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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * # CategoryHints
- *
- * Official documentation for SDL configuration variables
- *
- * This file contains functions to set and get configuration hints, as well as
- * listing each of them alphabetically.
- *
- * The convention for naming hints is SDL_HINT_X, where "SDL_X" is the
- * environment variable that can be used to override the default.
- *
- * In general these hints are just that - they may or may not be supported or
- * applicable on any given platform, but they provide a way for an application
- * or user to give the library a hint as to how they would like the library to
- * work.
- */
- #ifndef SDL_hints_h_
- #define SDL_hints_h_
- #include "SDL_stdinc.h"
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * A variable controlling whether the Android / iOS built-in accelerometer
- * should be listed as a joystick device.
- *
- * This variable can be set to the following values:
- *
- * - "0": The accelerometer is not listed as a joystick
- * - "1": The accelerometer is available as a 3 axis joystick (the default).
- */
- #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
- /**
- * Specify the behavior of Alt+Tab while the keyboard is grabbed.
- *
- * By default, SDL emulates Alt+Tab functionality while the keyboard is
- * grabbed and your window is full-screen. This prevents the user from getting
- * stuck in your application if you've enabled keyboard grab.
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will not handle Alt+Tab. Your application is responsible for
- * handling Alt+Tab while the keyboard is grabbed.
- * - "1": SDL will minimize your window when Alt+Tab is pressed (default)
- */
- #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
- /**
- * If set to "0" then never set the top most bit on a SDL Window, even if the
- * video mode expects it.
- *
- * This is a debugging aid for developers and not expected to be used by end
- * users. The default is "1"
- *
- * This variable can be set to the following values:
- *
- * - "0": don't allow topmost
- * - "1": allow topmost
- */
- #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
- /**
- * Android APK expansion main file version.
- *
- * Should be a string number like "1", "2" etc.
- *
- * Must be set together with
- * SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
- *
- * If both hints were set then SDL_RWFromFile() will look into expansion files
- * after a given relative path was not found in the internal storage and
- * assets.
- *
- * By default this hint is not set and the APK expansion files are not
- * searched.
- */
- #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
- /**
- * Android APK expansion patch file version.
- *
- * Should be a string number like "1", "2" etc.
- *
- * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
- *
- * If both hints were set then SDL_RWFromFile() will look into expansion files
- * after a given relative path was not found in the internal storage and
- * assets.
- *
- * By default this hint is not set and the APK expansion files are not
- * searched.
- */
- #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
- /**
- * A variable to control whether the event loop will block itself when the app
- * is paused.
- *
- * The variable can be set to the following values:
- *
- * - "0": Non blocking.
- * - "1": Blocking. (default)
- *
- * The value should be set before SDL is initialized.
- */
- #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
- /**
- * A variable to control whether SDL will pause audio in background (Requires
- * SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
- *
- * The variable can be set to the following values:
- *
- * - "0": Non paused.
- * - "1": Paused. (default)
- *
- * The value should be set before SDL is initialized.
- */
- #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
- /**
- * A variable to control whether we trap the Android back button to handle it
- * manually.
- *
- * This is necessary for the right mouse button to work on some Android
- * devices, or to be able to trap the back button for use in your code
- * reliably. If set to true, the back button will show up as an SDL_KEYDOWN /
- * SDL_KEYUP pair with a keycode of SDL_SCANCODE_AC_BACK.
- *
- * The variable can be set to the following values:
- *
- * - "0": Back button will be handled as usual for system. (default)
- * - "1": Back button will be trapped, allowing you to handle the key press
- * manually. (This will also let right mouse click work on systems where the
- * right mouse button functions as back.)
- *
- * The value of this hint is used at runtime, so it can be changed at any
- * time.
- */
- #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
- /**
- * Specify an application name.
- *
- * This hint lets you specify the application name sent to the OS when
- * required. For example, this will often appear in volume control applets for
- * audio streams, and in lists of applications which are inhibiting the
- * screensaver. You should use a string that describes your program ("My Game
- * 2: The Revenge")
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: probably the application's name or "SDL Application" if SDL
- * doesn't have any better information.
- *
- * Note that, for audio streams, this can be overridden with
- * SDL_HINT_AUDIO_DEVICE_APP_NAME.
- *
- * On targets where this is not supported, this hint does nothing.
- */
- #define SDL_HINT_APP_NAME "SDL_APP_NAME"
- /**
- * A variable controlling whether controllers used with the Apple TV generate
- * UI events.
