
- *
|
|
|
- * The type should be one of:
|
|
|
- * Xbox360
|
|
|
- * XboxOne
|
|
|
- * PS3
|
|
|
- * PS4
|
|
|
- * PS5
|
|
|
- * SwitchPro
|
|
|
- *
|
|
|
- * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
|
- */
|
|
|
-#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
|
|
|
-
|
|
|
-/**
|
|
|
- * \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_gamecontroller.h
|
|
|
- *
|
|
|
- * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
|
- * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
|
|
- */
|
|
|
-#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
|
|
|
-
|
|
|
-/**
|
|
|
- * \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_gamecontroller.h
|
|
|
- *
|
|
|
- * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
|
- * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
|
|
- */
|
|
|
-#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
|
|
|
-
|
|
|
-/**
|
|
|
- * \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 that lets you enable joystick (and gamecontroller) events even when your app is in the background.
|
|
|
*
|
|
@@ -593,6 +571,39 @@ extern "C" {
|
|
|
*/
|
|
|
#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 Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - basic Joy-Con support with no analog input (the default)
|
|
|
+ * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
|
|
|
+ *
|
|
|
+ * This does not combine Joy-Cons into a single controller. That's up to the user.
|
|
|
+ */
|
|
|
+#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_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 PS4 controllers should be used.
|
|
|
*
|
|
@@ -635,6 +646,15 @@ extern "C" {
|
|
|
*/
|
|
|
#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.
|
|
|
*
|
|
@@ -654,15 +674,6 @@ extern "C" {
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
|
|
|
|
|
|
-/**
|
|
|
- * \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 the HIDAPI driver for Google Stadia controllers should be used.
|
|
|
*
|
|
@@ -705,17 +716,6 @@ extern "C" {
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
|
|
|
|
|
|
- /**
|
|
|
- * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - basic Joy-Con support with no analog input (the default)
|
|
|
- * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
|
|
|
- *
|
|
|
- * This does not combine Joy-Cons into a single controller. That's up to the user.
|
|
|
- */
|
|
|
-#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
|
|
|
-
|
|
|
/**
|
|
|
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
|
|
|
*
|
|
@@ -727,48 +727,15 @@ extern "C" {
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
|
|
|
|
|
|
-/**
|
|
|
- * \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 the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
|
|
|
+ * \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" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * "0" - RAWINPUT drivers are not used
|
|
|
+ * "1" - RAWINPUT drivers are used (the default)
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
*/
|
|
|
-#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
|
|
|
-
|
|
|
-/**
|
|
|
- * \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 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"
|
|
|
+#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
|
|
|
|
|
|
/**
|
|
|
* \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
|
|
@@ -794,6 +761,29 @@ extern "C" {
|
|
|
*/
|
|
|
#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 variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
|
|
|
*
|
|
@@ -804,31 +794,151 @@ extern "C" {
|
|
|
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
|
|
|
|
|
|
/**
|
|
|
- * \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"
|
|
|
+* \brief When set don't force the SDL app to become a foreground process
|
|
|
+*
|
|
|
+* This hint only applies to Mac OS X.
|
|
|
+*
|
|
|
+*/
|
|
|
+#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
|
|
|
+
|
|
|
+/**
|
|
|
+ * \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 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" - don't allow topmost
|
|
|
- * "1" - allow topmost
|
|
|
+ * "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_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
|
|
|
+#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that controls the timer resolution, in milliseconds.
|
|
|
+ * \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 is implemented using mouse warping
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Relative mouse mode uses raw input
|
|
|
+ * "1" - Relative mouse mode uses mouse warping
|
|
|
*
|
|
|
- * See this blog post for more information:
|
|
|
- * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
|
|
|
+ * 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 controlling whether relative mouse motion is affected by renderer scaling
|
|
|
*
|
|
|
- * If this variable is set to "0", the system timer resolution is not set.
