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@@ -48,110 +48,132 @@ extern "C" {
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#endif
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/**
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- * \brief A variable controlling whether the Android / iOS built-in
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- * accelerometer should be listed as a joystick device.
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+ * A variable controlling whether the Android / iOS built-in accelerometer
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+ * should be listed as a joystick device.
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*
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- * This variable can be set to the following values:
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- * "0" - The accelerometer is not listed as a joystick
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- * "1" - The accelerometer is available as a 3 axis joystick (the default).
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+ * This variable can be set to the following values:
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+ *
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+ * - "0": The accelerometer is not listed as a joystick
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+ * - "1": The accelerometer is available as a 3 axis joystick (the default).
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*/
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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- * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
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+ * Specify the behavior of Alt+Tab while the keyboard is grabbed.
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*
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- * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
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- * and your window is full-screen. This prevents the user from getting stuck in
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- * your application if you've enabled keyboard grab.
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+ * By default, SDL emulates Alt+Tab functionality while the keyboard is
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+ * grabbed and your window is full-screen. This prevents the user from getting
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+ * stuck in your application if you've enabled keyboard grab.
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*
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* The variable can be set to the following values:
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- * "0" - SDL will not handle Alt+Tab. Your application is responsible
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- for handling Alt+Tab while the keyboard is grabbed.
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- * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
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-*/
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+ *
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+ * - "0": SDL will not handle Alt+Tab. Your application is responsible for
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+ * handling Alt+Tab while the keyboard is grabbed.
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+ * - "1": SDL will minimize your window when Alt+Tab is pressed (default)
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+ */
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#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
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/**
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- * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
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- * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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+ * If set to "0" then never set the top most bit on a SDL Window, even if the
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+ * video mode expects it.
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+ *
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+ * This is a debugging aid for developers and not expected to be used by end
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+ * users. The default is "1"
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*
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- * This variable can be set to the following values:
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- * "0" - don't allow topmost
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- * "1" - allow topmost
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+ * This variable can be set to the following values:
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+ *
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+ * - "0": don't allow topmost
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+ * - "1": allow topmost
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*/
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#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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/**
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- * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
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+ * Android APK expansion main file version.
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+ *
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+ * Should be a string number like "1", "2" etc.
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*
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- * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
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+ * Must be set together with
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+ * SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
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*
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* If both hints were set then SDL_RWFromFile() will look into expansion files
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- * after a given relative path was not found in the internal storage and assets.
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+ * after a given relative path was not found in the internal storage and
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+ * assets.
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*
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- * By default this hint is not set and the APK expansion files are not searched.
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+ * By default this hint is not set and the APK expansion files are not
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+ * 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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- * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
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+ * Android APK expansion patch file version.
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+ *
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+ * Should be a string number like "1", "2" etc.
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*
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* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
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*
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* If both hints were set then SDL_RWFromFile() will look into expansion files
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- * after a given relative path was not found in the internal storage and assets.
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+ * after a given relative path was not found in the internal storage and
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+ * assets.
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*
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- * By default this hint is not set and the APK expansion files are not searched.
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+ * By default this hint is not set and the APK expansion files are not
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+ * searched.
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*/
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#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
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/**
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- * \brief A variable to control whether the event loop will block itself when the app is paused.
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+ * A variable to control whether the event loop will block itself when the app
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+ * is paused.
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*
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* The variable can be set to the following values:
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- * "0" - Non blocking.
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- * "1" - Blocking. (default)
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+ *
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+ * - "0": Non blocking.
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+ * - "1": Blocking. (default)
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*
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* The value should be set before SDL is initialized.
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*/
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
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/**
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- * \brief A variable to control whether SDL will pause audio in background
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- * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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+ * A variable to control whether SDL will pause audio in background (Requires
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+ * SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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*
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* The variable can be set to the following values:
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- * "0" - Non paused.
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- * "1" - Paused. (default)
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+ *
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+ * - "0": Non paused.
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+ * - "1": Paused. (default)
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*
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* The value should be set before SDL is initialized.
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*/
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
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/**
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- * \brief A variable to control whether we trap the Android back button to handle it manually.
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- * This is necessary for the right mouse button to work on some Android devices, or
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- * to be able to trap the back button for use in your code reliably. If set to true,
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- * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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- * SDL_SCANCODE_AC_BACK.
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+ * A variable to control whether we trap the Android back button to handle it
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+ * manually.
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+ *
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+ * This is necessary for the right mouse button to work on some Android
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+ * devices, or to be able to trap the back button for use in your code
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+ * reliably. If set to true, the back button will show up as an SDL_KEYDOWN /
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+ * SDL_KEYUP pair with a keycode of 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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- * 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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+ * - "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 where the
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+ * 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
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+ * time.
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*/
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#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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/**
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- * \brief Specify an application name.
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+ * Specify an application name.
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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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- * screensaver. You should use a string that describes your program ("My Game
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+ * screensaver. You should use a string that describes your program ("My Game
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* 2: The Revenge")
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*
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* Setting this to "" or leaving it unset will have SDL use a reasonable
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@@ -166,48 +188,51 @@ extern "C" {
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#define SDL_HINT_APP_NAME "SDL_APP_NAME"
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/**
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- * \brief A variable controlling whether controllers used with the Apple TV
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- * generate UI events.
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+ * A variable controlling whether controllers used with the Apple TV generate
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+ * UI events.
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*
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* When UI events are generated by controller input, the app will be
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- * backgrounded when the Apple TV remote's menu button is pressed, and when the
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- * pause or B buttons on gamepads are pressed.
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+ * backgrounded when the Apple TV remote's menu button is pressed, and when
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+ * the pause or B buttons on gamepads are pressed.
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*
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* More information about properly making use of controllers for the Apple TV
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* can be found here:
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* https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
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*
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- * This variable can be set to the following values:
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- * "0" - Controller input does not generate UI events (the default).
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- * "1" - Controller input generates UI events.
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+ * This variable can be set to the following values:
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+ *
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+ * - "0": Controller input does not generate UI events (the default).
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+ * - "1": Controller input generates UI events.
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*/
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#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
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/**
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- * \brief A variable controlling whether the Apple TV remote's joystick axes
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- * will automatically match the rotation of the remote.
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+ * A variable controlling whether the Apple TV remote's joystick axes will
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+ * automatically match the rotation of the remote.
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*
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- * This variable can be set to the following values:
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- * "0" - Remote orientation does not affect joystick axes (the default).
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- * "1" - Joystick axes are based on the orientation of the remote.
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+ * This variable can be set to the following values:
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+ *
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+ * - "0": Remote orientation does not affect joystick axes (the default).
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+ * - "1": Joystick axes are based on the orientation of the remote.
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*/
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#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
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/**
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- * \brief A variable controlling the audio category on iOS and Mac OS X
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+ * A variable controlling the audio category on iOS and Mac OS X
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*
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- * This variable can be set to the following values:
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+ * This variable can be set to the following values:
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*
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- * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
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- * "playback" - Use the AVAudioSessionCategoryPlayback category
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+ * - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be
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+ * muted by the phone mute switch (default)
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+ * - "playback": Use the AVAudioSessionCategoryPlayback category
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*
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- * For more information, see Apple's documentation:
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- * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
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+ * For more information, see Apple's documentation:
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+ * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
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*/
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#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
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/**
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- * \brief Specify an application name for an audio device.
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+ * Specify an application name for an audio device.
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*
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* Some audio backends (such as PulseAudio) allow you to describe your audio
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* stream. Among other things, this description might show up in a system
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@@ -228,7 +253,7 @@ extern "C" {
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#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
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/**
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- * \brief Specify an application name for an audio device.
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+ * Specify an application name for an audio device.
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*
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* Some audio backends (such as PulseAudio) allow you to describe your audio
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* stream. Among other things, this description might show up in a system
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@@ -249,11 +274,11 @@ extern "C" {
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#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
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/**
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- * \brief Specify an application role for an audio device.
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+ * Specify an application role for an audio device.
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*
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* Some audio backends (such as Pipewire) allow you to describe the role of
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- * your audio stream. Among other things, this description might show up in
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- * a system control panel or software for displaying and manipulating media
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+ * your audio stream. Among other things, this description might show up in a
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+ * system control panel or software for displaying and manipulating media
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* playback/capture graphs.
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*
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* This hints lets you transmit that information to the OS. The contents of
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@@ -269,1487 +294,1746 @@ extern "C" {
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#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
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/**
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- * \brief A variable controlling speed/quality tradeoff of audio resampling.
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+ * A variable controlling speed/quality tradeoff of audio resampling.
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*
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- * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
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- * to handle audio resampling. There are different resampling modes available
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- * that produce different levels of quality, using more CPU.
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+ * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
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+ * to handle audio resampling. There are different resampling modes available
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+ * that produce different levels of quality, using more CPU.
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*
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- * If this hint isn't specified to a valid setting, or libsamplerate isn't
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- * available, SDL will use the default, internal resampling algorithm.
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+ * If this hint isn't specified to a valid setting, or libsamplerate isn't
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+ * available, SDL will use the default, internal resampling algorithm.
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*
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- * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
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+ * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is
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+ * available.
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*
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- * This hint is currently only checked at audio subsystem initialization.
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+ * This hint is currently only checked at audio subsystem initialization.
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*
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- * This variable can be set to the following values:
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+ * This variable can be set to the following values:
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*
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- * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
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- * "1" or "fast" - Use fast, slightly higher quality resampling, if available
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- * "2" or "medium" - Use medium quality resampling, if available
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- * "3" or "best" - Use high quality resampling, if available
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+ * - "0" or "default": Use SDL's internal resampling (Default when not set -
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+ * low quality, fast)
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+ * - "1" or "fast": Use fast, slightly higher quality resampling, if available
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+ * - "2" or "medium": Use medium quality resampling, if available
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+ * - "3" or "best": Use high quality resampling, if available
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*/
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#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
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/**
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- * \brief A variable controlling whether SDL updates joystick state when getting input events
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+ * A variable controlling whether SDL updates joystick state when getting
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+ * input events
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*
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- * This variable can be set to the following values:
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+ * This variable can be set to the following values:
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*
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- * "0" - You'll call SDL_JoystickUpdate() manually
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- * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
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+ * - "0": You'll call SDL_JoystickUpdate() manually
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+ * - "1": SDL will automatically call SDL_JoystickUpdate() (default)
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*
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- * This hint can be toggled on and off at runtime.
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+ * This hint can be toggled on and off at runtime.
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*/
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#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
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/**
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- * \brief A variable controlling whether SDL updates sensor state when getting input events
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+ * A variable controlling whether SDL updates sensor state when getting input
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+ * events
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*
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- * This variable can be set to the following values:
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+ * This variable can be set to the following values:
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*
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- * "0" - You'll call SDL_SensorUpdate() manually
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- * "1" - SDL will automatically call SDL_SensorUpdate() (default)
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+ * - "0": You'll call SDL_SensorUpdate() manually
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+ * - "1": SDL will automatically call SDL_SensorUpdate() (default)
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*
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- * This hint can be toggled on and off at runtime.
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+ * This hint can be toggled on and off at runtime.
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*/
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#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
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/**
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- * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
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+ * Prevent SDL from using version 4 of the bitmap header when saving BMPs.
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*
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- * The bitmap header version 4 is required for proper alpha channel support and
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- * SDL will use it when required. Should this not be desired, this hint can
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- * force the use of the 40 byte header version which is supported everywhere.
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+ * The bitmap header version 4 is required for proper alpha channel support
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+ * and SDL will use it when required. Should this not be desired, this hint
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+ * can force the use of the 40 byte header version which is supported
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+ * everywhere.
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|
|
*
|
|
|
* 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.
|
|
|
+ *
|
|
|
+ * - "0": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
|
|
|
+ * BMP file with an alpha mask. SDL will use the bitmap header version 4 and
|
|
|
+ * set the alpha mask accordingly.
|
|
|
+ * - "1": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
|
|
|
+ * BMP file without an alpha mask. The alpha channel data will be in the
|
|
|
+ * file, but applications are going to ignore it.
|
|
|
*
|
|
|
* The default value is "0".
|
|
|
*/
|
|
|
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
|
|
|
|
|
|
/**
|
|
|
- * \brief Override for SDL_GetDisplayUsableBounds()
|
|
|
+ * 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.
|
|
|
+ * 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.
|
|
|
+ * The contents of this hint must be 4 comma-separated integers, the first is
|
|
|
+ * the bounds x, then y, width and height, in that order.
|
|
|
*/
|
|
|
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
|
|
|
|
|
|
/**
|
|
|
- * \brief Disable giving back control to the browser automatically
|
|
|
- * when running with asyncify
|
|
|
+ * Disable giving back control to the browser automatically when running with
|
|
|
+ * asyncify
|
|
|
*
|
|
|
- * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
|
|
|
- * such as refreshing the screen or polling events.
|
|
|
+ * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations such as
|
|
|
+ * refreshing the screen or polling events.
|
|
|
*
|
|
|
* This hint only applies to the emscripten platform
|
|
|
*
|
|
|
* The variable can be set to the following values:
|
|
|
- * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
|
|
|
- * "1" - Enable emscripten_sleep calls (the default)
|
|
|
+ *
|
|
|
+ * - "0": Disable emscripten_sleep calls (if you give back browser control
|
|
|
+ * manually or use asyncify for other purposes)
|
|
|
+ * - "1": Enable emscripten_sleep calls (the default)
|
|
|
*/
|
|
|
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
|
|
|
|
|
|
/**
|
|
|
- * \brief override the binding element for keyboard inputs for Emscripten builds
|
|
|
+ * override the binding element for keyboard inputs for Emscripten builds
|
|
|
*
|
|
|
- * This hint only applies to the emscripten platform
|
|
|
+ * This hint only applies to the emscripten platform.
|
|
|
+ *
|
|
|
+ * The variable can be one of:
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * - "#window": the javascript window object (this is the default)
|
|
|
+ * - "#document": the javascript document object
|
|
|
+ * - "#screen": the javascript window.screen object
|
|
|
+ * - "#canvas": the WebGL canvas element
|
|
|
+ *
|
|
|
+ * Any other string without a leading # sign applies to the element on the
|
|
|
+ * page with that ID.
|
|
|
*/
|
|
|
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that controls whether the on-screen keyboard should be shown when text input is active
|
|
|
+ * A variable that controls whether the on-screen keyboard should be shown
|
|
|
+ * when text input is active
|
|
|
+ *
|
|
|
+ * The variable can be set to the following values:
|
|
|
*
|
|
|
- * The variable can be set to the following values:
|
|
|
- * "0" - Do not show the on-screen keyboard
|
|
|
- * "1" - Show the on-screen keyboard
|
|
|
+ * - "0": Do not show the on-screen keyboard
|
|
|
+ * - "1": Show the on-screen keyboard
|
|
|
*
|
|
|
- * The default value is "1". This hint must be set before text input is activated.
|
|
|
+ * The default value is "1". This hint must be set before text input is
|
|
|
+ * activated.
|
|
|
*/
|
|
|
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
|
|
|
+ * 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:
|
|
|
*
|
|
|
- * The variable can be set to the following values:
|
|
|
- * "0" - Do not scan for Steam Controllers
|
|
|
- * "1" - Scan for Steam Controllers (the default)
|
|
|
+ * - "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.
|
|
|
+ * The default value is "1". This hint must be set before initializing the
|
|
|
+ * joystick subsystem.
|
|
|
*/
|
|
|
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
|
|
|
+ * A variable controlling verbosity of the logging of SDL events pushed onto
|
|
|
+ * the internal queue.