- *
- * When UI events are generated by controller input, the app will be
- * backgrounded when the Apple TV remote's menu button is pressed, and when
- * the pause or B buttons on gamepads are pressed.
- *
- * More information about properly making use of controllers for the Apple TV
- * can be found here:
- * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
- *
- * This variable can be set to the following values:
- *
- * - "0": Controller input does not generate UI events (the default).
- * - "1": Controller input generates UI events.
- */
- #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
- /**
- * A variable controlling whether the Apple TV remote's joystick axes will
- * automatically match the rotation of the remote.
- *
- * This variable can be set to the following values:
- *
- * - "0": Remote orientation does not affect joystick axes (the default).
- * - "1": Joystick axes are based on the orientation of the remote.
- */
- #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
- /**
- * A variable controlling the audio category on iOS and Mac OS X
- *
- * This variable can be set to the following values:
- *
- * - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be
- * muted by the phone mute switch (default)
- * - "playback": Use the AVAudioSessionCategoryPlayback category
- *
- * For more information, see Apple's documentation:
- * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
- */
- #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
- /**
- * Specify an application name for an audio device.
- *
- * Some audio backends (such as PulseAudio) allow you to describe your audio
- * stream. Among other things, this description might show up in a system
- * control panel that lets the user adjust the volume on specific audio
- * streams instead of using one giant master volume slider.
- *
- * This hints lets you transmit that information to the OS. The contents of
- * this hint are used while opening an audio device. You should use a string
- * that describes your program ("My Game 2: The Revenge")
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
- * set. Otherwise, it'll probably the application's name or "SDL Application"
- * if SDL doesn't have any better information.
- *
- * On targets where this is not supported, this hint does nothing.
- */
- #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
- /**
- * Specify an application name for an audio device.
- *
- * Some audio backends (such as PulseAudio) allow you to describe your audio
- * stream. Among other things, this description might show up in a system
- * control panel that lets the user adjust the volume on specific audio
- * streams instead of using one giant master volume slider.
- *
- * This hints lets you transmit that information to the OS. The contents of
- * this hint are used while opening an audio device. You should use a string
- * that describes your what your program is playing ("audio stream" is
- * probably sufficient in many cases, but this could be useful for something
- * like "team chat" if you have a headset playing VoIP audio separately).
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: "audio stream" or something similar.
- *
- * On targets where this is not supported, this hint does nothing.
- */
- #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
- /**
- * Specify an application role for an audio device.
- *
- * Some audio backends (such as Pipewire) allow you to describe the role of
- * your audio stream. Among other things, this description might show up in a
- * system control panel or software for displaying and manipulating media
- * playback/capture graphs.
- *
- * This hints lets you transmit that information to the OS. The contents of
- * this hint are used while opening an audio device. You should use a string
- * that describes your what your program is playing (Game, Music, Movie,
- * etc...).
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: "Game" or something similar.
- *
- * On targets where this is not supported, this hint does nothing.
- */
- #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
- /**
- * A variable controlling speed/quality tradeoff of audio resampling.
- *
- * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
- * to handle audio resampling. There are different resampling modes available
- * that produce different levels of quality, using more CPU.
- *
- * If this hint isn't specified to a valid setting, or libsamplerate isn't
- * available, SDL will use the default, internal resampling algorithm.
- *
- * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is
- * available.
- *
- * This hint is currently only checked at audio subsystem initialization.
- *
- * This variable can be set to the following values:
- *
- * - "0" or "default": Use SDL's internal resampling (Default when not set -
- * low quality, fast)
- * - "1" or "fast": Use fast, slightly higher quality resampling, if available
- * - "2" or "medium": Use medium quality resampling, if available
- * - "3" or "best": Use high quality resampling, if available
- */
- #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
- /**
- * A variable controlling whether SDL updates joystick state when getting
- * input events
- *
- * This variable can be set to the following values:
- *
- * - "0": You'll call SDL_JoystickUpdate() manually
- * - "1": SDL will automatically call SDL_JoystickUpdate() (default)
- *
- * This hint can be toggled on and off at runtime.
- */
- #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
- /**
- * A variable controlling whether SDL updates sensor state when getting input
- * events
- *
- * This variable can be set to the following values:
- *
- * - "0": You'll call SDL_SensorUpdate() manually
- * - "1": SDL will automatically call SDL_SensorUpdate() (default)
- *
- * This hint can be toggled on and off at runtime.