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Relative motion is unaffected by DPI or renderer's logical size
|
|
|
+ * "1" - Relative motion is scaled according to DPI scaling and logical size
|
|
|
*
|
|
|
- * The default value is "1". This hint may be set at any time.
|
|
|
+ * By default relative mouse deltas are affected by DPI and renderer scaling
|
|
|
*/
|
|
|
-#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
|
|
|
+#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
|
|
|
+
|
|
|
+/**
|
|
|
+ * \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 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 Tell SDL not to catch the SIGINT or SIGTERM signals.
|
|
|
+ *
|
|
|
+ * This hint only applies to Unix-like platforms, and should set before
|
|
|
+ * any calls to SDL_Init()
|
|
|
+ *
|
|
|
+ * The variable can be set to the following values:
|
|
|
+ * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
|
|
|
+ * catches a signal, convert it into an SDL_QUIT event.
|
|
|
+ * "1" - SDL will not install a signal handler at all.
|
|
|
+ */
|
|
|
+#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
|
|
|
+
|
|
|
+/**
|
|
|
+ * \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 Override for SDL_GetPreferredLocales()
|
|
|
+ *
|
|
|
+ * If set, this will be favored over anything the OS might report for the
|
|
|
+ * user's preferred locales. Changing this hint at runtime will not generate
|
|
|
+ * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
|
|
|
+ * your own event, if you want).
|
|
|
+ *
|
|
|
+ * The format of this hint is a comma-separated list of language and locale,
|
|
|
+ * combined with an underscore, as is a common format: "en_GB". Locale is
|
|
|
+ * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
|
|
|
+ */
|
|
|
+#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
|
|
|
|
|
|
/**
|
|
|
* \brief A variable describing the content orientation on QtWayland-based platforms.
|
|
@@ -859,816 +969,681 @@ extern "C" {
|
|
|
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
|
|
|
|
|
|
/**
|
|
|
-* \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 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 Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
|
|
|
+ * \brief A variable controlling whether the 2D render API is compatible or efficient.
|
|
|
*
|
|
|
- * 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 If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
|
|
|
+ *
|
|
|
+ * "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_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
|
|
|
+#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
|
|
|
+ * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
|
|
|
*
|
|
|
- * If present, holding ctrl while left clicking will generate a right click
|
|
|
- * event when on Mac.
|
|
|
+ * 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_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
|
|
|
-
|
|
|
-/**
|
|
|
-* \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 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"
|
|
|
+#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
|
|
|
*
|
|
|
- * The label text of an app's "Privacy Policy" link may be customized via another
|
|
|
- * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Thread-safety is not enabled (faster)
|
|
|
+ * "1" - Thread-safety is enabled
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * By default the Direct3D device is created with thread-safety disabled.
|
|
|
*/
|
|
|
-#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
|
|
|
+#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
|
|
|
|
|
|
-/** \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.
|
|
|
+/**
|
|
|
+ * \brief A variable specifying which render driver to use.
|
|
|
*
|
|
|
- * The contents of this hint should be encoded as a UTF8 string.
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * The default value is "Privacy Policy". This hint should only be set during app
|
|
|
- * initialization, preferably before any calls to SDL_Init().
|
|
|
+ * This variable is case insensitive and can be set to the following values:
|
|
|
+ * "direct3d"
|
|
|
+ * "opengl"
|
|
|
+ * "opengles2"
|
|
|
+ * "opengles"
|
|
|
+ * "metal"
|
|
|
+ * "software"
|
|
|
*
|
|
|
- * For additional information on linking to a privacy policy, see the documentation for
|
|
|
- * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
|
|
|
+ * The default varies by platform, but it's the first one in the list that
|
|
|
+ * is available on the current platform.
|
|
|
*/
|
|
|
-#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
|
|
|
+#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
|
|
|
|
|
|
-/** \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_KEYDOWN
|
|
|
- * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
|
|
|
- * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
|
|
|
- * If the hint's value is set to "1", the back button event's Handled
|
|
|
- * property will get set to 'true'. If the hint's value is set to something
|
|
|
- * else, or if it is unset, SDL will leave the event's Handled property
|
|
|
- * alone. (By default, the OS sets this property to 'false', to note.)
|
|
|
- *
|
|
|
- * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
|
|
|
- * back button is pressed, or can set it in direct-response to a back button
|
|
|
- * being pressed.
|
|
|
+/**
|
|
|
+ * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
|
|
|
*
|
|
|
- * In order to get notified when a back button is pressed, SDL apps should
|
|
|
- * register a callback function with SDL_AddEventWatch(), and have it listen
|
|
|
- * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
|
|
|
- * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
|
|
|
- * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
|
|
|
- * set by such a callback, will be applied to the OS' current
|
|
|
- * back-button-press event.