|
|
|
*
|
|
|
- * This variable can be set to the following values, from least to most verbose:
|
|
|
+ * This variable can be set to the following values, from least to most
|
|
|
+ * verbose:
|
|
|
*
|
|
|
- * "0" - Don't log any events (default)
|
|
|
- * "1" - Log most events (other than the really spammy ones).
|
|
|
- * "2" - Include mouse and finger motion events.
|
|
|
- * "3" - Include SDL_SysWMEvent events.
|
|
|
+ * - "0": Don't log any events (default)
|
|
|
+ * - "1": Log most events (other than the really spammy ones).
|
|
|
+ * - "2": Include mouse and finger motion events.
|
|
|
+ * - "3": Include SDL_SysWMEvent events.
|
|
|
*
|
|
|
- * This is generally meant to be used to debug SDL itself, but can be useful
|
|
|
- * for application developers that need better visibility into what is going
|
|
|
- * on in the event queue. Logged events are sent through SDL_Log(), which
|
|
|
- * means by default they appear on stdout on most platforms or maybe
|
|
|
- * OutputDebugString() on Windows, and can be funneled by the app with
|
|
|
- * SDL_LogSetOutputFunction(), etc.
|
|
|
+ * This 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.
|
|
|
+ * This hint can be toggled on and off at runtime, if you only need to log
|
|
|
+ * events for a small subset of program execution.
|
|
|
*/
|
|
|
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether raising the window should be done more forcefully
|
|
|
+ * A variable controlling whether raising the window should be done more
|
|
|
+ * forcefully
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - No forcing (the default)
|
|
|
- * "1" - Extra level of forcing
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": No forcing (the default)
|
|
|
+ * - "1": Extra level of forcing
|
|
|
*
|
|
|
- * At present, this is only an issue under MS Windows, which makes it nearly impossible to
|
|
|
- * programmatically move a window to the foreground, for "security" reasons. See
|
|
|
- * http://stackoverflow.com/a/34414846 for a discussion.
|
|
|
+ * At present, this is only an issue under MS Windows, which makes it nearly
|
|
|
+ * impossible to programmatically move a window to the foreground, for
|
|
|
+ * "security" reasons. See http://stackoverflow.com/a/34414846 for a
|
|
|
+ * discussion.
|
|
|
*/
|
|
|
#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
|
|
|
+ * 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.
|
|
|
+ * 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.)
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default SDL tries to make a best guess for each platform whether
|
|
|
- * to use acceleration or not.
|
|
|
+ * - "0": Disable 3D acceleration
|
|
|
+ * - "1": Enable 3D acceleration, using the default renderer.
|
|
|
+ * - "X": Enable 3D acceleration, using X where X is one of the valid
|
|
|
+ * rendering drivers. (e.g. "direct3d", "opengl", etc.)
|
|
|
+ *
|
|
|
+ * By default SDL tries to make a best guess for each platform whether to use
|
|
|
+ * acceleration or not.
|
|
|
*/
|
|
|
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that lets you manually hint extra gamecontroller db entries.
|
|
|
+ * 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
|
|
|
+ * 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()
|
|
|
+ * 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.
|
|
|
+ * 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
|
|
|
+ * 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()
|
|
|
+ * 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 that overrides the automatic controller type detection
|
|
|
+ * A variable that overrides the automatic controller type detection
|
|
|
*
|
|
|
- * The variable should be comma separated entries, in the form: VID/PID=type
|
|
|
+ * 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 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
|
|
|
+ * 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)
|
|
|
+ * 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 containing a list of devices to skip when scanning for game controllers.
|
|
|
+ * 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.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * 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.
|
|
|
+ * 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.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * 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.
|
|
|
+ * 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:
|
|
|
+ * For example, on Nintendo Switch controllers, normally you'd get:
|
|
|
*
|
|
|
+ * ```
|
|
|
* (Y)
|
|
|
* (X) (B)
|
|
|
* (A)
|
|
|
+ * ```
|
|
|
*
|
|
|
- * but if this hint is set, you'll get:
|
|
|
+ * but if this hint is set, you'll get:
|
|
|
*
|
|
|
+ * ```
|
|
|
* (X)
|
|
|
* (Y) (A)
|
|
|
* (B)
|
|
|
+ * ```
|
|
|
+ *
|
|
|
+ * The variable can be set to the following values:
|
|
|
*
|
|
|
- * 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
|
|
|
+ * - "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.
|
|
|
+ * The default value is "1". This hint may be set at any time.
|
|
|
*/
|
|
|
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether grabbing input grabs the keyboard
|
|
|
+ * A variable controlling whether grabbing input grabs the keyboard
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Grab will affect only the mouse
|
|
|
- * "1" - Grab will affect mouse and keyboard
|
|
|
+ * - "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.
|
|
|
+ * By default SDL will not grab the keyboard so system shortcuts still work.
|
|
|
*/
|
|
|
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
|
|
|
+ * A variable containing a list of devices to ignore in SDL_hid_enumerate()
|
|
|
*
|
|
|
- * For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
|
|
|
- * have the string "0x2563/0x0523,0x28de/0x0000"
|
|
|
+ * For example, to ignore the Shanwan DS3 controller and any Valve controller,
|
|
|
+ * you might have the string "0x2563/0x0523,0x28de/0x0000"
|
|
|
*/
|
|
|
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the idle timer is disabled on iOS.
|
|
|
+ * A variable controlling whether the idle timer is disabled on iOS.
|
|
|
*
|
|
|
- * When an iOS app does not receive touches for some time, the screen is
|
|
|
- * dimmed automatically. For games where the accelerometer is the only input
|
|
|
- * this is problematic. This functionality can be disabled by setting this
|
|
|
- * hint.
|
|
|
+ * When an iOS app does not receive touches for some time, the screen is
|
|
|
+ * dimmed automatically. For games where the accelerometer is the only input
|
|
|
+ * this is problematic. This functionality can be disabled by setting this
|
|
|
+ * hint.
|
|
|
*
|
|
|
- * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
|
|
|
- * accomplish the same thing on iOS. They should be preferred over this hint.
|
|
|
+ * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
|
|
|
+ * accomplish the same thing on iOS. They should be preferred over this hint.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Enable idle timer
|
|
|
- * "1" - Disable idle timer
|
|
|
+ * - "0": Enable idle timer
|
|
|
+ * - "1": Disable idle timer
|
|
|
*/
|
|
|
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
|
|
|
+ * A variable to control whether certain IMEs should handle text editing
|
|
|
+ * internally instead of sending SDL_TEXTEDITING events.
|
|
|
*
|
|
|
* The variable can be set to the following values:
|
|
|
- * "0" - SDL_TEXTEDITING events are sent, and it is the application's
|
|
|
- * responsibility to render the text from these events and
|
|
|
- * differentiate it somehow from committed text. (default)
|
|
|
- * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
|
|
|
- * and text that is being composed will be rendered in its own UI.
|
|
|
+ *
|
|
|
+ * - "0": SDL_TEXTEDITING events are sent, and it is the application's
|
|
|
+ * responsibility to render the text from these events and differentiate it
|
|
|
+ * somehow from committed text. (default)
|
|
|
+ * - "1": If supported by the IME then SDL_TEXTEDITING events are not sent,
|
|
|
+ * and text that is being composed will be rendered in its own UI.
|
|
|
*/
|
|
|
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
|
|
|
+ * A variable to control whether certain IMEs should show native UI components
|
|
|
+ * (such as the Candidate List) instead of suppressing them.
|
|
|
*
|
|
|
* The variable can be set to the following values:
|
|
|
- * "0" - Native UI components are not display. (default)
|
|
|
- * "1" - Native UI components are displayed.
|
|
|
+ *
|
|
|
+ * - "0": Native UI components are not display. (default)
|
|
|
+ * - "1": Native UI components are displayed.
|
|
|
*/
|
|
|
#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable to control if extended IME text support is enabled.
|
|
|
- * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
|
|
|
- * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
|
|
|
+ * A variable to control if extended IME text support is enabled.
|
|
|
+ *
|
|
|
+ * If enabled then SDL_TextEditingExtEvent will be issued if the text would be
|
|
|
+ * truncated otherwise. Additionally SDL_TextInputEvent will be dispatched
|
|
|
+ * multiple times so that it is not truncated.
|
|
|
*
|
|
|
* The variable can be set to the following values:
|
|
|
- * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
|
|
|
- * "1" - Modern behavior.
|
|
|
+ *
|
|
|
+ * - "0": Legacy behavior. Text can be truncated, no heap allocations.
|
|
|
+ * (default)
|
|
|
+ * - "1": Modern behavior.
|
|
|
*/
|
|
|
#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the home indicator bar on iPhone X
|
|
|
- * should be hidden.
|
|
|
+ * A variable controlling whether the home indicator bar on iPhone X should be
|
|
|
+ * hidden.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - The indicator bar is not hidden (default for windowed applications)
|
|
|
- * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
|
|
|
- * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
|
|
|
+ * - "0": The indicator bar is not hidden (default for windowed applications)
|
|
|
+ * - "1": The indicator bar is hidden and is shown when the screen is touched
|
|
|
+ * (useful for movie playback applications)
|
|
|
+ * - "2": The indicator bar is dim and the first swipe makes it visible and
|
|
|
+ * the second swipe performs the "home" action (default for fullscreen
|
|
|
+ * applications)
|
|
|
*/
|
|
|
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
|
|
|
+ * A variable that lets you enable joystick (and gamecontroller) events even
|
|
|
+ * when your app is in the background.
|
|
|
*
|
|
|
- * The variable can be set to the following values:
|
|
|
- * "0" - Disable joystick & gamecontroller input events when the
|
|
|
- * application is in the background.
|
|
|
- * "1" - Enable joystick & gamecontroller input events when the
|
|
|
- * application is in the background.
|
|
|
+ * The variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Disable joystick & gamecontroller input events when the application
|
|
|
+ * is in the background.
|
|
|
+ * - "1": Enable joystick & gamecontroller input events when the application
|
|
|
+ * is in the background.
|
|
|
*
|
|
|
- * The default value is "0". This hint may be set at any time.
|
|
|
+ * The default value is "0". This hint may be set at any time.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of arcade stick style controllers.
|
|
|
+ * A variable containing a list of arcade stick style controllers.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices that are not arcade stick style controllers. This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in device list.
|
|
|
+ * A variable containing a list of devices that are not arcade stick style
|
|
|
+ * controllers.
|
|
|
+ *
|
|
|
+ * This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in
|
|
|
+ * device list.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices that should not be considerd joysticks.
|
|
|
+ * A variable containing a list of devices that should not be considerd
|
|
|
+ * joysticks.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices that should be considered joysticks. This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in device list.
|
|
|
+ * A variable containing a list of devices that should be considered
|
|
|
+ * joysticks.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in
|
|
|
+ * device list.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ *
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of flightstick style controllers.
|
|
|
+ * A variable containing a list of flightstick style controllers.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices that are not flightstick style controllers. This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in device list.
|
|
|
+ * A variable containing a list of devices that are not flightstick style
|
|
|
+ * controllers.
|
|
|
+ *
|
|
|
+ * This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in
|
|
|
+ * device list.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices known to have a GameCube form factor.
|
|
|
+ * A variable containing a list of devices known to have a GameCube form
|
|
|
+ * factor.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices known not to have a GameCube form factor. This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in device list.
|
|
|
+ * A variable containing a list of devices known not to have a GameCube form
|
|
|
+ * factor.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in
|
|
|
+ * device list.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ *
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI joystick drivers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI joystick drivers should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI drivers are not used
|
|
|
- * "1" - HIDAPI drivers are used (the default)
|
|
|
+ * - "0": HIDAPI drivers are not used
|
|
|
+ * - "1": HIDAPI drivers are used (the default)
|
|
|
*
|
|
|
- * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
|
|
|
+ * This variable is the default for all drivers, but can be overridden by the
|
|
|
+ * hints for specific drivers below.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for Nintendo GameCube
|
|
|
+ * controllers should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
|
|
|
- * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
|
|
|
- * this is useful for applications that need full compatibility for things like ADSR envelopes.
|
|
|
- * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
|
|
|
- * Rumble is both at any arbitrary value,
|
|
|
- * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
|
|
|
+ * A variable controlling whether "low_frequency_rumble" and
|
|
|
+ * "high_frequency_rumble" is used to implement the GameCube controller's 3
|
|
|
+ * rumble modes, Stop(0), Rumble(1), and StopHard(2) this is useful for
|
|
|
+ * applications that need full compatibility for things like ADSR envelopes.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Normal rumble behavior is behavior is used (default)
|
|
|
- * "1" - Proper GameCube controller rumble behavior is used
|
|
|
+ * Stop is implemented by setting "low_frequency_rumble" to "0" and
|
|
|
+ * "high_frequency_rumble" ">0" Rumble is both at any arbitrary value,
|
|
|
+ * StopHard is implemented by setting both "low_frequency_rumble" and
|
|
|
+ * "high_frequency_rumble" to "0"
|
|
|
*
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Normal rumble behavior is behavior is used (default)
|
|
|
+ * - "1": Proper GameCube controller rumble behavior is used
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
- *
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
- */
|
|
|
+ * A variable controlling whether the HIDAPI driver for Nintendo Switch
|
|
|
+ * Joy-Cons should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
+ *
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
|
|
|
- * "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
|
|
|
- */
|
|
|
+ * A variable controlling whether Nintendo Switch Joy-Con controllers will be
|
|
|
+ * combined into a single Pro-like controller when using the HIDAPI driver
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Left and right Joy-Con controllers will not be combined and each
|
|
|
+ * will be a mini-gamepad
|
|
|
+ * - "1": Left and right Joy-Con controllers will be combined into a single
|
|
|
+ * controller (the default)
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
|
|
|
- * "1" - Left and right Joy-Con controllers will be in vertical mode
|
|
|
- *
|
|
|
- * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
|
- */
|
|
|
+ * A variable controlling whether Nintendo Switch Joy-Con controllers will be
|
|
|
+ * in vertical mode when using the HIDAPI driver
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Left and right Joy-Con controllers will not be in vertical mode (the
|
|
|
+ * default)
|
|
|
+ * - "1": Left and right Joy-Con controllers will be in vertical mode
|
|
|
+ *
|
|
|
+ * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
|
|
|
|
|
|
/**
|
|
|
- * \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
|
|
|
- */
|
|
|
+ * A variable controlling whether the HIDAPI driver for Amazon Luna
|
|
|
+ * controllers connected via Bluetooth should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
+ *
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
- *
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
- */
|
|
|
+ * A variable controlling whether the HIDAPI driver for Nintendo Online
|
|
|
+ * classic controllers should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
+ *
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
- *
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
- */
|
|
|
+ * A variable controlling whether the HIDAPI driver for NVIDIA SHIELD
|
|
|
+ * controllers should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
+ *
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for PS3 controllers should
|
|
|
+ * be used.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on
|
|
|
+ * other platforms.
|
|
|
*
|
|
|
- * It is not possible to use this driver on Windows, due to limitations in the default drivers
|
|
|
- * installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
|
|
|
+ * It is not possible to use this driver on Windows, due to limitations in the
|
|
|
+ * default drivers installed. See https://github.com/ViGEm/DsHidMini for an
|
|
|
+ * alternative driver on Windows.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for PS4 controllers should
|
|
|
+ * be used.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
+ *
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
|
|
|
+ * A variable controlling whether extended input reports should be used for
|
|
|
+ * PS4 controllers when using the HIDAPI driver.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - extended reports are not enabled (the default)
|
|
|
- * "1" - extended reports
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * Extended input reports allow rumble on Bluetooth PS4 controllers, but
|
|
|
- * break DirectInput handling for applications that don't use SDL.