- */
- #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
- /**
- * Prevent SDL from using version 4 of the bitmap header when saving BMPs.
- *
- * The bitmap header version 4 is required for proper alpha channel support
- * and SDL will use it when required. Should this not be desired, this hint
- * can force the use of the 40 byte header version which is supported
- * everywhere.
- *
- * The variable can be set to the following values:
- *
- * - "0": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
- * BMP file with an alpha mask. SDL will use the bitmap header version 4 and
- * set the alpha mask accordingly.
- * - "1": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
- * BMP file without an alpha mask. The alpha channel data will be in the
- * file, but applications are going to ignore it.
- *
- * The default value is "0".
- */
- #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
- /**
- * Override for SDL_GetDisplayUsableBounds()
- *
- * If set, this hint will override the expected results for
- * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
- * to do this, but this allows an embedded system to request that some of the
- * screen be reserved for other uses when paired with a well-behaved
- * application.
- *
- * The contents of this hint must be 4 comma-separated integers, the first is
- * the bounds x, then y, width and height, in that order.
- */
- #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
- /**
- * 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.
- *
- * This hint only applies to the emscripten platform
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable emscripten_sleep calls (if you give back browser control
- * manually or use asyncify for other purposes)
- * - "1": Enable emscripten_sleep calls (the default)
- */
- #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
- /**
- * override the binding element for keyboard inputs for Emscripten builds
- *
- * This hint only applies to the emscripten platform.
- *
- * The variable can be one of:
- *
- * - "#window": the javascript window object (this is the default)
- * - "#document": the javascript document object
- * - "#screen": the javascript window.screen object
- * - "#canvas": the WebGL canvas element
- *
- * Any other string without a leading # sign applies to the element on the
- * page with that ID.
- */
- #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
- /**
- * 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:
- *
- * - "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.
- */
- #define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
- /**
- * A variable controlling verbosity of the logging of SDL events pushed onto
- * the internal queue.
- *
- * This variable can be set to the following values, from least to most
- * verbose:
- *
- * - "0": Don't log any events (default)
- * - "1": Log most events (other than the really spammy ones).
- * - "2": Include mouse and finger motion events.
- * - "3": Include SDL_SysWMEvent events.
- *
- * This is generally meant to be used to debug SDL itself, but can be useful
- * for application developers that need better visibility into what is going
- * on in the event queue. Logged events are sent through SDL_Log(), which
- * means by default they appear on stdout on most platforms or maybe
- * OutputDebugString() on Windows, and can be funneled by the app with
- * SDL_LogSetOutputFunction(), etc.
- *
- * This hint can be toggled on and off at runtime, if you only need to log
- * events for a small subset of program execution.
- */
- #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
- /**
- * A variable controlling whether raising the window should be done more
- * forcefully
- *
- * This variable can be set to the following values:
- *
- * - "0": No forcing (the default)
- * - "1": Extra level of forcing
- *
- * At present, this is only an issue under MS Windows, which makes it nearly
- * impossible to programmatically move a window to the foreground, for
- * "security" reasons. See http://stackoverflow.com/a/34414846 for a
- * discussion.
- */
- #define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
- /**
- * A variable controlling how 3D acceleration is used to accelerate the SDL
- * screen surface.
- *
- * SDL can try to accelerate the SDL screen surface by using streaming
- * textures with a 3D rendering engine. This variable controls whether and how
- * this is done.
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable 3D acceleration
- * - "1": Enable 3D acceleration, using the default renderer.
- * - "X": Enable 3D acceleration, using X where X is one of the valid
- * rendering drivers. (e.g. "direct3d", "opengl", etc.)
- *
- * By default SDL tries to make a best guess for each platform whether to use
- * acceleration or not.
- */
- #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
- /**
- * A variable that lets you manually hint extra gamecontroller db entries.
- *
- * The variable should be newline delimited rows of gamecontroller config
- * data, see SDL_gamecontroller.h
- *
- * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You
- * can update mappings after the system is initialized with
- * SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
- */
- #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
- /**
- * A variable that lets you provide a file with extra gamecontroller db
- * entries.