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
|
|
|
+ * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
|
|
|
*
|
|
|
- * 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
|
|
|
+ * By default letterbox is used
|
|
|
*/
|
|
|
-#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
|
|
|
+#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
|
|
|
- *
|
|
|
- * This hint only applies to Mac OS X.
|
|
|
+ * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
|
|
|
*
|
|
|
- * 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).
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Disable shaders
|
|
|
+ * "1" - Enable shaders
|
|
|
*
|
|
|
- * The default value is "1". Spaces are disabled regardless of this hint if
|
|
|
- * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
|
|
|
- * any windows are created.
|
|
|
+ * By default shaders are used if OpenGL supports them.
|
|
|
*/
|
|
|
-#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
|
|
|
+#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
|
|
|
|
|
|
/**
|
|
|
-* \brief When set don't force the SDL app to become a foreground process
|
|
|
-*
|
|
|
-* This hint only applies to Mac OS X.
|
|
|
-*
|
|
|
-*/
|
|
|
-#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
|
|
|
+ * \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 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.
|
|
|
+ * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Disable vsync
|
|
|
+ * "1" - Enable vsync
|
|
|
*
|
|
|
- * By default this hint is not set and the APK expansion files are not searched.
|
|
|
+ * By default SDL does not sync screen surface updates with vertical refresh.
|
|
|
*/
|
|
|
-#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.
|
|
|
+#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
|
|
|
+
|
|
|
+ /**
|
|
|
+ * \brief A variable to control whether the return key on the soft keyboard
|
|
|
+ * should hide the soft keyboard on Android and iOS.
|
|
|
*
|
|
|
- * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * 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
|
|
|
*
|
|
|
- * By default this hint is not set and the APK expansion files are not searched.
|
|
|
+ * Also known as Z-order. The variable can take a negative or positive value.
|
|
|
+ * The default is 10000.
|
|
|
*/
|
|
|
-#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
|
|
|
+#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
|
|
|
+ * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
|
|
|
*
|
|
|
- * The variable can be set to the following values:
|
|
|
- * "0" - SDL_TEXTEDITING events are sent, and it is the application's
|
|
|
- * responsibility to render the text from these events and
|
|
|
- * differentiate it somehow from committed text. (default)
|
|
|
- * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
|
|
|
- * and text that is being composed will be rendered in its own UI.
|
|
|
+ * 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_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
|
|
|
+#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 variable to control whether we trap the Android back button to handle it manually.
|
|
|
- * This is necessary for the right mouse button to work on some Android devices, or
|
|
|
- * to be able to trap the back button for use in your code reliably. If set to true,
|
|
|
- * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
|
|
|
- * SDL_SCANCODE_AC_BACK.
|
|
|
- *
|
|
|
- * The variable can be set to the following values:
|
|
|
- * "0" - Back button will be handled as usual for system. (default)
|
|
|
- * "1" - Back button will be trapped, allowing you to handle the key press
|
|
|
- * manually. (This will also let right mouse click work on systems
|
|
|
- * where the right mouse button functions as back.)
|
|
|
- *
|
|
|
- * The value of this hint is used at runtime, so it can be changed at any time.
|
|
|
- */
|
|
|
-#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
|
|
|
+* \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 to control whether the event loop will block itself when the app is paused.
|
|
|
+ * \brief A variable that controls the timer resolution, in milliseconds.
|
|
|
*
|
|
|
- * The variable can be set to the following values:
|
|
|
- * "0" - Non blocking.
|
|
|
- * "1" - Blocking. (default)
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * The value should be set before SDL is initialized.
