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Эх сурвалжийг харах

Sorted the hints alphabetically

Sam Lantinga 3 жил өмнө
parent
commit
2147e7bfea
1 өөрчлөгдсөн 1027 нэмэгдсэн , 1033 устгасан
  1. 1027 1033
      include/SDL_hints.h

+ 1027 - 1033
include/SDL_hints.h

@@ -48,333 +48,464 @@ extern "C" {
 #endif
 
 /**
- *  \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.
+ *  \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"       - 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.
+ *    "0"       - The accelerometer is not listed as a joystick
+ *    "1"       - The accelerometer is available as a 3 axis joystick (the default).
  */
-#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
+#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
 
 /**
- *  \brief  A variable specifying which render driver to use.
- *
- *  If the application doesn't pick a specific renderer to use, this variable
- *  specifies the name of the preferred renderer.  If the preferred renderer
- *  can't be initialized, the normal default renderer is used.
+ *  \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
  *
- *  This variable is case insensitive and can be set to the following values:
- *    "direct3d"
- *    "opengl"
- *    "opengles2"
- *    "opengles"
- *    "metal"
- *    "software"
+ * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
+ * and your window is full-screen. This prevents the user from getting stuck in
+ * your application if you've enabled keyboard grab.
  *
- *  The default varies by platform, but it's the first one in the list that
- *  is available on the current platform.
- */
-#define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
+ * 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  A variable controlling whether the OpenGL render driver uses shaders if they are available.
+ *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
+ *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
  *
  *  This variable can be set to the following values:
- *    "0"       - Disable shaders
- *    "1"       - Enable shaders
- *
- *  By default shaders are used if OpenGL supports them.
+ *    "0"       - don't allow topmost
+ *    "1"       - allow topmost
  */
-#define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
+#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
 
 /**
- *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
+ * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
  *
- *  This variable can be set to the following values:
- *    "0"       - Thread-safety is not enabled (faster)
- *    "1"       - Thread-safety is enabled
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
  *
- *  By default the Direct3D device is created with thread-safety disabled.
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
+ *
+ * By default this hint is not set and the APK expansion files are not searched.
  */
-#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
-
+#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
+ 
 /**
- *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
+ * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
  *
- *  This variable does not have any effect on the Direct3D 9 based renderer.
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable Debug Layer use
- *    "1"       - Enable Debug Layer use
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
  *
- *  By default, SDL does not use Direct3D Debug Layer.
+ * By default this hint is not set and the APK expansion files are not searched.
  */
-#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
+#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
 
 /**
- *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
+ * \brief A variable to control whether the event loop will block itself when the app is paused.
  *
- *  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
+ * The variable can be set to the following values:
+ *   "0"       - Non blocking.
+ *   "1"       - Blocking. (default)
  *
- *  By default letterbox is used
+ * The value should be set before SDL is initialized.
  */
-#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
 
 /**
- *  \brief  A variable controlling the scaling quality
+ * \brief A variable to control whether SDL will pause audio in background
+ *        (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
  *
- *  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"
+ * The variable can be set to the following values:
+ *   "0"       - Non paused.
+ *   "1"       - Paused. (default)
  *
- *  By default nearest pixel sampling is used
+ * The value should be set before SDL is initialized.
  */
-#define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
 
 /**
- *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
+ * \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.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable vsync
- *    "1"       - Enable vsync
+ * 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.)
  *
- *  By default SDL does not sync screen surface updates with vertical refresh.
+ * The value of this hint is used at runtime, so it can be changed at any time.
  */
-#define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
+#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
 
 /**
- *  \brief  A variable controlling whether the screensaver is enabled. 
+ *  \brief  A variable controlling whether controllers used with the Apple TV
+ *  generate UI events.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable screensaver
- *    "1"       - Enable screensaver
+ * 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.
  *
- *  By default SDL will disable the screensaver.
+ * 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_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
+#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
 