|
|
|
+ * - "0": extended reports are not enabled (the default)
|
|
|
+ * - "1": extended reports
|
|
|
*
|
|
|
- * Once extended reports are enabled, they can not be disabled without
|
|
|
- * power cycling the controller.
|
|
|
+ * Extended input reports allow rumble on Bluetooth PS4 controllers, but break
|
|
|
+ * DirectInput handling for applications that don't use SDL.
|
|
|
*
|
|
|
- * For compatibility with applications written for versions of SDL prior
|
|
|
- * to the introduction of PS5 controller support, this value will also
|
|
|
- * control the state of extended reports on PS5 controllers when the
|
|
|
- * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
|
|
|
+ * Once extended reports are enabled, they can not be disabled without power
|
|
|
+ * cycling the controller.
|
|
|
+ *
|
|
|
+ * For compatibility with applications written for versions of SDL prior to
|
|
|
+ * the introduction of PS5 controller support, this value will also control
|
|
|
+ * the state of extended reports on PS5 controllers when the
|
|
|
+ * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for PS5 controllers should
|
|
|
+ * be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
|
|
|
+ * 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:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - player LEDs are not enabled
|
|
|
- * "1" - player LEDs are enabled (the default)
|
|
|
+ * - "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.
|
|
|
+ * A variable controlling whether extended input reports should be used for
|
|
|
+ * PS5 controllers when using the HIDAPI driver.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - extended reports are not enabled (the default)
|
|
|
- * "1" - extended reports
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": extended reports are not enabled (the default)
|
|
|
+ * - "1": extended reports
|
|
|
*
|
|
|
- * Extended input reports allow rumble on Bluetooth PS5 controllers, but
|
|
|
- * break DirectInput handling for applications that don't use SDL.
|
|
|
+ * Extended input reports allow rumble on Bluetooth PS5 controllers, but break
|
|
|
+ * DirectInput handling for applications that don't use SDL.
|
|
|
*
|
|
|
- * Once extended reports are enabled, they can not be disabled without
|
|
|
- * power cycling the controller.
|
|
|
+ * Once extended reports are enabled, they can not be disabled without power
|
|
|
+ * cycling the controller.
|
|
|
*
|
|
|
- * For compatibility with applications written for versions of SDL prior
|
|
|
- * to the introduction of PS5 controller support, this value defaults to
|
|
|
- * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
|
|
|
+ * For compatibility with applications written for versions of SDL prior to
|
|
|
+ * the introduction of PS5 controller support, this value defaults to the
|
|
|
+ * value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for Google Stadia
|
|
|
+ * controllers should be used.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
+ *
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for Bluetooth Steam
|
|
|
+ * Controllers should be used.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
|
|
|
- * and may prompt the user for permission on iOS and Android.
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * The default is "0"
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used for Steam Controllers, which requires
|
|
|
+ * Bluetooth access and may prompt the user for permission on iOS and
|
|
|
+ * Android.
|
|
|
+ *
|
|
|
+ * The default is "0"
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for the Steam Deck builtin
|
|
|
+ * controller should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for Nintendo Switch
|
|
|
+ * controllers should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
|
|
|
+ * A variable controlling whether the Home button LED should be turned on when
|
|
|
+ * a Nintendo Switch Pro controller is opened
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - home button LED is turned off
|
|
|
- * "1" - home button LED is turned on
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": home button LED is turned off
|
|
|
+ * - "1": home button LED is turned on
|
|
|
*
|
|
|
- * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
|
|
|
+ * By default the Home button LED state is not changed. This hint can also be
|
|
|
+ * set to a floating point value between 0.0 and 1.0 which controls the
|
|
|
+ * brightness of the Home button LED.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
|
|
|
+ * A variable controlling whether the Home button LED should be turned on when
|
|
|
+ * a Nintendo Switch Joy-Con controller is opened
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - home button LED is turned off
|
|
|
- * "1" - home button LED is turned on
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
|
|
|
+ * - "0": home button LED is turned off
|
|
|
+ * - "1": home button LED is turned on
|
|
|
+ *
|
|
|
+ * By default the Home button LED state is not changed. This hint can also be
|
|
|
+ * set to a floating point value between 0.0 and 1.0 which controls the
|
|
|
+ * brightness of the Home button LED.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
|
|
|
+ * A variable controlling whether the player LEDs should be lit to indicate
|
|
|
+ * which player is associated with a Nintendo Switch controller.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - player LEDs are not enabled
|
|
|
- * "1" - player LEDs are enabled (the default)
|
|
|
+ * - "0": player LEDs are not enabled
|
|
|
+ * - "1": player LEDs are enabled (the default)
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U
|
|
|
+ * controllers should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
*
|
|
|
- * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
|
|
|
+ * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE
|
|
|
+ * for now.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
|
|
|
+ * A variable controlling whether the player LEDs should be lit to indicate
|
|
|
+ * which player is associated with a Wii controller.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - player LEDs are not enabled
|
|
|
- * "1" - player LEDs are enabled (the default)
|
|
|
+ * - "0": player LEDs are not enabled
|
|
|
+ * - "1": player LEDs are enabled (the default)
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for XBox controllers
|
|
|
+ * should be used.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
*
|
|
|
- * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
|
+ * The default is "0" on Windows, otherwise the value of
|
|
|
+ * SDL_HINT_JOYSTICK_HIDAPI
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for XBox 360 controllers
|
|
|
+ * should be used.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
+ *
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
|
|
|
+ * A variable controlling whether the player LEDs should be lit to indicate
|
|
|
+ * which player is associated with an Xbox 360 controller.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - player LEDs are not enabled
|
|
|
- * "1" - player LEDs are enabled (the default)
|
|
|
+ * - "0": player LEDs are not enabled
|
|
|
+ * - "1": player LEDs are enabled (the default)
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for XBox 360 wireless
|
|
|
+ * controllers should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
|
|
|
+ * A variable controlling whether the HIDAPI driver for XBox One controllers
|
|
|
+ * should be used.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - HIDAPI driver is not used
|
|
|
- * "1" - HIDAPI driver is used
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": HIDAPI driver is not used
|
|
|
+ * - "1": HIDAPI driver is used
|
|
|
*
|
|
|
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
|
|
|
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
|
|
|
+ * A variable controlling whether the Home button LED should be turned on when
|
|
|
+ * an Xbox One controller is opened
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - home button LED is turned off
|
|
|
- * "1" - home button LED is turned on
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
|
|
|
+ * - "0": home button LED is turned off
|
|
|
+ * - "1": home button LED is turned on
|
|
|
+ *
|
|
|
+ * By default the Home button LED state is not changed. This hint can also be
|
|
|
+ * set to a floating point value between 0.0 and 1.0 which controls the
|
|
|
+ * brightness of the Home button LED. The default brightness is 0.4.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
|
|
|
|
|
|
/**
|
|
|
- * A variable controlling whether IOKit should be used for controller handling.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - IOKit is not used
|
|
|
- * "1" - IOKit is used (the default)
|
|
|
- */
|
|
|
+ * A variable controlling whether IOKit should be used for controller
|
|
|
+ * handling.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": IOKit is not used
|
|
|
+ * - "1": IOKit is used (the default)
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT"
|
|
|
|
|
|
/**
|
|
|
- * A variable controlling whether GCController should be used for controller handling.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - GCController is not used
|
|
|
- * "1" - GCController is used (the default)
|
|
|
- */
|
|
|
+ * A variable controlling whether GCController should be used for controller
|
|
|
+ * handling.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": GCController is not used
|
|
|
+ * - "1": GCController is used (the default)
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI"
|
|
|
|
|
|
/**
|
|
|
- * \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)
|
|
|
- */
|
|
|
+ * A variable controlling whether the RAWINPUT joystick drivers should be used
|
|
|
+ * for better handling XInput-capable devices.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": RAWINPUT drivers are not used
|
|
|
+ * - "1": RAWINPUT drivers are used (the default)
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - RAWINPUT driver will only use data from raw input APIs
|
|
|
- * "1" - RAWINPUT driver will also pull data from XInput, providing
|
|
|
- * better trigger axes, guide button presses, and rumble support
|
|
|
- * for Xbox controllers
|
|
|
- *
|
|
|
- * The default is "1". This hint applies to any joysticks opened after setting the hint.
|
|
|
- */
|
|
|
+ * A variable controlling whether the RAWINPUT driver should pull correlated
|
|
|
+ * data from XInput.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": RAWINPUT driver will only use data from raw input APIs
|
|
|
+ * - "1": RAWINPUT driver will also pull data from XInput, providing better
|
|
|
+ * trigger axes, guide button presses, and rumble support for Xbox
|
|
|
+ * controllers
|
|
|
+ *
|
|
|
+ * The default is "1". This hint applies to any joysticks opened after setting
|
|
|
+ * the hint.
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - ROG Chakram mice do not show up as joysticks (the default)
|
|
|
- * "1" - ROG Chakram mice show up as joysticks
|
|
|
- */
|
|
|
+ * A variable controlling whether the ROG Chakram mice should show up as
|
|
|
+ * joysticks
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": ROG Chakram mice do not show up as joysticks (the default)
|
|
|
+ * - "1": ROG Chakram mice show up as joysticks
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether a separate thread should be used
|
|
|
- * for handling joystick detection and raw input messages on Windows
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - A separate thread is not used (the default)
|
|
|
- * "1" - A separate thread is used for handling raw input messages
|
|
|
- *
|
|
|
- */
|
|
|
+ * A variable controlling whether a separate thread should be used for
|
|
|
+ * handling joystick detection and raw input messages on Windows
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": A separate thread is not used (the default)
|
|
|
+ * - "1": A separate thread is used for handling raw input messages
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of throttle style controllers.
|
|
|
+ * A variable containing a list of throttle style controllers.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices that are not throttle style controllers. This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in device list.
|
|
|
+ * A variable containing a list of devices that are not throttle style
|
|
|
+ * controllers.
|
|
|
+ *
|
|
|
+ * This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in
|
|
|
+ * device list.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether Windows.Gaming.Input should be used for controller handling.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - WGI is not used
|
|
|
- * "1" - WGI is used (the default)
|
|
|
- */
|
|
|
+ * A variable controlling whether Windows.Gaming.Input should be used for
|
|
|
+ * controller handling.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": WGI is not used
|
|
|
+ * - "1": WGI is used (the default)
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of wheel style controllers.
|
|
|
+ * A variable containing a list of wheel style controllers.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices that are not wheel style controllers. This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device list.
|
|
|
+ * A variable containing a list of devices that are not wheel style
|
|
|
+ * controllers.
|
|
|
+ *
|
|
|
+ * This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device
|
|
|
+ * list.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices known to have all axes centered at zero.
|
|
|
+ * A variable containing a list of devices known to have all axes centered at
|
|
|
+ * zero.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
|
|
|
|
|
|
/**
|
|
|
- * \brief Determines whether SDL enforces that DRM master is required in order
|
|
|
- * to initialize the KMSDRM video backend.
|
|
|
+ * 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.
|
|
|
+ * 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.
|
|
|
+ * 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)
|
|
|
+ *
|
|
|
+ * - "0": SDL will allow usage of the KMSDRM backend without DRM master
|
|
|
+ * - "1": SDL Will require DRM master to use the KMSDRM backend (default)
|
|
|
*/
|
|
|
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
|
|
|
|
|
|
/**
|
|
|
- * \brief A comma separated list of devices to open as joysticks
|
|
|
- *
|
|
|
- * This variable is currently only used by the Linux joystick driver.
|
|
|
- */
|
|
|
+ * A comma separated list of devices to open as joysticks
|
|
|
+ *
|
|
|
+ * This variable is currently only used by the Linux joystick driver.
|
|
|
+ */
|
|
|
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
|
|
|
- * "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
|
|
|
- */
|
|
|
+ * A variable controlling whether joysticks on Linux will always treat 'hat'
|
|
|
+ * axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking
|
|
|
+ * whether they may be analog.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Only map hat axis inputs to digital hat outputs if the input axes
|
|
|
+ * appear to actually be digital (the default)
|
|
|
+ * - "1": Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as
|
|
|
+ * digital hats
|
|
|
+ */
|
|
|
#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Return digital hat values based on unfiltered input axis values
|
|
|
- * "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
|
|
|
- */
|
|
|
+ * A variable controlling whether digital hats on Linux will apply deadzones
|
|
|
+ * to their underlying input axes or use unfiltered values.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Return digital hat values based on unfiltered input axis values
|
|
|
+ * - "1": Return digital hat values with deadzones on the input axes taken
|
|
|
+ * into account (the default)
|
|
|
+ */
|
|
|
#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Use /dev/input/event*
|
|
|
- * "1" - Use /dev/input/js*
|
|
|
- *
|
|
|
- * By default the /dev/input/event* interfaces are used
|
|
|
- */
|
|
|
+ * A variable controlling whether to use the classic /dev/input/js* joystick
|
|
|
+ * interface or the newer /dev/input/event* joystick interface on Linux
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Use /dev/input/event*
|
|
|
+ * - "1": Use /dev/input/js*
|
|
|
+ *
|
|
|
+ * By default the /dev/input/event* interfaces are used
|
|
|
+ */
|
|
|
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
|
|
|
- *
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Return unfiltered joystick axis values (the default)
|
|
|
- * "1" - Return axis values with deadzones taken into account
|
|
|
- */
|
|
|
+ * A variable controlling whether joysticks on Linux adhere to their
|
|
|
+ * HID-defined deadzones or return unfiltered values.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Return unfiltered joystick axis values (the default)
|
|
|
+ * - "1": Return axis values with deadzones taken into account
|
|
|
+ */
|
|
|
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling the default SDL log levels.
|
|
|
+ * A variable controlling the default SDL log levels.
|
|
|
*
|
|
|
- * This variable is a comma separated set of category=level tokens that define the default logging levels for SDL applications.
|
|
|
+ * This variable is a comma separated set of category=level tokens that define
|
|
|
+ * the default logging levels for SDL applications.
|
|
|
*
|
|
|
- * The category can be a numeric category, one of "app", "error", "assert", "system", "audio", "video", "render", "input", "test", or `*` for any unspecified category.
|
|
|
+ * The category can be a numeric category, one of "app", "error", "assert",
|
|
|
+ * "system", "audio", "video", "render", "input", "test", or `*` for any
|
|
|
+ * unspecified category.
|
|
|
*
|
|
|
- * The level can be a numeric level, one of "verbose", "debug", "info", "warn", "error", "critical", or "quiet" to disable that category.
|
|
|
+ * The level can be a numeric level, one of "verbose", "debug", "info",
|
|
|
+ * "warn", "error", "critical", or "quiet" to disable that category.
|
|
|
*
|
|
|
- * You can omit the category if you want to set the logging level for all categories.
|
|
|
+ * You can omit the category if you want to set the logging level for all
|
|
|
+ * categories.
|
|
|
*
|
|
|
- * If this hint isn't set, the default log levels are equivalent to:
|
|
|
- * "app=info,assert=warn,test=verbose,*=error"
|
|
|
+ * If this hint isn't set, the default log levels are equivalent to:
|
|
|
+ * "app=info,assert=warn,test=verbose,*=error"
|
|
|
*/
|
|
|
#define SDL_HINT_LOGGING "SDL_LOGGING"
|
|
|
|
|
|
/**
|
|
|
-* \brief When set don't force the SDL app to become a foreground process
|
|
|
-*
|
|
|
-* This hint only applies to Mac OS X.