|
|
|
+ * 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_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
|
|
|
+#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable to control whether SDL will pause audio in background
|
|
|
- * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
|
|
|
+ * \brief A variable controlling whether touch events should generate synthetic mouse events
|
|
|
*
|
|
|
- * The variable can be set to the following values:
|
|
|
- * "0" - Non paused.
|
|
|
- * "1" - Paused. (default)
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Touch events will not generate mouse events
|
|
|
+ * "1" - Touch events will generate mouse events
|
|
|
*
|
|
|
- * The value should be set before SDL is initialized.
|
|
|
+ * By default SDL will generate mouse events for touch events
|
|
|
*/
|
|
|
-#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
|
|
|
+#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
|
|
|
|
|
|
- /**
|
|
|
- * \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.
|
|
|
+/**
|
|
|
+ * \brief A variable controlling whether the Android / tvOS remotes
|
|
|
+ * should be listed as joystick devices, instead of sending keyboard events.
|
|
|
*
|
|
|
- * The value of this hint is used at runtime, so it can be changed at any time.
|
|
|
+ * 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_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
|
|
|
+#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
|
|
|
|
|
|
/**
|
|
|
- * \brief override the binding element for keyboard inputs for Emscripten builds
|
|
|
+ * \brief A variable controlling whether the screensaver is enabled.
|
|
|
*
|
|
|
- * This hint only applies to the emscripten platform
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Disable screensaver
|
|
|
+ * "1" - Enable screensaver
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * By default SDL will disable the screensaver.
|
|
|
*/
|
|
|
-#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
|
|
|
+#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
|
|
|
|
|
|
/**
|
|
|
- * \brief Disable giving back control to the browser automatically
|
|
|
- * when running with asyncify
|
|
|
+ * \brief Tell the video driver that we only want a double buffer.
|
|
|
*
|
|
|
- * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
|
|
|
- * such as refreshing the screen or polling events.
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * This hint only applies to the emscripten platform
|
|
|
+ * Since it's driver-specific, it's only supported where possible and
|
|
|
+ * implemented. Currently supported the following drivers:
|
|
|
*
|
|
|
- * 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)
|
|
|
+ * - KMSDRM (kmsdrm)
|
|
|
+ * - Raspberry Pi (raspberrypi)
|
|
|
*/
|
|
|
-#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
|
|
|
+#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
|
|
|
|
|
|
/**
|
|
|
- * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
|
|
|
+ * \brief A variable controlling whether the graphics context is externally managed.
|
|
|
*
|
|
|
- * This hint only applies to Unix-like platforms, and should set before
|
|
|
- * any calls to SDL_Init()
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * The variable can be set to the following values:
|
|
|
- * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
|
|
|
- * catches a signal, convert it into an SDL_QUIT event.
|
|
|
- * "1" - SDL will not install a signal handler at all.
|
|
|
+ * 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_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
|
|
|
+#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
|
|
|
*/
|
|
|
-#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
|
|
|
+#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
|
|
|
|
|
|
/**
|
|
|
- * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
|
|
|
+ * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * This hint only applies to Mac OS X.
|
|
|
*
|
|
|
- * 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 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 "0".
|
|
|
+ * The default value is "1". Spaces are disabled regardless of this hint if
|
|
|
+ * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
|
|
|
+ * any windows are created.
|
|
|
*/
|
|
|
-#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
|
|
|
+#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \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.
|
|
|
*
|
|
|
- * 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"
|
|
|
+#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
|
|
|
|
|
|
/**
|
|
|
- * \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 also affects Condition Variables. When SRW mutexes are used,
|
|
|
- * SDL will use Windows Condition Variables as well. Else, a generic
|
|
|
- * SDL_cond implementation will be used that works with all mutexes.
|
|
|
+* \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 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 X11 should use GLX or EGL by default
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Use GLX
|
|
|
+ * "1" - Use EGL
|
|
|
*
|
|
|
+ * By default SDL will use GLX when both are present.