- *
- * The file should contain lines of gamecontroller config data, see
- * SDL_gamecontroller.h
- *
- * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You
- * can update mappings after the system is initialized with
- * SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
- */
- #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
- /**
- * A variable that overrides the automatic controller type detection
- *
- * The variable should be comma separated entries, in the form: VID/PID=type
- *
- * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
- *
- * The type should be one of: Xbox360 XboxOne PS3 PS4 PS5 SwitchPro
- *
- * This hint affects what driver is used, and must be set before calling
- * SDL_Init(SDL_INIT_GAMECONTROLLER)
- */
- #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
- /**
- * A variable containing a list of devices to skip when scanning for game
- * controllers.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
- /**
- * If set, all devices will be skipped when scanning for game controllers
- * except for the ones listed in this variable.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
- /**
- * If set, game controller face buttons report their values according to their
- * labels instead of their positional layout.
- *
- * For example, on Nintendo Switch controllers, normally you'd get:
- *
- * ```
- * (Y)
- * (X) (B)
- * (A)
- * ```
- *
- * but if this hint is set, you'll get:
- *
- * ```
- * (X)
- * (Y) (A)
- * (B)
- * ```
- *
- * The variable can be set to the following values:
- *
- * - "0": Report the face buttons by position, as though they were on an Xbox
- * controller.
- * - "1": Report the face buttons by label instead of position
- *
- * The default value is "1". This hint may be set at any time.
- */
- #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
- /**
- * A variable controlling whether grabbing input grabs the keyboard
- *
- * This variable can be set to the following values:
- *
- * - "0": Grab will affect only the mouse
- * - "1": Grab will affect mouse and keyboard
- *
- * By default SDL will not grab the keyboard so system shortcuts still work.
- */
- #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
- /**
- * A variable containing a list of devices to ignore in SDL_hid_enumerate()
- *
- * For example, to ignore the Shanwan DS3 controller and any Valve controller,
- * you might have the string "0x2563/0x0523,0x28de/0x0000"
- */
- #define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
- /**
- * 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.
- *
- * 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:
- *
- * - "0": Enable idle timer
- * - "1": Disable idle timer
- */
- #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
- /**
- * 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.
- */
- #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
- /**
- * A variable to control whether certain IMEs should show native UI components
- * (such as the Candidate List) instead of suppressing them.
- *
- * The variable can be set to the following values:
- *
- * - "0": Native UI components are not display. (default)
- * - "1": Native UI components are displayed.
- */
- #define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
- /**
- * A variable to control if extended IME text support is enabled.
- *
- * If enabled then SDL_TextEditingExtEvent will be issued if the text would be
- * truncated otherwise. Additionally SDL_TextInputEvent will be dispatched
- * multiple times so that it is not truncated.
- *
- * The variable can be set to the following values:
- *
- * - "0": Legacy behavior. Text can be truncated, no heap allocations.
- * (default)
- * - "1": Modern behavior.
- */
- #define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
- /**
- * A variable controlling whether the home indicator bar on iPhone X should be
- * hidden.
- *
- * This variable can be set to the following values:
- *
- * - "0": The indicator bar is not hidden (default for windowed applications)
- * - "1": The indicator bar is hidden and is shown when the screen is touched
- * (useful for movie playback applications)
- * - "2": The indicator bar is dim and the first swipe makes it visible and
- * the second swipe performs the "home" action (default for fullscreen
- * applications)
- */
- #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
- /**
- * A variable that lets you enable joystick (and gamecontroller) events even
- * when your app is in the background.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable joystick & gamecontroller input events when the application
- * is in the background.
- * - "1": Enable joystick & gamecontroller input events when the application
- * is in the background.
- *
- * The default value is "0". This hint may be set at any time.
- */
- #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
- /**
- * 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.
- *
- * 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_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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
- /**
- * 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.
- *
- * 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 "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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"
- /**
- * 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.
- *
- * 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_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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED"
- /**
- * 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.
- *
- * 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 "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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"
- /**
- * A variable controlling whether the HIDAPI joystick drivers should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI drivers are not used
- * - "1": HIDAPI drivers are used (the default)
- *
- * This variable is the default for all drivers, but can be overridden by the
- * hints for specific drivers below.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
- /**
- * A variable controlling whether the HIDAPI driver for Nintendo GameCube
- * controllers should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
- /**
- * A variable controlling whether "low_frequency_rumble" and
- * "high_frequency_rumble" is used to implement the GameCube controller's 3
- * rumble modes, Stop(0), Rumble(1), and StopHard(2) this is useful for
- * applications that need full compatibility for things like ADSR envelopes.