|
|
|
-*
|
|
|
-*/
|
|
|
+ * 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
|
|
|
+ * 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.
|
|
|
+ * If present, holding ctrl while left clicking will generate a right click
|
|
|
+ * event when on Mac.
|
|
|
*/
|
|
|
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
|
|
|
+ * A variable controlling whether dispatching OpenGL context updates should
|
|
|
+ * block the dispatching thread until the main thread finishes processing
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
|
|
|
- * "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
|
|
|
- * hangs because it's waiting for that background thread, but that background thread is also hanging because it's
|
|
|
- * waiting for the main thread to do an update, this might fix your issue.
|
|
|
+ * - "0": Dispatching OpenGL context updates will block the dispatching thread
|
|
|
+ * until the main thread finishes processing (default).
|
|
|
+ * - "1": Dispatching OpenGL context updates will allow the dispatching thread
|
|
|
+ * to continue execution.
|
|
|
*
|
|
|
- * This hint only applies to macOS.
|
|
|
+ * Generally you want the default, but if you have OpenGL code in a background
|
|
|
+ * thread on a Mac, and the main thread hangs because it's waiting for that
|
|
|
+ * background thread, but that background thread is also hanging because it's
|
|
|
+ * waiting for the main thread to do an update, this might fix your issue.
|
|
|
*
|
|
|
- * This hint is available since SDL 2.24.0.
|
|
|
+ * This hint only applies to macOS.
|
|
|
*
|
|
|
+ * This hint is available since SDL 2.24.0.
|
|
|
*/
|
|
|
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable setting the double click radius, in pixels.
|
|
|
+ * 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.
|
|
|
+ * 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
|
|
|
+ * Allow mouse click events when clicking to focus an SDL window
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Ignore mouse clicks that activate a window
|
|
|
- * "1" - Generate events for mouse clicks that activate a window
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Ignore mouse clicks that activate a window
|
|
|
+ * - "1": Generate events for mouse clicks that activate a window
|
|
|
*
|
|
|
- * By default SDL will ignore mouse clicks that activate a window
|
|
|
+ * By default SDL will ignore mouse clicks that activate a window
|
|
|
*/
|
|
|
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
|
|
|
+ * A variable setting the speed scale for mouse motion, in floating point,
|
|
|
+ * when the mouse is not in relative mode
|
|
|
*/
|
|
|
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
|
|
|
+ * A variable controlling whether relative mouse mode constrains the mouse to
|
|
|
+ * the center of the window
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Relative mouse mode constrains the mouse to the window
|
|
|
- * "1" - Relative mouse mode constrains the mouse to the center of the window
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * Constraining to the center of the window works better for FPS games and when the
|
|
|
- * application is running over RDP. Constraining to the whole window works better
|
|
|
- * for 2D games and increases the chance that the mouse will be in the correct
|
|
|
- * position when using high DPI mice.
|
|
|
+ * - "0": Relative mouse mode constrains the mouse to the window
|
|
|
+ * - "1": Relative mouse mode constrains the mouse to the center of the window
|
|
|
*
|
|
|
- * By default SDL will constrain the mouse to the center of the window
|
|
|
+ * Constraining to the center of the window works better for FPS games and
|
|
|
+ * when the application is running over RDP. Constraining to the whole window
|
|
|
+ * works better for 2D games and increases the chance that the mouse will be
|
|
|
+ * in the correct position when using high DPI mice.
|
|
|
+ *
|
|
|
+ * By default SDL will constrain the mouse to the center of the window
|
|
|
*/
|
|
|
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
|
|
|
+ * A variable controlling whether relative mouse mode is implemented using
|
|
|
+ * mouse warping
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Relative mouse mode uses raw input
|
|
|
- * "1" - Relative mouse mode uses mouse warping
|
|
|
+ * - "0": Relative mouse mode uses raw input
|
|
|
+ * - "1": Relative mouse mode uses mouse warping
|
|
|
*
|
|
|
- * By default SDL will use raw input for relative mouse mode
|
|
|
+ * 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
|
|
|
+ * A variable controlling whether relative mouse motion is affected by
|
|
|
+ * renderer scaling
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * 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
|
|
|
+ * - "0": Relative motion is unaffected by DPI or renderer's logical size
|
|
|
+ * - "1": Relative motion is scaled according to DPI scaling and logical size
|
|
|
*
|
|
|
- * By default relative mouse deltas are affected by DPI and renderer scaling
|
|
|
+ * By default relative mouse deltas are affected by DPI and renderer scaling
|
|
|
*/
|
|
|
#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
|
|
|
+ * A variable setting the scale for mouse motion, in floating point, when the
|
|
|
+ * mouse is in relative mode
|
|
|
*/
|
|
|
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
|
|
|
+ * A variable controlling whether the system mouse acceleration curve is used
|
|
|
+ * for relative mouse motion.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Relative mouse motion will be unscaled (the default)
|
|
|
- * "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
|
|
|
+ * - "0": Relative mouse motion will be unscaled (the default)
|
|
|
+ * - "1": Relative mouse motion will be scaled using the system mouse
|
|
|
+ * acceleration curve.
|
|
|
*
|
|
|
- * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
|
|
|
+ * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the
|
|
|
+ * system speed scale.
|
|
|
*/
|
|
|
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
|
|
|
+ * A variable controlling whether a motion event should be generated for mouse
|
|
|
+ * warping in relative mode.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Warping the mouse will not generate a motion event in relative mode
|
|
|
- * "1" - Warping the mouse will generate a motion event in relative mode
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Warping the mouse will not generate a motion event in relative mode
|
|
|
+ * - "1": Warping the mouse will generate a motion event in relative mode
|
|
|
*
|
|
|
- * By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
|
|
|
+ * By default warping the mouse will not generate motion events in relative
|
|
|
+ * mode. This avoids the application having to filter out large relative
|
|
|
+ * motion due to warping.
|
|
|
*/
|
|
|
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether mouse events should generate synthetic touch events
|
|
|
+ * 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)
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Mouse events will not generate touch events (default for desktop
|
|
|
+ * platforms)
|
|
|
+ * - "1": Mouse events will generate touch events (default for mobile
|
|
|
+ * platforms, such as Android and iOS)
|
|
|
*/
|
|
|
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed
|
|
|
+ * A variable controlling whether the mouse is captured while mouse buttons
|
|
|
+ * are pressed
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - The mouse is not captured while mouse buttons are pressed
|
|
|
- * "1" - The mouse is captured while mouse buttons are pressed
|
|
|
+ * - "0": The mouse is not captured while mouse buttons are pressed
|
|
|
+ * - "1": The mouse is captured while mouse buttons are pressed
|
|
|
*
|
|
|
- * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
|
|
|
- * outside the window, the application continues to receive mouse events until the button is
|
|
|
- * released.
|
|
|
+ * By default the mouse is captured while mouse buttons are pressed so if the
|
|
|
+ * mouse is dragged outside the window, the application continues to receive
|
|
|
+ * mouse events until the button is released.
|
|
|
*/
|
|
|
#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
|
|
|
|
|
|
/**
|
|
|
- * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
|
|
|
+ * 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()
|
|
|
+ * 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.
|
|
|
+ *
|
|
|
+ * - "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.
|
|
|
+ * 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.
|
|
|
+ * 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().
|
|
|
+ * 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().
|
|
|
+ * 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 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.
|
|
|
+ * 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.
|
|
|
+ * 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.
|
|
|
+ * 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"
|
|
|
+ * This variable is a space delimited list of the following values:
|
|
|
+ *
|
|
|
+ * - "LandscapeLeft"
|
|
|
+ * - "LandscapeRight"
|
|
|
+ * - "Portrait"
|
|
|
+ * - "PortraitUpsideDown"
|
|
|
*/
|
|
|
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling the use of a sentinel event when polling the event queue
|
|
|
+ * A variable controlling the use of a sentinel event when polling the event
|
|
|
+ * queue
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Disable poll sentinels
|
|
|
- * "1" - Enable poll sentinels
|
|
|
+ * - "0": Disable poll sentinels
|
|
|
+ * - "1": Enable poll sentinels
|
|
|
*
|
|
|
- * When polling for events, SDL_PumpEvents is used to gather new events from devices.
|
|
|
- * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
|
|
|
- * become stuck until the new events stop.
|
|
|
- * This is most noticeable when moving a high frequency mouse.
|
|
|
+ * When polling for events, SDL_PumpEvents is used to gather new events from
|
|
|
+ * devices. If a device keeps producing new events between calls to
|
|
|
+ * SDL_PumpEvents, a poll loop will become stuck until the new events stop.
|
|
|
+ * This is most noticeable when moving a high frequency mouse.
|
|
|
*
|
|
|
- * By default, poll sentinels are enabled.
|
|
|
+ * By default, poll sentinels are enabled.
|
|
|
*/
|
|
|
#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
|
|
|
|
|
|
/**
|
|
|
- * \brief Override for SDL_GetPreferredLocales()
|
|
|
+ * 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).
|
|
|
+ * 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"
|
|
|
+ * 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.
|
|
|
+ * A variable describing the content orientation on QtWayland-based platforms.
|
|
|
+ *
|
|
|
+ * On QtWayland platforms, windows are rotated client-side to allow for custom
|
|
|
+ * transitions. In order to correctly position overlays (e.g. volume bar) and
|
|
|
+ * gestures (e.g. events view, close/minimize gestures), the system needs to
|
|
|
+ * know in which orientation the application is currently drawing its
|
|
|
+ * contents.
|
|
|
*
|
|
|
- * On QtWayland platforms, windows are rotated client-side to allow for custom
|
|
|
- * transitions. In order to correctly position overlays (e.g. volume bar) and
|
|
|
- * gestures (e.g. events view, close/minimize gestures), the system needs to
|
|
|
- * know in which orientation the application is currently drawing its contents.
|
|
|
+ * This does not cause the window to be rotated or resized, the application
|
|
|
+ * needs to take care of drawing the content in the right orientation (the
|
|
|
+ * framebuffer is always in portrait mode).
|
|
|
*
|
|
|
- * This does not cause the window to be rotated or resized, the application
|
|
|
- * needs to take care of drawing the content in the right orientation (the
|
|
|
- * framebuffer is always in portrait mode).
|
|
|
+ * This variable can be one of the following values:
|
|
|
*
|
|
|
- * This variable can be one of the following values:
|
|
|
- * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
|
|
|
+ * - "primary" (default)
|
|
|
+ * - "portrait"
|
|
|
+ * - "landscape"
|
|
|
+ * - "inverted-portrait"
|
|
|
+ * - "inverted-landscape"
|
|
|
*
|
|
|
- * Since SDL 2.0.22 this variable accepts a comma-separated list of values above.
|
|
|
+ * Since SDL 2.0.22 this variable accepts a comma-separated list of values
|
|
|
+ * above.
|
|
|
*/
|
|
|
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
|
|
|
|
|
|
/**
|
|
|
- * \brief Flags to set on QtWayland windows to integrate with the native window manager.
|
|
|
+ * Flags to set on QtWayland windows to integrate with the native window
|
|
|
+ * manager.
|
|
|
+ *
|
|
|
+ * On QtWayland platforms, this hint controls the flags to set on the windows.
|
|
|
+ * For example, on Sailfish OS "OverridesSystemGestures" disables swipe
|
|
|
+ * gestures.
|
|
|
*
|
|
|
- * On QtWayland platforms, this hint controls the flags to set on the windows.
|
|
|
- * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
|
|
|
+ * This variable is a space-separated list of the following values (empty = no
|
|
|
+ * flags):
|
|
|
*
|
|
|
- * This variable is a space-separated list of the following values (empty = no flags):
|
|
|
- * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
|
|
|
+ * - "OverridesSystemGestures"
|
|
|
+ * - "StaysOnTop"
|
|
|
+ * - "BypassWindowManager"
|
|
|
*/
|
|
|
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the 2D render API is compatible or efficient.
|
|
|
+ * A variable controlling whether the 2D render API is compatible or
|
|
|
+ * efficient.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- *
|
|
|
- * "0" - Don't use batching to make rendering more efficient.
|
|
|
- * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * - "0": Don't use batching to make rendering more efficient.
|
|
|
+ * - "1": Use batching, but might cause problems if app makes its own direct
|
|
|
+ * OpenGL calls.
|
|
|
+ *
|
|
|
+ * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
|
|
|
+ * it batches up draw requests and sends them all to the GPU only when forced
|
|
|
+ * to (during SDL_RenderPresent, when changing render targets, by updating a
|
|
|
+ * texture that the batch needs, etc). This is significantly more efficient,
|
|
|
+ * but it can cause problems for apps that expect to render on top of the
|
|
|
+ * render API's output. As such, SDL will disable batching if a specific
|
|
|
+ * render backend is requested (since this might indicate that the app is
|
|
|
+ * planning to use the underlying graphics API directly). This hint can be
|
|
|
+ * used to explicitly request batching in this instance. It is a contract that
|
|
|
+ * you will either never use the underlying graphics API directly, or if you
|
|
|
+ * do, you will call SDL_RenderFlush() before you do so any current batch goes
|
|
|
+ * to the GPU before your work begins. Not following this contract will result
|
|
|
+ * in undefined behavior.
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling how the 2D render API renders lines
|
|
|
+ * A variable controlling how the 2D render API renders lines
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
|
|
|
- * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
|
|
|
- * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
|
|
|
- * "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable should be set when the renderer is created.
|
|
|
+ * - "0": Use the default line drawing method (Bresenham's line algorithm as
|
|
|
+ * of SDL 2.0.20)
|
|
|
+ * - "1": Use the driver point API using Bresenham's line algorithm (correct,
|
|
|
+ * draws many points)
|
|
|
+ * - "2": Use the driver line API (occasionally misses line endpoints based on
|
|
|
+ * hardware driver quirks, was the default before 2.0.20)
|
|
|
+ * - "3": Use the driver geometry API (correct, draws thicker diagonal lines)
|
|
|
+ *
|
|
|
+ * This variable should be set when the renderer is created.
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
|
|
|
+ * A variable controlling whether to enable Direct3D 11+'s Debug Layer.
|
|
|
+ *
|
|
|
+ * This variable does not have any effect on the Direct3D 9 based renderer.
|
|
|
*
|
|
|
- * This variable does not have any effect on the Direct3D 9 based renderer.
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Disable Debug Layer use
|
|
|
- * "1" - Enable Debug Layer use
|
|
|
+ * - "0": Disable Debug Layer use
|
|
|
+ * - "1": Enable Debug Layer use
|
|
|
*
|
|
|
- * By default, SDL does not use Direct3D Debug Layer.
|
|
|
+ * By default, SDL does not use Direct3D Debug Layer.
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
|
|
|
+ * A variable controlling whether the Direct3D device is initialized for
|
|
|
+ * thread-safe operations.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Thread-safety is not enabled (faster)
|
|
|
- * "1" - Thread-safety is enabled
|
|
|
+ * - "0": Thread-safety is not enabled (faster)
|
|
|
+ * - "1": Thread-safety is enabled
|
|
|
*
|
|
|
- * By default the Direct3D device is created with thread-safety disabled.
|
|
|
+ * By default the Direct3D device is created with thread-safety disabled.
