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@@ -92,7 +92,7 @@ extern "C" {
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* By default this hint is not set and the APK expansion files are not searched.
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*/
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#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
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-
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+
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/**
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* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
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*
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@@ -132,13 +132,13 @@ extern "C" {
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* \brief A variable to control whether we trap the Android back button to handle it manually.
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* This is necessary for the right mouse button to work on some Android devices, or
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* to be able to trap the back button for use in your code reliably. If set to true,
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- * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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+ * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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* SDL_SCANCODE_AC_BACK.
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*
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* The variable can be set to the following values:
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* "0" - Back button will be handled as usual for system. (default)
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* "1" - Back button will be trapped, allowing you to handle the key press
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- * manually. (This will also let right mouse click work on systems
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+ * manually. (This will also let right mouse click work on systems
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* where the right mouse button functions as back.)
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*
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* The value of this hint is used at runtime, so it can be changed at any time.
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@@ -147,7 +147,7 @@ extern "C" {
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/**
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* \brief Specify an application name.
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- *
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+ *
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* This hint lets you specify the application name sent to the OS when
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* required. For example, this will often appear in volume control applets for
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* audio streams, and in lists of applications which are inhibiting the
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@@ -377,6 +377,17 @@ extern "C" {
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*/
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#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
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+/**
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+ * \brief A variable that controls whether the on-screen keyboard should be shown when text input is active
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+ *
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+ * The variable can be set to the following values:
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+ * "0" - Do not show the on-screen keyboard
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+ * "1" - Show the on-screen keyboard
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+ *
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+ * The default value is "1". This hint must be set before text input is activated.
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+ */
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+#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
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+
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/**
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* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
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*
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@@ -507,7 +518,7 @@ extern "C" {
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/**
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* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
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- *
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+ *
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* For example, on Nintendo Switch controllers, normally you'd get:
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*
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* (Y)
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@@ -569,9 +580,9 @@ extern "C" {
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*
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* The variable can be set to the following values:
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* "0" - SDL_TEXTEDITING events are sent, and it is the application's
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- * responsibility to render the text from these events and
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+ * responsibility to render the text from these events and
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* differentiate it somehow from committed text. (default)
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- * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
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+ * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
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* and text that is being composed will be rendered in its own UI.
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*/
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#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
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@@ -1495,7 +1506,7 @@ extern "C" {
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* disabled. You should use a string that describes what your program is doing
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* (and, therefore, why the screensaver is disabled). For example, "Playing a
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* game" or "Watching a video".
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- *
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+ *
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* Setting this to "" or leaving it unset will have SDL use a reasonable
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* default: "Playing a game" or something similar.
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*
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@@ -1509,13 +1520,13 @@ extern "C" {
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* On some platforms, like Linux, a realtime priority thread may be subject to restrictions
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* that require special handling by the application. This hint exists to let SDL know that
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* the app is prepared to handle said restrictions.
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- *
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+ *
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* On Linux, SDL will apply the following configuration to any thread that becomes realtime:
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* * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
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* * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
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* * Exceeding this limit will result in the kernel sending SIGKILL to the app,
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* * Refer to the man pages for more information.
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- *
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+ *
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* This variable can be set to the following values:
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* "0" - default platform specific behaviour
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* "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
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@@ -1603,7 +1614,7 @@ extern "C" {
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#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
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/**
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- * \brief A variable controlling whether the screensaver is enabled.
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+ * \brief A variable controlling whether the screensaver is enabled.
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*
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* This variable can be set to the following values:
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* "0" - Disable screensaver
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@@ -1616,7 +1627,7 @@ extern "C" {
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/**
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* \brief Tell the video driver that we only want a double buffer.
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*
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- * By default, most lowlevel 2D APIs will use a triple buffer scheme that
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+ * By default, most lowlevel 2D APIs will use a triple buffer scheme that
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* wastes no CPU time on waiting for vsync after issuing a flip, but
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* introduces a frame of latency. On the other hand, using a double buffer
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* scheme instead is recommended for cases where low latency is an important
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@@ -1747,9 +1758,9 @@ extern "C" {
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/**
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* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
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-*
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+*
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* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
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-* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
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+* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
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* created SDL_Window:
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*
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* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
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@@ -1815,13 +1826,13 @@ extern "C" {
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/**
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* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
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- *
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+ *
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* This variable can be set to the following values:
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* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
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* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
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- *
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+ *
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* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
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- *
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+ *
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*/
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#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
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@@ -1977,7 +1988,7 @@ extern "C" {
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#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
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/**
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- * \brief A variable controlling whether the windows message loop is processed by SDL
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+ * \brief A variable controlling whether the windows message loop is processed by SDL
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*
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* This variable can be set to the following values:
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* "0" - The window message loop is not run
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@@ -2018,7 +2029,7 @@ extern "C" {
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#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
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/**
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- * \brief A variable to specify custom icon resource id from RC file on Windows platform
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+ * \brief A variable to specify custom icon resource id from RC file on Windows platform
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*/
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#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
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#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
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@@ -2057,16 +2068,16 @@ extern "C" {
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*
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* This hint must be set before initializing the video subsystem.
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*
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- * The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
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+ * The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
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* a DPI scale factor.
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- *
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+ *
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* This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
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* and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
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* even on high-DPI displays.
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- *
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+ *
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* For more information, see:
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* https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
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- *
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+ *
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* This variable can be set to the following values:
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* "" - Do not change the DPI awareness (default).
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* "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
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@@ -2084,16 +2095,16 @@ extern "C" {
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/**
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* \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
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- *
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+ *
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* This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
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* This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
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- *
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+ *
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* e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
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* will create a window with an 800x600 client area (in pixels).
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*
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* Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
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* and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
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- *
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+ *
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* This variable can be set to the following values:
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* "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
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* between monitors with different scale factors (unless this is performed by
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@@ -2104,7 +2115,7 @@ extern "C" {
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#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
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/**
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- * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
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+ * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
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*
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* This variable can be set to the following values:
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* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
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@@ -2115,7 +2126,7 @@ extern "C" {
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#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
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/**
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-* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
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+* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
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*
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* This variable can be set to the following values:
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* "0" - The window is activated when the SDL_ShowWindow function is called
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