- *
- * Stop is implemented by setting "low_frequency_rumble" to "0" and
- * "high_frequency_rumble" ">0" Rumble is both at any arbitrary value,
- * StopHard is implemented by setting both "low_frequency_rumble" and
- * "high_frequency_rumble" to "0"
- *
- * This variable can be set to the following values:
- *
- * - "0": Normal rumble behavior is behavior is used (default)
- * - "1": Proper GameCube controller rumble behavior is used
- */
- #define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
- /**
- * 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"
- /**
- * 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"
- /**
- * 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"
- /**
- * 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"
- /**
- * 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"
- /**
- * 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"
- /**
- * A variable controlling whether the HIDAPI driver for PS3 controllers should
- * be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on
- * other platforms.
- *
- * It is not possible to use this driver on Windows, due to limitations in the
- * default drivers installed. See https://github.com/ViGEm/DsHidMini for an
- * alternative driver on Windows.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
- /**
- * A variable controlling whether the HIDAPI driver for PS4 controllers should
- * be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
- /**
- * A variable controlling whether extended input reports should be used for
- * PS4 controllers when using the HIDAPI driver.
- *
- * This variable can be set to the following values:
- *
- * - "0": extended reports are not enabled (the default)
- * - "1": extended reports
- *
- * Extended input reports allow rumble on Bluetooth PS4 controllers, but break
- * DirectInput handling for applications that don't use SDL.
- *
- * Once extended reports are enabled, they can not be disabled without power
- * cycling the controller.
- *
- * For compatibility with applications written for versions of SDL prior to
- * the introduction of PS5 controller support, this value will also control
- * the state of extended reports on PS5 controllers when the
- * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
- /**
- * A variable controlling whether the HIDAPI driver for PS5 controllers should
- * be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
- /**
- * A variable controlling whether the player LEDs should be lit to indicate
- * which player is associated with a PS5 controller.
- *
- * This variable can be set to the following values:
- *
- * - "0": player LEDs are not enabled
- * - "1": player LEDs are enabled (the default)
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
- /**
- * A variable controlling whether extended input reports should be used for
- * PS5 controllers when using the HIDAPI driver.
- *
- * This variable can be set to the following values:
- *
- * - "0": extended reports are not enabled (the default)
- * - "1": extended reports
- *
- * Extended input reports allow rumble on Bluetooth PS5 controllers, but break
- * DirectInput handling for applications that don't use SDL.
- *
- * Once extended reports are enabled, they can not be disabled without power
- * cycling the controller.
- *
- * For compatibility with applications written for versions of SDL prior to
- * the introduction of PS5 controller support, this value defaults to the
- * value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
- /**
- * A variable controlling whether the HIDAPI driver for Google Stadia
- * controllers should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
- /**
- * A variable controlling whether the HIDAPI driver for Bluetooth Steam
- * Controllers should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used for Steam Controllers, which requires
- * Bluetooth access and may prompt the user for permission on iOS and
- * Android.
- *
- * The default is "0"
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
- /**
- * 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:
- *
- * - "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_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK"
- /**
- * A variable controlling whether the HIDAPI driver for Nintendo Switch
- * controllers should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
- /**
- * A variable controlling whether the Home button LED should be turned on when
- * a Nintendo Switch Pro controller is opened
- *
- * This variable can be set to the following values:
- *
- * - "0": home button LED is turned off
- * - "1": home button LED is turned on
- *
- * By default the Home button LED state is not changed. This hint can also be
- * set to a floating point value between 0.0 and 1.0 which controls the
- * brightness of the Home button LED.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
- /**
- * A variable controlling whether the Home button LED should be turned on when
- * a Nintendo Switch Joy-Con controller is opened
- *
- * This variable can be set to the following values:
- *
- * - "0": home button LED is turned off
- * - "1": home button LED is turned on
- *
- * By default the Home button LED state is not changed. This hint can also be
- * set to a floating point value between 0.0 and 1.0 which controls the
- * brightness of the Home button LED.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
- /**
- * A variable controlling whether the player LEDs should be lit to indicate
- * which player is associated with a Nintendo Switch controller.
- *
- * This variable can be set to the following values:
- *
- * - "0": player LEDs are not enabled
- * - "1": player LEDs are enabled (the default)
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
- /**
- * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U
- * controllers should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE
- * for now.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
- /**
- * A variable controlling whether the player LEDs should be lit to indicate
- * which player is associated with a Wii controller.