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable specifying which render driver to use.
|
|
|
+ * 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.
|
|
|
+ * If the application doesn't pick a specific renderer to use, this variable
|
|
|
+ * specifies the name of the preferred renderer. If the preferred renderer
|
|
|
+ * can't be initialized, the normal default renderer is used.
|
|
|
*
|
|
|
- * This variable is case insensitive and can be set to the following values:
|
|
|
- * "direct3d"
|
|
|
- * "direct3d11"
|
|
|
- * "direct3d12"
|
|
|
- * "opengl"
|
|
|
- * "opengles2"
|
|
|
- * "opengles"
|
|
|
- * "metal"
|
|
|
- * "software"
|
|
|
+ * This variable is case insensitive and can be set to the following values:
|
|
|
*
|
|
|
- * The default varies by platform, but it's the first one in the list that
|
|
|
- * is available on the current platform.
|
|
|
+ * - "direct3d"
|
|
|
+ * - "direct3d11"
|
|
|
+ * - "direct3d12"
|
|
|
+ * - "opengl"
|
|
|
+ * - "opengles2"
|
|
|
+ * - "opengles"
|
|
|
+ * - "metal"
|
|
|
+ * - "software"
|
|
|
+ *
|
|
|
+ * The default varies by platform, but it's the first one in the list that is
|
|
|
+ * available on the current platform.
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
|
|
|
+ * A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * 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
|
|
|
+ * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on
|
|
|
+ * screen "1" or "overscan" - Will zoom the rendering so it fills the entire
|
|
|
+ * screen, allowing edges to be drawn offscreen
|
|
|
*
|
|
|
- * By default letterbox is used
|
|
|
+ * By default letterbox is used
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
|
|
|
+ * A variable controlling whether the OpenGL render driver uses shaders if
|
|
|
+ * they are available.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Disable shaders
|
|
|
- * "1" - Enable shaders
|
|
|
+ * - "0": Disable shaders
|
|
|
+ * - "1": Enable shaders
|
|
|
*
|
|
|
- * By default shaders are used if OpenGL supports them.
|
|
|
+ * By default shaders are used if OpenGL supports them.
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling the scaling quality
|
|
|
+ * 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"
|
|
|
+ * 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
|
|
|
+ * By default nearest pixel sampling is used
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
|
|
|
+ * A variable controlling whether updates to the SDL screen surface should be
|
|
|
+ * synchronized with the vertical refresh, to avoid tearing.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Disable vsync
|
|
|
- * "1" - Enable vsync
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default SDL does not sync screen surface updates with vertical refresh.
|
|
|
+ * - "0": Disable vsync
|
|
|
+ * - "1": Enable vsync
|
|
|
+ *
|
|
|
+ * By default SDL does not sync screen surface updates with vertical refresh.
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the Metal render driver select low power device over default one
|
|
|
+ * A variable controlling whether the Metal render driver select low power
|
|
|
+ * device over default one
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Use the prefered OS device
|
|
|
- * "1" - Select a low power one
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default the prefered OS device is used.
|
|
|
+ * - "0": Use the prefered OS device
|
|
|
+ * - "1": Select a low power one
|
|
|
+ *
|
|
|
+ * By default the prefered OS device is used.
|
|
|
*/
|
|
|
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of ROG gamepad capable mice.
|
|
|
+ * A variable containing a list of ROG gamepad capable mice.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE"
|
|
|
|
|
|
/**
|
|
|
- * A variable containing a list of devices that are not ROG gamepad capable mice. This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list.
|
|
|
+ * A variable containing a list of devices that are not ROG gamepad capable
|
|
|
+ * mice.
|
|
|
+ *
|
|
|
+ * This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list.
|
|
|
*
|
|
|
- * The format of the string is a comma separated list of USB VID/PID pairs
|
|
|
- * in hexadecimal form, e.g.
|
|
|
+ * The format of the string is a comma separated list of USB VID/PID pairs in
|
|
|
+ * hexadecimal form, e.g.
|
|
|
*
|
|
|
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
|
+ * 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.
|
|
|
+ * The variable can also take the form of @file, in which case the named file
|
|
|
+ * will be loaded and interpreted as the value of the variable.
|
|
|
*/
|
|
|
#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
|
|
|
+ * A variable controlling if VSYNC is automatically disable if doesn't reach
|
|
|
+ * the enough FPS
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - It will be using VSYNC as defined in the main flag. Default
|
|
|
- * "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default SDL does not enable the automatic VSYNC
|
|
|
+ * - "0": It will be using VSYNC as defined in the main flag. Default
|
|
|
+ * - "1": If VSYNC was previously enabled, then it will disable VSYNC if
|
|
|
+ * doesn't reach enough speed
|
|
|
+ *
|
|
|
+ * By default SDL does not enable the automatic VSYNC
|
|
|
*/
|
|
|
#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable to control whether the return key on the soft keyboard
|
|
|
- * should hide the soft keyboard on Android and iOS.
|
|
|
+ * A variable to control whether the return key on the soft keyboard should
|
|
|
+ * hide the soft keyboard on Android and iOS.
|
|
|
*
|
|
|
* The variable can be set to the following values:
|
|
|
- * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
|
|
|
- * "1" - The return key will hide the keyboard.
|
|
|
*
|
|
|
- * The value of this hint is used at runtime, so it can be changed at any time.
|
|
|
+ * - "0": The return key will be handled as a key event. This is the behaviour
|
|
|
+ * of SDL <= 2.0.3. (default)
|
|
|
+ * - "1": The return key will hide the keyboard.
|
|
|
+ *
|
|
|
+ * The value of this hint is used at runtime, so it can be changed at any
|
|
|
+ * time.
|
|
|
*/
|
|
|
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
|
|
|
|
|
|
/**
|
|
|
- * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
|
|
|
+ * Tell SDL which Dispmanx layer to use on a Raspberry PI
|
|
|
*
|
|
|
* Also known as Z-order. The variable can take a negative or positive value.
|
|
|
* The default is 10000.
|
|
@@ -1757,7 +2041,7 @@ extern "C" {
|
|
|
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
|
|
|
|
|
|
/**
|
|
|
- * \brief Specify an "activity name" for screensaver inhibition.
|
|
|
+ * Specify an "activity name" for screensaver inhibition.
|
|
|
*
|
|
|
* Some platforms, notably Linux desktops, list the applications which are
|
|
|
* inhibiting the screensaver or other power-saving features.
|
|
@@ -1766,7 +2050,7 @@ extern "C" {
|
|
|
* SDL_DisableScreenSaver() is used (or the screensaver is automatically
|
|
|
* disabled). The contents of this hint are used when the screensaver is
|
|
|
* disabled. You should use a string that describes what your program is doing
|
|
|
- * (and, therefore, why the screensaver is disabled). For example, "Playing a
|
|
|
+ * (and, therefore, why the screensaver is disabled). For example, "Playing a
|
|
|
* game" or "Watching a video".
|
|
|
*
|
|
|
* Setting this to "" or leaving it unset will have SDL use a reasonable
|
|
@@ -1777,125 +2061,140 @@ extern "C" {
|
|
|
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
|
|
|
|
|
|
/**
|
|
|
- * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
|
|
|
+ * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as
|
|
|
+ * realtime.
|
|
|
*
|
|
|
- * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
|
|
|
- * that require special handling by the application. This hint exists to let SDL know that
|
|
|
- * the app is prepared to handle said restrictions.
|
|
|
+ * On 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.
|
|
|
+ * On Linux, SDL will apply the following configuration to any thread that
|
|
|
+ * becomes realtime:
|
|
|
*
|
|
|
- * 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
|
|
|
+ * - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy.
|
|
|
+ * - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
|
|
|
+ * - Exceeding this limit will result in the kernel sending SIGKILL to the
|
|
|
+ * app.
|
|
|
+ *
|
|
|
+ * Refer to the man pages for more information.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": default platform specific behaviour
|
|
|
+ * - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling
|
|
|
+ * policy
|
|
|
*/
|
|
|
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
|
|
|
|
|
|
/**
|
|
|
-* \brief A string specifying additional information to use with SDL_SetThreadPriority.
|
|
|
-*
|
|
|
-* By default SDL_SetThreadPriority will make appropriate system changes in order to
|
|
|
-* apply a thread priority. For example on systems using pthreads the scheduler policy
|
|
|
-* is changed automatically to a policy that works well with a given priority.
|
|
|
-* Code which has specific requirements can override SDL's default behavior with this hint.
|
|
|
-*
|
|
|
-* pthread hint values are "current", "other", "fifo" and "rr".
|
|
|
-* Currently no other platform hint values are defined but may be in the future.
|
|
|
-*
|
|
|
-* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
|
|
|
-* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
|
|
|
-* after calling SDL_SetThreadPriority().
|
|
|
-*/
|
|
|
+ * A string specifying additional information to use with
|
|
|
+ * SDL_SetThreadPriority.
|
|
|
+ *
|
|
|
+ * By default SDL_SetThreadPriority will make appropriate system changes in
|
|
|
+ * order to apply a thread priority. For example on systems using pthreads the
|
|
|
+ * scheduler policy is changed automatically to a policy that works well with
|
|
|
+ * a given priority. Code which has specific requirements can override SDL's
|
|
|
+ * default behavior with this hint.
|
|
|
+ *
|
|
|
+ * pthread hint values are "current", "other", "fifo" and "rr". Currently no
|
|
|
+ * other platform hint values are defined but may be in the future.
|
|
|
+ */
|
|
|
#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
|
|
|
|
|
|
/**
|
|
|
-* \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().
|
|
|
-*/
|
|
|
+ * A string specifying SDL's threads stack size in bytes or "0" for the
|
|
|
+ * backend's default size
|
|
|
+ *
|
|
|
+ * Use this hint in case you need to set SDL's threads stack size to other
|
|
|
+ * than the default. This is specially useful if you build SDL against a non
|
|
|
+ * glibc libc library (such as musl) which provides a relatively small default
|
|
|
+ * thread stack size (a few kilobytes versus the default 8MB glibc uses).
|
|
|
+ * Support for this hint is currently available only in the pthread, Windows,
|
|
|
+ * and PSP backend.
|
|
|
+ *
|
|
|
+ * Instead of this hint, in 2.0.9 and later, you can use
|
|
|
+ * SDL_CreateThreadWithStackSize(). This hint only works with the classic
|
|
|
+ * SDL_CreateThread().
|
|
|
+ */
|
|
|
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that controls the timer resolution, in milliseconds.
|
|
|
+ * A variable that controls the timer resolution, in milliseconds.
|
|
|
*
|
|
|
- * The higher resolution the timer, the more frequently the CPU services
|
|
|
- * timer interrupts, and the more precise delays are, but this takes up
|
|
|
- * power and CPU time. This hint is only used on Windows.
|
|
|
+ * The higher resolution the timer, the more frequently the CPU services timer
|
|
|
+ * interrupts, and the more precise delays are, but this takes up power and
|
|
|
+ * CPU time. This hint is only used on Windows.
|
|
|
*
|
|
|
- * See this blog post for more information:
|
|
|
- * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
|
|
|
+ * 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.
|
|
|
+ * 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.
|
|
|
+ * The default value is "1". This hint may be set at any time.
|
|
|
*/
|
|
|
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether touch events should generate synthetic mouse events
|
|
|
+ * A variable controlling whether touch events should generate synthetic mouse
|
|
|
+ * events
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Touch events will not generate mouse events
|
|
|
- * "1" - Touch events will generate mouse events
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default SDL will generate mouse events for touch events
|
|
|
+ * - "0": Touch events will not generate mouse events
|
|
|
+ * - "1": Touch events will generate mouse events
|
|
|
+ *
|
|
|
+ * By default SDL will generate mouse events for touch events
|
|
|
*/
|
|
|
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling which touchpad should generate synthetic mouse events
|
|
|
+ * A variable controlling which touchpad should generate synthetic mouse
|
|
|
+ * events
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Only front touchpad should generate mouse events. Default
|
|
|
- * "1" - Only back touchpad should generate mouse events.
|
|
|
- * "2" - Both touchpads should generate mouse events.
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default SDL will generate mouse events for all touch devices
|
|
|
+ * - "0": Only front touchpad should generate mouse events. Default
|
|
|
+ * - "1": Only back touchpad should generate mouse events.
|
|
|
+ * - "2": Both touchpads should generate mouse events.
|
|
|
+ *
|
|
|
+ * By default SDL will generate mouse events for all touch devices
|
|
|
*/
|
|
|
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the Android / tvOS remotes
|
|
|
- * should be listed as joystick devices, instead of sending keyboard events.
|
|
|
+ * 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:
|
|
|
*
|
|
|
- * 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).
|
|
|
+ * - "0": Remotes send enter/escape/arrow key events
|
|
|
+ * - "1": Remotes are available as 2 axis, 2 button joysticks (the default).
|
|
|
*/
|
|
|
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the screensaver is enabled.
|
|
|
+ * A variable controlling whether the screensaver is enabled.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Disable screensaver
|
|
|
- * "1" - Enable screensaver
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Disable screensaver
|
|
|
+ * - "1": Enable screensaver
|
|
|
*
|
|
|
- * By default SDL will disable the screensaver.
|
|
|
+ * By default SDL will disable the screensaver.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
|
|
|
|
|
|
/**
|
|
|
- * \brief Tell the video driver that we only want a double buffer.
|
|
|
+ * 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.
|
|
|
+ * factor because we save a whole frame of latency. We do so by waiting for
|
|
|
+ * vsync immediately after issuing a flip, usually just after eglSwapBuffers
|
|
|
+ * call in the backend's *_SwapWindow function.
|
|
|
*
|
|
|
* Since it's driver-specific, it's only supported where possible and
|
|
|
* implemented. Currently supported the following drivers:
|
|
@@ -1906,499 +2205,570 @@ extern "C" {
|
|
|
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the EGL window is allowed to be
|
|
|
- * composited as transparent, rather than opaque.
|
|
|
+ * A variable controlling whether the EGL window is allowed to be composited
|
|
|
+ * as transparent, rather than opaque.
|
|
|
*
|
|
|
* Most window systems will always render windows opaque, even if the surface
|
|
|
- * format has an alpha channel. This is not always true, however, so by default
|
|
|
- * SDL will try to enforce opaque composition. To override this behavior, you
|
|
|
- * can set this hint to "1".
|
|
|
+ * format has an alpha channel. This is not always true, however, so by
|
|
|
+ * default SDL will try to enforce opaque composition. To override this
|
|
|
+ * behavior, you can set this hint to "1".