|
|
|
*/
|
|
|
-#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
|
|
|
+#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
- *
|
|
|
+ * \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_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
|
|
|
+#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
|
|
|
|
|
|
/**
|
|
|
- * \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
|
|
|
+ * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
|
|
|
*
|
|
|
* 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)
|
|
|
+ * "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_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
|
|
|
+#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
|
|
|
|
|
|
/**
|
|
|
- * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
|
|
|
+ * \brief A variable forcing the visual ID chosen for new X11 windows
|
|
|
*
|
|
|
- * 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"
|
|
|
+#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \brief A variable controlling whether the X11 Xinerama extension should be used.
|
|
|
*
|
|
|
- * Since it's driver-specific, it's only supported where possible and
|
|
|
- * implemented. Currently supported the following drivers:
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Disable Xinerama
|
|
|
+ * "1" - Enable Xinerama
|
|
|
*
|
|
|
- * - KMSDRM (kmsdrm)
|
|
|
- * - Raspberry Pi (raspberrypi)
|
|
|
+ * By default SDL will use Xinerama if it is available.
|
|
|
*/
|
|
|
-#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
|
|
|
+#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \brief A variable controlling whether the X11 XRandR extension should be used.
|
|
|
*
|
|
|
- * This hint must be set before initializing the video subsystem.
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ * "0" - Disable XRandR
|
|
|
+ * "1" - Enable XRandR
|
|
|
*
|
|
|
- * 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)
|
|
|
+ * By default SDL will not use XRandR because of window manager issues.
|
|
|
*/
|
|
|
-#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
|
|
|
+#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \brief A variable controlling whether the X11 VidMode extension should be used.
|
|
|
*
|
|
|
* 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.
|
|
|
+ * "0" - Disable XVidMode
|
|
|
+ * "1" - Enable XVidMode
|
|
|
*
|
|
|
+ * By default SDL will use XVidMode if it is available.
|
|
|
*/
|
|
|
-#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
|
|
|
+#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \brief Controls how the fact chunk affects the loading of a WAVE file.
|
|
|
*
|
|
|
- * Note that this is currently only applicable to resampling audio that is
|
|
|
- * being written to a device for playback or audio being read from a device
|
|
|
- * for capture. SDL_AudioCVT always uses the default resampler (although this
|
|
|
- * might change for SDL 2.1).
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * This hint is currently only checked at audio subsystem initialization.
|
|
|
+ * 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:
|
|
|
*
|
|
|
- * "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
|
|
|
+ * "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_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
|
|
|
+#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling the audio category on iOS and Mac OS X
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
+ * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
|
|
|
*
|
|
|
- * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
|
|
|
- * "playback" - Use the AVAudioSessionCategoryPlayback category
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * 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 A variable controlling whether the 2D render API is compatible or efficient.
|
|
|
+ * 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:
|
|
|
*
|
|
|
- * "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.
|
|
|
+ * "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_RENDER_BATCHING "SDL_RENDER_BATCHING"
|
|
|
-
|
|
|
+#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether SDL updates joystick state when getting input events
|
|
|
+ * \brief Controls how a truncated WAVE file is handled.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * "0" - You'll call SDL_JoystickUpdate() manually
|
|
|
- * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This hint can be toggled on and off at runtime.
|
|
|
+ * "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_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
|
|
|
-
|
|
|
+#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
|
|
|
|
|
|
/**
|
|
|
- * \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_SensorUpdate() manually
|
|
|
- * "1" - SDL will automatically call SDL_SensorUpdate() (default)
|
|
|
+ * \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.
|
|
|
*
|
|
|
- * This hint can be toggled on and off at runtime.
|
|
|
+ * 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_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
|
|
|
-
|
|
|
+#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
|
|
|
+ * \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()
|
|
|
*
|
|
|
- * "0" - Don't log any events (default)
|
|
|
- * "1" - Log all events except mouse and finger motion, which are pretty spammy.
|
|
|
- * "2" - Log all 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.
|
|
|
+ * By default SDL will process the windows message loop
|
|
|
*/
|
|
|
-#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
|
|
|
-
|
|
|
-
|
|
|
+#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \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 also affects Condition Variables. When SRW mutexes are used,
|
|
|
+ * SDL will use Windows Condition Variables as well. Else, a generic
|
|
|
+ * SDL_cond implementation will be used that works with all mutexes.
|
|
|
*
|
|
|
* 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.
|
|
|
*
|
|
|
- * "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"
|
|
|
+#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
|
|
|
|
|
|
/**
|
|
|
- * \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.
|
|
|
+ * \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.
|
|
|
*
|
|
|
- * "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"
|
|
|
+#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
|
|
|
|
|
|
/**
|
|
|
- * \brief Controls how the fact chunk affects the loading of a WAVE file.
|
|
|
+ * \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 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.