- *
- * This variable can be set to the following values:
- *
- * - "0": player LEDs are not enabled
- * - "1": player LEDs are enabled (the default)
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
- /**
- * A variable controlling whether the HIDAPI driver for XBox controllers
- * should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is "0" on Windows, otherwise the value of
- * SDL_HINT_JOYSTICK_HIDAPI
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
- /**
- * A variable controlling whether the HIDAPI driver for XBox 360 controllers
- * should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
- /**
- * A variable controlling whether the player LEDs should be lit to indicate
- * which player is associated with an Xbox 360 controller.
- *
- * This variable can be set to the following values:
- *
- * - "0": player LEDs are not enabled
- * - "1": player LEDs are enabled (the default)
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
- /**
- * A variable controlling whether the HIDAPI driver for XBox 360 wireless
- * controllers should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
- /**
- * A variable controlling whether the HIDAPI driver for XBox One controllers
- * should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used
- * - "1": HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
- /**
- * A variable controlling whether the Home button LED should be turned on when
- * an Xbox One controller is opened
- *
- * This variable can be set to the following values:
- *
- * - "0": home button LED is turned off
- * - "1": home button LED is turned on
- *
- * By default the Home button LED state is not changed. This hint can also be
- * set to a floating point value between 0.0 and 1.0 which controls the
- * brightness of the Home button LED. The default brightness is 0.4.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
- /**
- * 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)
- */
- #define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI"
- /**
- * 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"
- /**
- * 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"
- /**
- * 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"
- /**
- * 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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED"
- /**
- * 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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED"
- /**
- * 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.
- *
- * 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_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
- /**
- * Determines whether SDL enforces that DRM master is required in order to
- * initialize the KMSDRM video backend.
- *
- * The DRM subsystem has a concept of a "DRM master" which is a DRM client
- * that has the ability to set planes, set cursor, etc. When SDL is DRM
- * master, it can draw to the screen using the SDL rendering APIs. Without DRM
- * master, SDL is still able to process input and query attributes of attached
- * displays, but it cannot change display state or draw to the screen
- * directly.
- *
- * In some cases, it can be useful to have the KMSDRM backend even if it
- * cannot be used for rendering. An app may want to use SDL for input
- * processing while using another rendering API (such as an MMAL overlay on
- * Raspberry Pi) or using its own code to render to DRM overlays that SDL
- * doesn't support.
- *
- * This hint must be set before initializing the video subsystem.
- *
- * This variable can be set to the following values:
- *
- * - "0": SDL will allow usage of the KMSDRM backend without DRM master
- * - "1": SDL Will require DRM master to use the KMSDRM backend (default)
- */
- #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
- /**
- * 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"
- /**
- * A variable containing a list of devices and their desired number of haptic
- * (force feedback) enabled axis.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form plus the number of desired axes, e.g.
- *
- * `0xAAAA/0xBBBB/1,0xCCCC/0xDDDD/3`
- *
- * This hint supports a "wildcard" device that will set the number of haptic
- * axes on all initialized haptic devices which were not defined explicitly in
- * this hint.
- *
- * `0xFFFF/0xFFFF/1`
- *
- * This hint should be set before a controller is opened. The number of haptic
- * axes won't exceed the number of real axes found on the device.
- */
- #define SDL_HINT_JOYSTICK_HAPTIC_AXES "SDL_JOYSTICK_HAPTIC_AXES"
- /**
- * 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"
- /**
- * 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"
- /**
- * 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"
- /**
- * 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"
- /**
- * 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.
- *
- * 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.
- *
- * 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"
- */
- #define SDL_HINT_LOGGING "SDL_LOGGING"
- /**
- * 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"
- /**
- * A variable that determines whether ctrl+click should generate a right-click
- * event on Mac
- *
- * If present, holding ctrl while left clicking will generate a right click
- * event when on Mac.
- */
- #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
- /**
- * A variable controlling whether dispatching OpenGL context updates should
- * block the dispatching thread until the main thread finishes processing
- *
- * This variable can be set to the following values:
- *
- * - "0": Dispatching OpenGL context updates will block the dispatching thread
- * until the main thread finishes processing (default).
- * - "1": Dispatching OpenGL context updates will allow the dispatching thread
- * to continue execution.
- *
- * Generally you want the default, but if you have OpenGL code in a background
- * thread on a Mac, and the main thread hangs because it's waiting for that
- * background thread, but that background thread is also hanging because it's
- * waiting for the main thread to do an update, this might fix your issue.