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the graphics context is externally managed.
|
|
|
+ * A variable controlling whether the graphics context is externally managed.
|
|
|
*
|
|
|
* This variable can be set to the following values:
|
|
|
- * "0" - SDL will manage graphics contexts that are attached to windows.
|
|
|
- * "1" - Disable graphics context management on windows.
|
|
|
*
|
|
|
- * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
|
|
|
- * context will be automatically saved and restored when pausing the application. Additionally, some
|
|
|
- * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
|
|
|
- * behavior, which is desireable when the application manages the graphics context, such as
|
|
|
- * an externally managed OpenGL context or attaching a Vulkan surface to the window.
|
|
|
+ * - "0": SDL will manage graphics contexts that are attached to windows.
|
|
|
+ * - "1": Disable graphics context management on windows.
|
|
|
+ *
|
|
|
+ * By default SDL will manage OpenGL contexts in certain situations. For
|
|
|
+ * example, on Android the context will be automatically saved and restored
|
|
|
+ * when pausing the application. Additionally, some platforms will assume
|
|
|
+ * usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
|
|
|
+ * behavior, which is desireable when the application manages the graphics
|
|
|
+ * context, such as an externally managed OpenGL context or attaching a Vulkan
|
|
|
+ * surface to the window.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
|
|
|
|
|
|
/**
|
|
|
- * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
|
|
|
+ * If set to 1, then do not allow high-DPI windows.
|
|
|
+ *
|
|
|
+ * ("Retina" on Mac and iOS)
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
|
|
|
+ * A variable that dictates policy for fullscreen Spaces on Mac OS X.
|
|
|
+ *
|
|
|
+ * This hint only applies to Mac OS X.
|
|
|
*
|
|
|
- * This hint only applies to Mac OS X.
|
|
|
+ * The variable can be set to the following values:
|
|
|
*
|
|
|
- * 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).
|
|
|
+ * - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
|
|
|
+ * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their
|
|
|
+ * titlebars).
|
|
|
+ * - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and
|
|
|
+ * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their
|
|
|
+ * titlebars).
|
|
|
*
|
|
|
- * The default value is "1". This hint must be set before any windows are created.
|
|
|
+ * The default value is "1". This hint must be set before any windows are
|
|
|
+ * created.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
|
|
|
|
|
|
/**
|
|
|
- * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
|
|
|
- * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
|
|
|
- * seeing if "true" causes more problems than it solves in modern times.
|
|
|
+ * Minimize your SDL_Window if it loses key focus when in fullscreen mode.
|
|
|
*
|
|
|
+ * Defaults to false.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.
|
|
|
+ * A variable controlling whether the libdecor Wayland backend is allowed to
|
|
|
+ * be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - libdecor use is disabled.
|
|
|
- * "1" - libdecor use is enabled (default).
|
|
|
+ * - "0": libdecor use is disabled.
|
|
|
+ * - "1": libdecor use is enabled (default).
|
|
|
*
|
|
|
- * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
|
|
|
+ * libdecor is used over xdg-shell when xdg-decoration protocol is
|
|
|
+ * unavailable.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
|
|
|
+ * A variable controlling whether the libdecor Wayland backend is preferred
|
|
|
+ * over native decrations.
|
|
|
*
|
|
|
- * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
|
|
|
- * available. (Note that, by default, libdecor will use xdg-decoration itself if available).
|
|
|
+ * When this hint is set, libdecor will be used to provide window decorations,
|
|
|
+ * even if xdg-decoration is available. (Note that, by default, libdecor will
|
|
|
+ * use xdg-decoration itself if available).
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - libdecor is enabled only if server-side decorations are unavailable.
|
|
|
- * "1" - libdecor is always enabled if available.
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": libdecor is enabled only if server-side decorations are unavailable.
|
|
|
+ * - "1": libdecor is always enabled if available.
|
|
|
*
|
|
|
- * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
|
|
|
+ * libdecor is used over xdg-shell when xdg-decoration protocol is
|
|
|
+ * unavailable.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether video mode emulation is enabled under Wayland.
|
|
|
+ * A variable controlling whether video mode emulation is enabled under
|
|
|
+ * Wayland.
|
|
|
*
|
|
|
- * When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
|
|
|
- * If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
|
|
|
- * desktop, the native display resolution.
|
|
|
+ * When this hint is set, a standard set of emulated CVT video modes will be
|
|
|
+ * exposed for use by the application. If it is disabled, the only modes
|
|
|
+ * exposed will be the logical desktop size and, in the case of a scaled
|
|
|
+ * desktop, the native display resolution.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Video mode emulation is disabled.
|
|
|
- * "1" - Video mode emulation is enabled.
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * By default video mode emulation is enabled.
|
|
|
+ * - "0": Video mode emulation is disabled.
|
|
|
+ * - "1": Video mode emulation is enabled.
|
|
|
+ *
|
|
|
+ * By default video mode emulation is enabled.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
|
|
|
|
|
|
/**
|
|
|
- * \brief Enable or disable mouse pointer warp emulation, needed by some older games.
|
|
|
+ * Enable or disable mouse pointer warp emulation, needed by some older games.
|
|
|
+ *
|
|
|
+ * When this hint is set, any SDL will emulate mouse warps using relative
|
|
|
+ * mouse mode. This is required for some older games (such as Source engine
|
|
|
+ * games), which warp the mouse to the centre of the screen rather than using
|
|
|
+ * relative mouse motion. Note that relative mouse mode may have different
|
|
|
+ * mouse acceleration behaviour than pointer warps.
|
|
|
*
|
|
|
- * When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
|
|
|
- * This is required for some older games (such as Source engine games), which warp the
|
|
|
- * mouse to the centre of the screen rather than using relative mouse motion. Note that
|
|
|
- * relative mouse mode may have different mouse acceleration behaviour than pointer warps.
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - All mouse warps fail, as mouse warping is not available under wayland.
|
|
|
- * "1" - Some mouse warps will be emulated by forcing relative mouse mode.
|
|
|
+ * - "0": All mouse warps fail, as mouse warping is not available under
|
|
|
+ * wayland.
|
|
|
+ * - "1": Some mouse warps will be emulated by forcing relative mouse mode.
|
|
|
*
|
|
|
- * If not set, this is automatically enabled unless an application uses relative mouse
|
|
|
- * mode directly.
|
|
|
+ * If not set, this is automatically enabled unless an application uses
|
|
|
+ * relative mouse mode directly.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
|
|
|
|
|
|
/**
|
|
|
-* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
|
|
|
-*
|
|
|
-* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
|
|
|
-* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
|
|
|
-* created SDL_Window:
|
|
|
-*
|
|
|
-* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
|
|
|
-* needed for example when sharing an OpenGL context across multiple windows.
|
|
|
-*
|
|
|
-* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
|
|
|
-* OpenGL rendering.
|
|
|
-*
|
|
|
-* This variable can be set to the following values:
|
|
|
-* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
|
|
|
-* share a pixel format with.
|
|
|
-*/
|
|
|
+ * A variable that is the address of another SDL_Window* (as a hex string
|
|
|
+ * formatted with "%p").
|
|
|
+ *
|
|
|
+ * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is
|
|
|
+ * set to has SDL_WINDOW_OPENGL set (and running on WGL only, currently), then
|
|
|
+ * two things will occur on the newly created SDL_Window:
|
|
|
+ *
|
|
|
+ * 1. Its pixel format will be set to the same pixel format as this
|
|
|
+ * SDL_Window. This is needed for example when sharing an OpenGL context
|
|
|
+ * across multiple windows.
|
|
|
+ *
|
|
|
+ * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be
|
|
|
+ * used for OpenGL rendering.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values: The address (as a string
|
|
|
+ * "%p") of the SDL_Window* that new windows created with
|
|
|
+ * SDL_CreateWindowFrom() should share a pixel format with.
|
|
|
+ */
|
|
|
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
|
|
|
|
|
|
/**
|
|
|
- * \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
|
|
|
+ * When calling SDL_CreateWindowFrom(), make the window compatible with
|
|
|
+ * OpenGL.
|
|
|
*
|
|
|
* This variable can be set to the following values:
|
|
|
- * "0" - Don't add any graphics flags to the SDL_WindowFlags
|
|
|
- * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
|
|
|
+ *
|
|
|
+ * - "0": Don't add any graphics flags to the SDL_WindowFlags
|
|
|
+ * - "1": Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
|
|
|
*
|
|
|
* By default SDL will not make the foreign window compatible with OpenGL.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
|
|
|
|
|
|
/**
|
|
|
- * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
|
|
|
+ * When calling SDL_CreateWindowFrom(), make the window compatible with
|
|
|
+ * Vulkan.
|
|
|
*
|
|
|
* This variable can be set to the following values:
|
|
|
- * "0" - Don't add any graphics flags to the SDL_WindowFlags
|
|
|
- * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
|
|
|
+ *
|
|
|
+ * - "0": Don't add any graphics flags to the SDL_WindowFlags
|
|
|
+ * - "1": Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
|
|
|
*
|
|
|
* By default SDL will not make the foreign window compatible with Vulkan.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
|
|
|
|
|
|
/**
|
|
|
-* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
|
|
|
-*
|
|
|
-* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
|
|
|
-* can use two different sets of binaries, those compiled by the user from source
|
|
|
-* or those provided by the Chrome browser. In the later case, these binaries require
|
|
|
-* that SDL loads a DLL providing the shader compiler.
|
|
|
-*
|
|
|
-* This variable can be set to the following values:
|
|
|
-* "d3dcompiler_46.dll" - default, best for Vista or later.
|
|
|
-* "d3dcompiler_43.dll" - for XP support.
|
|
|
-* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
|
|
|
-*
|
|
|
-*/
|
|
|
+ * 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
|
|
|
+ * A variable controlling whether X11 should use GLX or EGL by default
|
|
|
*
|
|
|
* This variable can be set to the following values:
|
|
|
- * "0" - Use GLX
|
|
|
- * "1" - Use EGL
|
|
|
+ *
|
|
|
+ * - "0": Use GLX
|
|
|
+ * - "1": Use EGL
|
|
|
*
|
|
|
* By default SDL will use GLX when both are present.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
|
|
|
+ * 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
|
|
|
+ * - "0": Disable _NET_WM_BYPASS_COMPOSITOR
|
|
|
+ * - "1": Enable _NET_WM_BYPASS_COMPOSITOR
|
|
|
*
|
|
|
+ * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
|
|
|
+ * A variable controlling whether the X11 _NET_WM_PING protocol should be
|
|
|
+ * supported.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Disable _NET_WM_PING
|
|
|
- * "1" - Enable _NET_WM_PING
|
|
|
+ * - "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.
|
|
|
+ * By default SDL will use _NET_WM_PING, but for applications that know they
|
|
|
+ * will not always be able to respond to ping requests in a timely manner they
|
|
|
+ * can turn it off to avoid the window manager thinking the app is hung. The
|
|
|
+ * hint is checked in CreateWindow.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable forcing the visual ID chosen for new X11 windows
|
|
|
- *
|
|
|
+ * A variable forcing the visual ID chosen for new X11 windows
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
|
|
|
|
|
|
/**
|
|
|
- * \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used.
|
|
|
+ * A no-longer-used variable controlling whether the X11 Xinerama extension
|
|
|
+ * should be used.
|
|
|
*
|
|
|
- * Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11.
|
|
|
- * Now SDL never uses Xinerama, and does not check for this hint at all.
|
|
|
- * The preprocessor define is left here for source compatibility.
|
|
|
+ * Before SDL 2.0.24, this would let apps and users disable Xinerama support
|
|
|
+ * on X11. Now SDL never uses Xinerama, and does not check for this hint at
|
|
|
+ * all. The preprocessor define is left here for source compatibility.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the X11 XRandR extension should be used.
|
|
|
+ * A variable controlling whether the X11 XRandR extension should be used.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Disable XRandR
|
|
|
- * "1" - Enable XRandR
|
|
|
+ * - "0": Disable XRandR
|
|
|
+ * - "1": Enable XRandR
|
|
|
*
|
|
|
- * By default SDL will use XRandR.
|
|
|
+ * By default SDL will use XRandR.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
|
|
|
|
|
|
/**
|
|
|
- * \brief A no-longer-used variable controlling whether the X11 VidMode extension should be used.
|
|
|
+ * A no-longer-used variable controlling whether the X11 VidMode extension
|
|
|
+ * should be used.
|
|
|
*
|
|
|
- * Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11.
|
|
|
- * Now SDL never uses XVidMode, and does not check for this hint at all.
|
|
|
- * The preprocessor define is left here for source compatibility.
|
|
|
+ * Before SDL 2.0.24, this would let apps and users disable XVidMode support
|
|
|
+ * on X11. Now SDL never uses XVidMode, and does not check for this hint at
|
|
|
+ * all. The preprocessor define is left here for source compatibility.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
|
|
|
|
|
|
/**
|
|
|
- * \brief Controls how the fact chunk affects the loading of a WAVE file.
|
|
|
+ * Controls how the fact chunk affects the loading of a WAVE file.
|
|
|
*
|
|
|
- * The fact chunk stores information about the number of samples of a WAVE
|
|
|
- * file. The Standards Update from Microsoft notes that this value can be used
|
|
|
- * to 'determine the length of the data in seconds'. This is especially useful
|
|
|
- * for compressed formats (for which this is a mandatory chunk) if they produce
|
|
|
- * multiple sample frames per block and truncating the block is not allowed.
|
|
|
- * The fact chunk can exactly specify how many sample frames there should be
|
|
|
- * in this case.
|
|
|
+ * The fact chunk stores information about the number of samples of a WAVE
|
|
|
+ * file. The Standards Update from Microsoft notes that this value can be used
|
|
|
+ * to 'determine the length of the data in seconds'. This is especially useful
|
|
|
+ * for compressed formats (for which this is a mandatory chunk) if they
|
|
|
+ * produce multiple sample frames per block and truncating the block is not
|
|
|
+ * allowed. The fact chunk can exactly specify how many sample frames there
|
|
|
+ * should be in this case.
|
|
|
*
|
|
|
- * Unfortunately, most application seem to ignore the fact chunk and so SDL
|
|
|
- * ignores it by default as well.
|
|
|
+ * 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:
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * "truncate" - Use the number of samples to truncate the wave data if
|
|
|
- * the fact chunk is present and valid
|
|
|
- * "strict" - Like "truncate", but raise an error if the fact chunk
|
|
|
- * is invalid, not present for non-PCM formats, or if the
|
|
|
- * data chunk doesn't have that many samples
|
|
|
- * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
|
|
|
- * samples is zero
|
|
|
- * "ignore" - Ignore fact chunk entirely (default)
|
|
|
+ * - "truncate": Use the number of samples to truncate the wave data if the
|
|
|
+ * fact chunk is present and valid
|
|
|
+ * - "strict": Like "truncate", but raise an error if the fact chunk is
|
|
|
+ * invalid, not present for non-PCM formats, or if the data chunk doesn't
|
|
|
+ * have that many samples
|
|
|
+ * - "ignorezero": Like "truncate", but ignore fact chunk if the number of
|
|
|
+ * samples is zero
|
|
|
+ * - "ignore": Ignore fact chunk entirely (default)
|
|
|
*/
|
|
|
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
|
|
|
|
|
|
/**
|
|
|
- * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
|
|
|
+ * 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.
|
|
|
+ * 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.
|
|
|
+ * 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:
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * "force" - Always use the RIFF chunk size as a boundary for the chunk search
|
|
|
- * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
|
|
|
- * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
|
|
|
- * "maximum" - Search for chunks until the end of file (not recommended)
|
|
|
+ * - "force": Always use the RIFF chunk size as a boundary for the chunk
|
|
|
+ * search
|
|
|
+ * - "ignorezero": Like "force", but a zero size searches up to 4 GiB
|
|
|
+ * (default)
|
|
|
+ * - "ignore": Ignore the RIFF chunk size and always search up to 4 GiB
|
|
|
+ * - "maximum": Search for chunks until the end of file (not recommended)
|
|
|
*/
|
|
|
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
|
|
|
|
|
|
/**
|
|
|
- * \brief Controls how a truncated WAVE file is handled.
|
|
|
+ * 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.
|
|
|
+ * A WAVE file is considered truncated if any of the chunks are incomplete or
|
|
|
+ * the data chunk size is not a multiple of the block size. By default, SDL
|
|
|
+ * decodes until the first incomplete block, as most applications seem to do.