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * Unfortunately, most application seem to ignore the fact chunk and so SDL
|
|
|
- * ignores it by default as well.
|
|
|
+ * 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)
|
|
|
*
|
|
|
- * "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"
|
|
|
+#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
|
|
|
|
|
|
/**
|
|
|
- * \brief Override for SDL_GetDisplayUsableBounds()
|
|
|
+ * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * 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
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * By default SDL will allow interaction with the window frame when the cursor is hidden
|
|
|
*/
|
|
|
-#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
|
|
|
+#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
|
|
|
|
|
|
-/**
|
|
|
- * \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.
|
|
|
+/** \brief Allows back-button-press events on Windows Phone to be marked as handled
|
|
|
*
|
|
|
- * 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")
|
|
|
+ * 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 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.
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * 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).
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * SDL registers its own back-button-press callback with the Windows Phone
|
|
|
+ * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
|
|
|
+ * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
|
|
|
+ * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
|
|
|
+ * If the hint's value is set to "1", the back button event's Handled
|
|
|
+ * property will get set to 'true'. If the hint's value is set to something
|
|
|
+ * else, or if it is unset, SDL will leave the event's Handled property
|
|
|
+ * alone. (By default, the OS sets this property to 'false', to note.)
|
|
|
*
|
|
|
- * 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).
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * Setting this to "" or leaving it unset will have SDL use a reasonable
|
|
|
- * default: "audio stream" or something similar.
|
|
|
+ * In order to get notified when a back button is pressed, SDL apps should
|
|
|
+ * register a callback function with SDL_AddEventWatch(), and have it listen
|
|
|
+ * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
|
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+ * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
|
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+ * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
|
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+ * set by such a callback, will be applied to the OS' current
|
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+ * back-button-press event.
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*
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- * On targets where this is not supported, this hint does nothing.
|
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+ * More details on back button behavior in Windows Phone apps can be found
|
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+ * at the following page, on Microsoft's developer site:
|
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|
+ * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
|
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|
*/
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-#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
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+#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
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|
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|
-/**
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- * \brief Specify an application role for an audio device.
|
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|
+/** \brief Label text for a WinRT app's privacy policy link
|
|
|
*
|
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|
- * 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
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|
|
- * playback/capture graphs.
|
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|
+ * 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.
|
|
|
*
|
|
|
- * 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...).
|
|
|
+ * 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.
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|
*
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|
|
- * Setting this to "" or leaving it unset will have SDL use a reasonable
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|
|
- * default: "Game" or something similar.
|
|
|
+ * The contents of this hint should be encoded as a UTF8 string.
|
|
|
*
|
|
|
- * On targets where this is not supported, this hint does nothing.
|
|
|
+ * 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_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
|
|
|
+#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
|
|
|
|
|
|
/**
|
|
|
- * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
|
|
|
+ * \brief A URL to a WinRT app's privacy policy
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * 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 Override for SDL_GetPreferredLocales()
|
|
|
+ * 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".
|
|
|
*
|
|
|
- * If set, this will be favored over anything the OS might report for the
|
|
|
- * user's preferred locales. Changing this hint at runtime will not generate
|
|
|
- * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
|
|
|
- * your own event, if you want).
|
|
|
+ * The 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 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"
|
|
|
+ * 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_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
|
|
|
+#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
|
|
|
|
|
|
/**
|
|
|
* \brief Mark X11 windows as override-redirect.
|
|
@@ -1682,6 +1657,25 @@ extern "C" {
|
|
|
*/
|
|
|
#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 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 An enumeration of hint priorities
|
|
|
*/
|