 /**
- * \brief A variable controlling whether the graphics context is externally managed.
- *
- * This variable can be set to the following values:
- *  "0"         - SDL will manage graphics contexts that are attached to windows.
- *  "1"         - Disable graphics context management on windows.
+ * \brief  A variable controlling whether the Apple TV remote's joystick axes
+ *         will automatically match the rotation of the remote.
  *
- * 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.
+ *  This variable can be set to the following values:
+ *    "0"       - Remote orientation does not affect joystick axes (the default).
+ *    "1"       - Joystick axes are based on the orientation of the remote.
  */
-#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT    "SDL_VIDEO_EXTERNAL_CONTEXT"
+#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
 
 /**
- *  \brief  A variable controlling whether the X11 VidMode extension should be used.
+ *  \brief  A variable controlling the audio category on iOS and Mac OS X
  *
  *  This variable can be set to the following values:
- *    "0"       - Disable XVidMode
- *    "1"       - Enable XVidMode
  *
- *  By default SDL will use XVidMode if it is available.
+ *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
+ *    "playback"    - Use the AVAudioSessionCategoryPlayback category
+ *
+ *  For more information, see Apple's documentation:
+ *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
  */
-#define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
+#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
 
 /**
- *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
+ *  \brief Specify an application name for an audio device.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable Xinerama
- *    "1"       - Enable Xinerama
+ * 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.
  *
- *  By default SDL will use Xinerama if it is available.
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your program ("My Game 2: The Revenge")
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: probably the application's name or "SDL Application" if SDL
+ * doesn't have any better information.
+ *
+ * On targets where this is not supported, this hint does nothing.
  */
-#define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
+#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
 
 /**
- *  \brief  A variable controlling whether the X11 XRandR extension should be used.
+ *  \brief Specify an application name for an audio device.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable XRandR
- *    "1"       - Enable XRandR
+ * 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.
  *
- *  By default SDL will not use XRandR because of window manager issues.
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your what your program is playing ("audio stream" is
+ * probably sufficient in many cases, but this could be useful for something
+ * like "team chat" if you have a headset playing VoIP audio separately).
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "audio stream" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
  */
-#define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
+#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
 
 /**
- *  \brief  A variable forcing the visual ID chosen for new X11 windows
+ *  \brief Specify an application role for an audio device.
+ *
+ * Some audio backends (such as Pipewire) allow you to describe the role of
+ * your audio stream. Among other things, this description might show up in
+ * a system control panel or software for displaying and manipulating media
+ * playback/capture graphs.
  *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your what your program is playing (Game, Music, Movie,
+ * etc...).
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "Game" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
  */
-#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID      "SDL_VIDEO_X11_WINDOW_VISUALID"
+#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
 
 /**
- *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
+ *  \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.
+ *
+ *  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).
+ *
+ *  This hint is currently only checked at audio subsystem initialization.
  *
  *  This variable can be set to the following values:
- *    "0"       - Disable _NET_WM_PING
- *    "1"       - Enable _NET_WM_PING
  *
- *  By default SDL will use _NET_WM_PING, but for applications that know they
- *  will not always be able to respond to ping requests in a timely manner they can
- *  turn it off to avoid the window manager thinking the app is hung.
- *  The hint is checked in CreateWindow.
+ *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
+ *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
+ *    "2" or "medium"  - Use medium quality resampling, if available
+ *    "3" or "best"    - Use high quality resampling, if available
  */
-#define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
+#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
 
 /**
- * \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.
+ *  (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.
  *
- * On targets where this is not supported, this hint does nothing.
+ *  More details on back button behavior in Windows Phone apps can be found
+ *  at the following page, on Microsoft's developer site:
+ *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
  */
-#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
+#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
 
-/**
- *  \brief Specify an application role for an audio device.
+/** \brief Label text for a WinRT app's privacy policy link
  *
- * Some audio backends (such as Pipewire) allow you to describe the role of
- * your audio stream. Among other things, this description might show up in
- * a system control panel or software for displaying and manipulating media
- * playback/capture graphs.
+ *  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.
  *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * 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
  */