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * "verystrict" - Raise an error if the file is truncated
|
|
|
- * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
|
|
|
- * "dropframe" - Decode until the first incomplete sample frame
|
|
|
- * "dropblock" - Decode until the first incomplete block (default)
|
|
|
+ * - "verystrict": Raise an error if the file is truncated
|
|
|
+ * - "strict": Like "verystrict", but the size of the RIFF chunk is ignored
|
|
|
+ * - "dropframe": Decode until the first incomplete sample frame
|
|
|
+ * - "dropblock": Decode until the first incomplete block (default)
|
|
|
*/
|
|
|
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
|
|
|
|
|
|
/**
|
|
|
- * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
|
|
|
- * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
|
|
|
- * thread's name, but it tends to cause problems with other debuggers,
|
|
|
- * and the .NET runtime. Note that SDL 2.0.6 and later will still use
|
|
|
- * the (safer) SetThreadDescription API, introduced in the Windows 10
|
|
|
- * Creators Update, if available.
|
|
|
+ * Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
|
|
|
+ *
|
|
|
+ * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
|
|
|
+ * thread's name, but it tends to cause problems with other debuggers, and the
|
|
|
+ * .NET runtime. Note that SDL 2.0.6 and later will still use the (safer)
|
|
|
+ * SetThreadDescription API, introduced in the Windows 10 Creators Update, if
|
|
|
+ * available.
|
|
|
*
|
|
|
* The variable can be set to the following values:
|
|
|
- * "0" - SDL will raise the 0x406D1388 Exception to name threads.
|
|
|
- * This is the default behavior of SDL <= 2.0.4.
|
|
|
- * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
|
|
|
- * This is necessary with .NET languages or debuggers that aren't Visual Studio.
|
|
|
+ *
|
|
|
+ * - "0": SDL will raise the 0x406D1388 Exception to name threads. This is the
|
|
|
+ * default behavior of SDL <= 2.0.4.
|
|
|
+ * - "1": SDL will not raise this exception, and threads will be unnamed.
|
|
|
+ * (default) This is necessary with .NET languages or debuggers that aren't
|
|
|
+ * Visual Studio.
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
|
|
|
|
|
|
/**
|
|
|
- * \brief Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
|
|
|
+ * Controls whether menus can be opened with their keyboard shortcut
|
|
|
+ * (Alt+mnemonic).
|
|
|
*
|
|
|
- * If the mnemonics are enabled, then menus can be opened by pressing the Alt
|
|
|
- * key and the corresponding mnemonic (for example, Alt+F opens the File menu).
|
|
|
- * However, in case an invalid mnemonic is pressed, Windows makes an audible
|
|
|
- * beep to convey that nothing happened. This is true even if the window has
|
|
|
- * no menu at all!
|
|
|
+ * If the mnemonics are enabled, then menus can be opened by pressing the Alt
|
|
|
+ * key and the corresponding mnemonic (for example, Alt+F opens the File
|
|
|
+ * menu). However, in case an invalid mnemonic is pressed, Windows makes an
|
|
|
+ * audible beep to convey that nothing happened. This is true even if the
|
|
|
+ * window has no menu at all!
|
|
|
*
|
|
|
- * Because most SDL applications don't have menus, and some want to use the Alt
|
|
|
- * key for other purposes, SDL disables mnemonics (and the beeping) by default.
|
|
|
+ * Because most SDL applications don't have menus, and some want to use the
|
|
|
+ * Alt key for other purposes, SDL disables mnemonics (and the beeping) by
|
|
|
+ * default.
|
|
|
*
|
|
|
- * Note: This also affects keyboard events: with mnemonics enabled, when a
|
|
|
- * menu is opened from the keyboard, you will not receive a KEYUP event for
|
|
|
- * the mnemonic key, and *might* not receive one for Alt.
|
|
|
+ * Note: This also affects keyboard events: with mnemonics enabled, when a
|
|
|
+ * menu is opened from the keyboard, you will not receive a KEYUP event for
|
|
|
+ * the mnemonic key, and *might* not receive one for Alt.
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - Alt+mnemonic does nothing, no beeping. (default)
|
|
|
- * "1" - Alt+mnemonic opens menus, invalid mnemonics produce a beep.
|
|
|
+ * - "0": Alt+mnemonic does nothing, no beeping. (default)
|
|
|
+ * - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep.
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the windows message loop is processed by SDL
|
|
|
+ * 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()
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": The window message loop is not run
|
|
|
+ * - "1": The window message loop is processed in SDL_PumpEvents()
|
|
|
*
|
|
|
- * By default SDL will process the windows message loop
|
|
|
+ * By default SDL will process the windows message loop
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
|
|
|
|
|
|
/**
|
|
|
- * \brief Force SDL to use Critical Sections for mutexes on Windows.
|
|
|
- * On Windows 7 and newer, Slim Reader/Writer Locks are available.
|
|
|
- * They offer better performance, allocate no kernel ressources and
|
|
|
- * use less memory. SDL will fall back to Critical Sections on older
|
|
|
- * OS versions or if forced to by this hint.
|
|
|
+ * Force SDL to use Critical Sections for mutexes on Windows.
|
|
|
*
|
|
|
- * 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.
|
|
|
+ * On Windows 7 and newer, Slim Reader/Writer Locks are available. They offer
|
|
|
+ * better performance, allocate no kernel ressources and use less memory. SDL
|
|
|
+ * will fall back to Critical Sections on older OS versions or if forced to by
|
|
|
+ * this hint.
|
|
|
*
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Use SRW Locks when available. If not, fall back to Critical
|
|
|
+ * Sections. (default)
|
|
|
+ * - "1": Force the use of Critical Sections in all cases.
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
|
|
|
|
|
|
/**
|
|
|
- * \brief Force SDL to use Kernel Semaphores on Windows.
|
|
|
- * Kernel Semaphores are inter-process and require a context
|
|
|
- * switch on every interaction. On Windows 8 and newer, the
|
|
|
- * WaitOnAddress API is available. Using that and atomics to
|
|
|
- * implement semaphores increases performance.
|
|
|
- * SDL will fall back to Kernel Objects on older OS versions
|
|
|
- * or if forced to by this hint.
|
|
|
+ * 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.
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
+ * - "0": Use Atomics and WaitOnAddress API when available. If not, fall back
|
|
|
+ * to Kernel Objects. (default)
|
|
|
+ * - "1": Force the use of Kernel Objects in all cases.
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable to specify custom icon resource id from RC file on Windows platform
|
|
|
+ * A variable to specify custom icon resource id from RC file on Windows
|
|
|
+ * platform
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
|
|
|
+
|
|
|
+/**
|
|
|
+ * A variable to specify custom icon resource id from RC file on Windows
|
|
|
+ * platform
|
|
|
+ */
|
|
|
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
|
|
|
|
|
|
/**
|
|
|
- * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
|
|
|
+ * 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.
|
|
|
+ *
|
|
|
+ * - "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.
|
|
|
+ * Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
|
|
|
*
|
|
|
- * This hint must be set before initializing the video subsystem.
|
|
|
+ * 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.
|
|
|
*
|
|
|
- * 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 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)
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
+ * - "0": Use the original Direct3D 9 API (default)
|
|
|
+ * - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex
|
|
|
+ * is unavailable)
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
|
|
|
|
|
|
/**
|
|
|
- * \brief Controls whether SDL will declare the process to be DPI aware.
|
|
|
+ * Controls whether SDL will declare the process to be DPI aware.
|
|
|
+ *
|
|
|
+ * This hint must be set before initializing the video subsystem.
|
|
|
*
|
|
|
- * This hint must be set before initializing the video subsystem.
|
|
|
+ * The main purpose of declaring DPI awareness is to disable OS bitmap scaling
|
|
|
+ * of SDL windows on monitors with a DPI scale factor.
|
|
|
*
|
|
|
- * The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
|
|
|
- * a DPI scale factor.
|
|
|
+ * This hint is equivalent to requesting DPI awareness via external means
|
|
|
+ * (e.g. calling SetProcessDpiAwarenessContext) and does not cause SDL to use
|
|
|
+ * a virtualized coordinate system, so it will generally give you 1 SDL
|
|
|
+ * coordinate = 1 pixel even on high-DPI displays.
|
|
|
*
|
|
|
- * This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
|
|
|
- * and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
|
|
|
- * even on high-DPI displays.
|
|
|
+ * For more information, see:
|
|
|
+ * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
|
|
|
*
|
|
|
- * For more information, see:
|
|
|
- * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "" - Do not change the DPI awareness (default).
|
|
|
- * "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
|
|
|
- * "system" - Request system DPI awareness. (Vista and later).
|
|
|
- * "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later).
|
|
|
- * "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
|
|
|
- * The most visible difference from "permonitor" is that window title bar will be scaled
|
|
|
- * to the visually correct size when dragging between monitors with different scale factors.
|
|
|
- * This is the preferred DPI awareness level.
|
|
|
+ * - "": Do not change the DPI awareness (default).
|
|
|
+ * - "unaware": Declare the process as DPI unaware. (Windows 8.1 and later).
|
|
|
+ * - "system": Request system DPI awareness. (Vista and later).
|
|
|
+ * - "permonitor": Request per-monitor DPI awareness. (Windows 8.1 and later).
|
|
|
+ * - "permonitorv2": Request per-monitor V2 DPI awareness. (Windows 10,
|
|
|
+ * version 1607 and later). The most visible difference from "permonitor" is
|
|
|
+ * that window title bar will be scaled to the visually correct size when
|
|
|
+ * dragging between monitors with different scale factors. This is the
|
|
|
+ * preferred DPI awareness level.
|
|
|
*
|
|
|
- * If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
|
|
|
- * available match.
|
|
|
+ * If the requested DPI awareness is not available on the currently running
|
|
|
+ * OS, SDL will try to request the best available match.
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
|
|
|
|
|
|
/**
|
|
|
- * \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
|
|
|
+ * Uses DPI-scaled points as the SDL coordinate system on Windows.
|
|
|
+ *
|
|
|
+ * This changes the SDL coordinate system units to be DPI-scaled points,
|
|
|
+ * rather than pixels everywhere. This means windows will be appropriately
|
|
|
+ * sized, even when created on high-DPI displays with scaling.
|
|
|
*
|
|
|
- * This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
|
|
|
- * This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
|
|
|
+ * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling
|
|
|
+ * in Windows display settings, will create a window with an 800x600 client
|
|
|
+ * area (in pixels).
|
|
|
*
|
|
|
- * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
|
|
|
- * will create a window with an 800x600 client area (in pixels).
|
|
|
+ * Setting this to "1" implicitly requests process DPI awareness (setting
|
|
|
+ * SDL_WINDOWS_DPI_AWARENESS is unnecessary), and forces
|
|
|
+ * SDL_WINDOW_ALLOW_HIGHDPI on all windows.
|
|
|
*
|
|
|
- * Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
|
|
|
- * and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * This variable can be set to the following values:
|
|
|
- * "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
|
|
|
- * between monitors with different scale factors (unless this is performed by
|
|
|
- * Windows itself, which is the case when the process is DPI unaware).
|
|
|
- * "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
|
|
|
- * displays with non-100% scale factors.
|
|
|
+ * - "0": SDL coordinates equal Windows coordinates. No automatic window
|
|
|
+ * resizing when dragging between monitors with different scale factors
|
|
|
+ * (unless this is performed by Windows itself, which is the case when the
|
|
|
+ * process is DPI unaware).
|
|
|
+ * - "1": SDL coordinates are in DPI-scaled points. Automatically resize
|
|
|
+ * windows as needed on displays with non-100% scale factors.
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
|
|
+ * A variable controlling whether the window frame and title bar are
|
|
|
+ * interactive when the cursor is hidden
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
*
|
|
|
- * 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
|
|
|
+ * - "0": The window frame is not interactive when the cursor is hidden (no
|
|
|
+ * move, resize, etc)
|
|
|
+ * - "1": The window frame is interactive when the cursor is hidden
|
|
|
*
|
|
|
- * By default SDL will allow interaction with the window frame when the cursor is hidden
|
|
|
+ * By default SDL will allow interaction with the window frame when the cursor
|
|
|
+ * is hidden
|
|
|
*/
|
|
|
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
|
|
|
|
|
|
/**
|
|
|
-* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
|
|
|
-*
|
|
|
-* This variable can be set to the following values:
|
|
|
-* "0" - The window is activated when the SDL_ShowWindow function is called
|
|
|
-* "1" - The window is not activated when the SDL_ShowWindow function is called
|
|
|
-*
|
|
|
-* By default SDL will activate the window when the SDL_ShowWindow function is called
|
|
|
-*/
|
|
|
+ * A variable controlling whether the window is activated when the
|
|
|
+ * SDL_ShowWindow function is called
|
|
|
+ *
|
|
|
+ * This variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": The window is activated when the SDL_ShowWindow function is called
|
|
|
+ * - "1": The window is not activated when the SDL_ShowWindow function is
|
|
|
+ * called
|
|
|
+ *
|
|
|
+ * By default SDL will activate the window when the SDL_ShowWindow function is
|
|
|
+ * called
|
|
|
+ */
|
|
|
#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
|
|
|
|
|
|
-/** \brief Allows back-button-press events on Windows Phone to be marked as handled
|
|
|
+/** 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
|
|
@@ -2446,11 +2816,12 @@ extern "C" {
|
|
|
*
|
|
|
* More details on back button behavior in Windows Phone apps can be found
|
|
|
* at the following page, on Microsoft's developer site:
|
|
|
+ *
|
|
|
* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
|
|
|
*/
|
|
|
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
|
|
|
|
|
|
-/** \brief Label text for a WinRT app's privacy policy link
|
|
|
+/** 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.
|
|
@@ -2472,213 +2843,221 @@ extern "C" {
|
|
|
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
|
|
|
|
|
|
/**
|
|
|
- * \brief A URL to a WinRT app's privacy policy
|
|
|
+ * 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.
|
|
|
+ * 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".
|
|
|
+ * To setup a URL to an app's privacy policy, set
|
|
|
+ * SDL_HINT_WINRT_PRIVACY_POLICY_URL before calling any SDL_Init() functions.
|
|
|
+ * The contents of the hint should be a valid URL. For example,
|
|
|
+ * "http://www.example.com".
|
|
|
*
|
|
|
- * The default value is "", which will prevent SDL from adding a privacy policy
|
|
|
- * link to the Settings charm. This hint should only be set during app init.
|
|
|
+ * The default value is "", which will prevent SDL from adding a privacy
|
|
|
+ * policy link to the Settings charm. This hint should only be set during app
|
|
|
+ * init.
|
|
|
*
|
|
|
- * The label text of an app's "Privacy Policy" link may be customized via another
|
|
|
- * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
|
|
|
+ * 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.
|
|
|
+ * Please note that on Windows Phone, Microsoft does not provide standard UI
|
|
|
+ * for displaying a privacy policy link, and as such,
|
|
|
+ * SDL_HINT_WINRT_PRIVACY_POLICY_URL will not get used on that platform.
|
|
|
+ * Network-enabled phone apps should display their privacy policy through some
|
|
|
+ * other, in-app means.
|
|
|
*/
|
|
|
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
|
|
|
|
|
|
/**
|
|
|
- * \brief Mark X11 windows as override-redirect.
|
|
|
+ * Mark X11 windows as override-redirect.
|
|
|
*
|
|
|
- * If set, this _might_ increase framerate at the expense of the desktop
|
|
|
- * not working as expected. Override-redirect windows aren't noticed by the
|
|
|
- * window manager at all.
|
|
|
+ * If set, this _might_ increase framerate at the expense of the desktop not
|
|
|
+ * working as expected. Override-redirect windows aren't noticed by the window
|
|
|
+ * manager at all.
|
|
|
*
|
|
|
- * You should probably only use this for fullscreen windows, and you probably
|
|
|
- * shouldn't even use it for that. But it's here if you want to try!
|
|
|
+ * You should probably only use this for fullscreen windows, and you probably
|
|
|
+ * shouldn't even use it for that. But it's here if you want to try!
|
|
|
*/
|
|
|
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
|
|
|
+ * 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)
|
|
|
+ * The variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Disable XInput detection (only uses direct input)
|
|
|
+ * - "1": Enable XInput detection (the default)
|
|
|
*/
|
|
|
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
|
|
|
|
|
|
- /**
|
|
|
- * \brief A variable that lets you disable the detection and use of DirectInput gamepad devices
|
|
|
- *
|
|
|
- * The variable can be set to the following values:
|
|
|
- * "0" - Disable DirectInput detection (only uses XInput)
|
|
|
- * "1" - Enable DirectInput detection (the default)
|
|
|
- */
|
|
|
+/**
|
|
|
+ * A variable that lets you disable the detection and use of DirectInput
|
|
|
+ * gamepad devices
|
|
|
+ *
|
|
|
+ * The variable can be set to the following values:
|
|
|
+ *
|
|
|
+ * - "0": Disable DirectInput detection (only uses XInput)
|
|
|
+ * - "1": Enable DirectInput detection (the default)
|
|
|
+ */
|
|
|
#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
|
|
|
+ * 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
|
|
|
+ * 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()
|
|
|
+ * The default value is "0". This hint must be set before SDL_Init()
|
|
|
*/
|
|
|
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that causes SDL to not ignore audio "monitors"
|
|
|
+ * A variable that causes SDL to not ignore audio "monitors"
|
|
|
*
|
|
|
- * This is currently only used for PulseAudio and ignored elsewhere.
|
|
|
+ * This is currently only used for PulseAudio and ignored elsewhere.
|
|
|
*
|
|
|
- * By default, SDL ignores audio devices that aren't associated with physical
|
|
|
- * hardware. Changing this hint to "1" will expose anything SDL sees that
|
|
|
- * appears to be an audio source or sink. This will add "devices" to the list
|
|
|
- * that the user probably doesn't want or need, but it can be useful in
|
|
|
- * scenarios where you want to hook up SDL to some sort of virtual device,
|
|
|
- * etc.
|
|
|
+ * By default, SDL ignores audio devices that aren't associated with physical
|
|
|
+ * hardware. Changing this hint to "1" will expose anything SDL sees that
|
|
|
+ * appears to be an audio source or sink. This will add "devices" to the list
|
|
|
+ * that the user probably doesn't want or need, but it can be useful in
|
|
|
+ * scenarios where you want to hook up SDL to some sort of virtual device,
|
|
|
+ * etc.
|
|
|
*
|
|
|
- * The default value is "0". This hint must be set before SDL_Init().
|
|
|
+ * The default value is "0". This hint must be set before SDL_Init().
|
|
|
*
|
|
|
- * This hint is available since SDL 2.0.16. Before then, virtual devices are
|
|
|
- * always ignored.
|
|
|
+ * This hint is available since SDL 2.0.16. Before then, virtual devices are
|
|
|
+ * always ignored.
|
|
|
*/
|
|
|
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that forces X11 windows to create as a custom type.
|
|
|
+ * A variable that forces X11 windows to create as a custom type.
|
|
|
*
|
|
|
- * This is currently only used for X11 and ignored elsewhere.
|
|
|
+ * This is currently only used for X11 and ignored elsewhere.
|
|
|
*
|
|
|
- * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
|
|
|
- * to report to the window manager the type of window it wants to create.
|
|
|
- * This might be set to various things if SDL_WINDOW_TOOLTIP or
|
|
|
- * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
|
|
|
- * haven't set a specific type, this hint can be used to specify a custom
|
|
|
- * type. For example, a dock window might set this to
|
|
|
- * "_NET_WM_WINDOW_TYPE_DOCK".
|
|
|
+ * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to
|
|
|
+ * report to the window manager the type of window it wants to create. This
|
|
|
+ * might be set to various things if SDL_WINDOW_TOOLTIP or
|
|
|
+ * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
|
|
|
+ * haven't set a specific type, this hint can be used to specify a custom
|
|
|
+ * type. For example, a dock window might set this to
|
|
|
+ * "_NET_WM_WINDOW_TYPE_DOCK".
|
|
|
*
|
|
|
- * If not set or set to "", this hint is ignored. This hint must be set
|
|
|
- * before the SDL_CreateWindow() call that it is intended to affect.
|
|
|
+ * If not set or set to "", this hint is ignored. This hint must be set before
|
|
|
+ * the SDL_CreateWindow() call that it is intended to affect.
|
|
|
*
|
|
|
- * This hint is available since SDL 2.0.22.
|
|
|
+ * This hint is available since SDL 2.0.22.
|
|
|
*/
|
|
|
#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that decides whether to send SDL_QUIT when closing the final window.
|
|
|
+ * A variable that decides whether to send SDL_QUIT when closing the final
|
|
|
+ * window.
|
|
|
*
|
|
|
- * By default, SDL sends an SDL_QUIT event when there is only one window
|
|
|
- * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
|
|
|
- * apps would also take the loss of this window as a signal to terminate the
|
|
|
- * program.
|
|
|
+ * By default, SDL sends an SDL_QUIT event when there is only one window and
|
|
|
+ * it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most apps
|
|
|
+ * would also take the loss of this window as a signal to terminate the
|
|
|
+ * program.
|
|
|
*
|
|
|
- * However, it's not unreasonable in some cases to have the program continue
|
|
|
- * to live on, perhaps to create new windows later.
|
|
|
+ * However, it's not unreasonable in some cases to have the program continue
|
|
|
+ * to live on, perhaps to create new windows later.
|
|
|
*
|
|
|
- * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
|
|
|
- * when the final window is requesting to close. Note that in this case,
|
|
|
- * there are still other legitimate reasons one might get an SDL_QUIT
|
|
|
- * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
|
|
|
- * on Unix, etc.
|
|
|
+ * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event when
|
|
|
+ * the final window is requesting to close. Note that in this case, there are
|
|
|
+ * still other legitimate reasons one might get an SDL_QUIT event: choosing
|
|
|
+ * "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc.
|
|
|
*
|
|
|
- * The default value is "1". This hint can be changed at any time.
|
|
|
+ * The default value is "1". This hint can be changed at any time.
|
|
|
*
|
|
|
- * This hint is available since SDL 2.0.22. Before then, you always get
|
|
|
- * an SDL_QUIT event when closing the final window.
|
|
|
+ * This hint is available since SDL 2.0.22. Before then, you always get an
|
|
|
+ * SDL_QUIT event when closing the final window.
|
|
|
*/
|
|
|
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
|
|
|
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that decides what video backend to use.
|
|
|
+ * A variable that decides what video backend to use.
|
|
|
*
|
|
|
- * By default, SDL will try all available video backends in a reasonable
|
|
|
- * order until it finds one that can work, but this hint allows the app
|
|
|
- * or user to force a specific target, such as "x11" if, say, you are
|
|
|
- * on Wayland but want to try talking to the X server instead.
|
|
|
+ * By default, SDL will try all available video backends in a reasonable order
|
|
|
+ * until it finds one that can work, but this hint allows the app or user to
|
|
|
+ * force a specific target, such as "x11" if, say, you are on Wayland but want
|
|
|
+ * to try talking to the X server instead.
|
|
|
*
|
|
|
- * This functionality has existed since SDL 2.0.0 (indeed, before that)
|
|
|
- * but before 2.0.22 this was an environment variable only. In 2.0.22,
|
|
|
- * it was upgraded to a full SDL hint, so you can set the environment
|
|
|
- * variable as usual or programatically set the hint with SDL_SetHint,
|
|
|
- * which won't propagate to child processes.
|
|
|
+ * This functionality has existed since SDL 2.0.0 (indeed, before that) but
|
|
|
+ * before 2.0.22 this was an environment variable only. In 2.0.22, it was
|
|
|
+ * upgraded to a full SDL hint, so you can set the environment variable as
|
|
|
+ * usual or programatically set the hint with SDL_SetHint, which won't
|
|
|
+ * propagate to child processes.
|
|
|
*
|
|
|
- * The default value is unset, in which case SDL will try to figure out
|
|
|
- * the best video backend on your behalf. This hint needs to be set
|
|
|
- * before SDL_Init() is called to be useful.
|
|
|
+ * The default value is unset, in which case SDL will try to figure out the
|
|
|
+ * best video backend on your behalf. This hint needs to be set before
|
|
|
+ * SDL_Init() is called to be useful.
|
|
|
*
|
|
|
- * This hint is available since SDL 2.0.22. Before then, you could set
|
|
|
- * the environment variable to get the same effect.
|
|
|
+ * This hint is available since SDL 2.0.22. Before then, you could set the
|
|
|
+ * environment variable to get the same effect.
|
|
|
*/
|
|
|
#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that decides what audio backend to use.
|
|
|
+ * A variable that decides what audio backend to use.
|
|
|
*
|
|
|
- * By default, SDL will try all available audio backends in a reasonable
|
|
|
- * order until it finds one that can work, but this hint allows the app
|
|
|
- * or user to force a specific target, such as "alsa" if, say, you are
|
|
|
- * on PulseAudio but want to try talking to the lower level instead.
|
|
|
+ * By default, SDL will try all available audio backends in a reasonable order
|
|
|
+ * until it finds one that can work, but this hint allows the app or user to
|
|
|
+ * force a specific target, such as "alsa" if, say, you are on PulseAudio but
|
|
|
+ * want to try talking to the lower level instead.
|
|
|
*
|
|
|
- * This functionality has existed since SDL 2.0.0 (indeed, before that)
|
|
|
- * but before 2.0.22 this was an environment variable only. In 2.0.22,
|
|
|
- * it was upgraded to a full SDL hint, so you can set the environment
|
|
|
- * variable as usual or programatically set the hint with SDL_SetHint,
|
|
|
- * which won't propagate to child processes.
|
|
|
+ * This functionality has existed since SDL 2.0.0 (indeed, before that) but
|
|
|
+ * before 2.0.22 this was an environment variable only. In 2.0.22, it was
|
|
|
+ * upgraded to a full SDL hint, so you can set the environment variable as
|
|
|
+ * usual or programatically set the hint with SDL_SetHint, which won't
|
|
|
+ * propagate to child processes.
|
|
|
*
|
|
|
- * The default value is unset, in which case SDL will try to figure out
|
|
|
- * the best audio backend on your behalf. This hint needs to be set
|
|
|
- * before SDL_Init() is called to be useful.
|
|
|
+ * The default value is unset, in which case SDL will try to figure out the
|
|
|
+ * best audio backend on your behalf. This hint needs to be set before
|
|
|
+ * SDL_Init() is called to be useful.
|
|
|
*
|
|
|
- * This hint is available since SDL 2.0.22. Before then, you could set
|
|
|
- * the environment variable to get the same effect.
|
|
|
+ * This hint is available since SDL 2.0.22. Before then, you could set the
|
|
|
+ * environment variable to get the same effect.
|
|
|
*/
|
|
|
#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that decides what KMSDRM device to use.
|
|
|
+ * A variable that decides what KMSDRM device to use.
|
|
|
*
|
|
|
- * Internally, SDL might open something like "/dev/dri/cardNN" to
|
|
|
- * access KMSDRM functionality, where "NN" is a device index number.
|
|
|
+ * Internally, SDL might open something like "/dev/dri/cardNN" to access
|
|
|
+ * KMSDRM functionality, where "NN" is a device index number.
|
|
|
*
|
|
|
- * SDL makes a guess at the best index to use (usually zero), but the
|
|
|
- * app or user can set this hint to a number between 0 and 99 to
|
|
|
- * force selection.
|
|
|
+ * SDL makes a guess at the best index to use (usually zero), but the app or
|
|
|
+ * user can set this hint to a number between 0 and 99 to force selection.
|
|
|
*
|
|
|
- * This hint is available since SDL 2.24.0.
|
|
|
+ * This hint is available since SDL 2.24.0.
|
|
|
*/
|
|
|
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
|
|
|
|
|
|
|
|
|
/**
|
|
|
- * \brief A variable that treats trackpads as touch devices.
|
|
|
+ * A variable that treats trackpads as touch devices.
|
|
|
*
|
|
|
- * On macOS (and possibly other platforms in the future), SDL will report
|
|
|
- * touches on a trackpad as mouse input, which is generally what users
|
|
|
- * expect from this device; however, these are often actually full
|
|
|
- * multitouch-capable touch devices, so it might be preferable to some apps
|
|
|
- * to treat them as such.
|
|
|
+ * On macOS (and possibly other platforms in the future), SDL will report
|
|
|
+ * touches on a trackpad as mouse input, which is generally what users expect
|
|
|
+ * from this device; however, these are often actually full multitouch-capable
|
|
|
+ * touch devices, so it might be preferable to some apps to treat them as
|
|
|
+ * such.
|
|
|
*
|
|
|
- * Setting this hint to true will make the trackpad input report as a
|
|
|
- * multitouch device instead of a mouse. The default is false.
|
|
|
+ * Setting this hint to true will make the trackpad input report as a
|
|
|
+ * multitouch device instead of a mouse. The default is false.
|
|
|
*
|
|
|
- * Note that most platforms don't support this hint. As of 2.24.0, it
|
|
|
- * only supports MacBooks' trackpads on macOS. Others may follow later.
|
|
|
+ * Note that most platforms don't support this hint. As of 2.24.0, it only
|
|
|
+ * supports MacBooks' trackpads on macOS. Others may follow later.
|
|
|
*
|
|
|
- * This hint is checked during SDL_Init and can not be changed after.
|
|
|
+ * This hint is checked during SDL_Init and can not be changed after.
|
|
|
*
|
|
|
- * This hint is available since SDL 2.24.0.
|
|
|
+ * This hint is available since SDL 2.24.0.
|
|
|
*/
|
|
|
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
|
|
|
|
|
@@ -2686,13 +3065,14 @@ extern "C" {
|
|
|
* Cause SDL to call dbus_shutdown() on quit.
|
|
|
*
|
|
|
* This is useful as a debug tool to validate memory leaks, but shouldn't ever
|
|
|
- * be set in production applications, as other libraries used by the application
|
|
|
- * might use dbus under the hood and this cause cause crashes if they continue
|
|
|
- * after SDL_Quit().
|
|
|
+ * be set in production applications, as other libraries used by the
|
|
|
+ * application might use dbus under the hood and this cause cause crashes if
|
|
|
+ * they continue after SDL_Quit().
|
|
|
*
|
|
|
* This variable can be set to the following values:
|
|
|
- * "0" - SDL will not call dbus_shutdown() on quit (default)
|
|
|
- * "1" - SDL will call dbus_shutdown() on quit
|
|
|
+ *
|
|
|
+ * - "0": SDL will not call dbus_shutdown() on quit (default)
|
|
|
+ * - "1": SDL will call dbus_shutdown() on quit
|
|
|
*
|
|
|
* This hint is available since SDL 2.30.0.
|
|
|
*/
|
|
@@ -2700,7 +3080,7 @@ extern "C" {
|
|
|
|
|
|
|
|
|
/**
|
|
|
- * \brief An enumeration of hint priorities
|
|
|
+ * An enumeration of hint priorities
|
|
|
*/
|
|
|
typedef enum SDL_HintPriority
|
|
|
{
|