- *
- * This hint only applies to macOS.
- *
- * This hint is available since SDL 2.24.0.
- */
- #define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
- /**
- * A variable setting the double click radius, in pixels.
- */
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
- /**
- * A variable setting the double click time, in milliseconds.
- */
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
- /**
- * Allow mouse click events when clicking to focus an SDL window
- *
- * This variable can be set to the following values:
- *
- * - "0": Ignore mouse clicks that activate a window
- * - "1": Generate events for mouse clicks that activate a window
- *
- * By default SDL will ignore mouse clicks that activate a window
- */
- #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
- /**
- * 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"
- /**
- * A variable controlling whether relative mouse mode constrains the mouse to
- * the center of the window
- *
- * This variable can be set to the following values:
- *
- * - "0": Relative mouse mode constrains the mouse to the window
- * - "1": Relative mouse mode constrains the mouse to the center of the window
- *
- * Constraining to the center of the window works better for FPS games and
- * when the application is running over RDP. Constraining to the whole window
- * works better for 2D games and increases the chance that the mouse will be
- * in the correct position when using high DPI mice.
- *
- * By default SDL will constrain the mouse to the center of the window
- */
- #define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
- /**
- * A variable controlling whether relative mouse mode is implemented using
- * mouse warping
- *
- * This variable can be set to the following values:
- *
- * - "0": Relative mouse mode uses raw input
- * - "1": Relative mouse mode uses mouse warping
- *
- * By default SDL will use raw input for relative mouse mode
- */
- #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
- /**
- * A variable controlling whether relative mouse motion is affected by
- * renderer scaling
- *
- * 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
- *
- * By default relative mouse deltas are affected by DPI and renderer scaling
- */
- #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
- /**
- * 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"
- /**
- * A variable controlling whether the system mouse acceleration curve is used
- * for relative mouse motion.
- *
- * This variable can be set to the following values:
- *
- * - "0": Relative mouse motion will be unscaled (the default)
- * - "1": Relative mouse motion will be scaled using the system mouse
- * acceleration curve.
- *
- * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the
- * system speed scale.
- */
- #define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
- /**
- * A variable controlling whether a motion event should be generated for mouse
- * warping in relative mode.
- *
- * This variable can be set to the following values:
- *
- * - "0": Warping the mouse will not generate a motion event in relative mode
- * - "1": Warping the mouse will generate a motion event in relative mode
- *
- * By default warping the mouse will not generate motion events in relative
- * mode. This avoids the application having to filter out large relative
- * motion due to warping.
- */
- #define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
- /**
- * A variable controlling whether the hardware cursor stays visible when
- * relative mode is active.
- *
- * This variable can be set to the following values: "0" - The cursor will be
- * hidden while relative mode is active (default) "1" - The cursor will remain
- * visible while relative mode is active
- *
- * Note that for systems without raw hardware inputs, relative mode is
- * implemented using warping, so the hardware cursor will visibly warp between
- * frames if this is enabled on those systems.
- */
- #define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE"
- /**
- * A variable controlling whether mouse events should generate synthetic touch
- * events
- *
- * This variable can be set to the following values:
- *
- * - "0": Mouse events will not generate touch events (default for desktop
- * platforms)
- * - "1": Mouse events will generate touch events (default for mobile
- * platforms, such as Android and iOS)
- */
- #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
- /**
- * A variable controlling whether the mouse is captured while mouse buttons
- * are pressed
- *
- * This variable can be set to the following values:
- *
- * - "0": The mouse is not captured while mouse buttons are pressed
- * - "1": The mouse is captured while mouse buttons are pressed
- *
- * By default the mouse is captured while mouse buttons are pressed so if the
- * mouse is dragged outside the window, the application continues to receive
- * mouse events until the button is released.
- */
- #define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
- /**
- * Tell SDL not to catch the SIGINT or SIGTERM signals.
- *
- * This hint only applies to Unix-like platforms, and should set before any
- * calls to SDL_Init()
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a
- * signal, convert it into an SDL_QUIT event.
- * - "1": SDL will not install a signal handler at all.
- */
- #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
- /**
- * A variable controlling what driver to use for OpenGL ES contexts.
- *
- * On some platforms, currently Windows and X11, OpenGL drivers may support
- * creating contexts with an OpenGL ES profile. By default SDL uses these
- * profiles, when available, otherwise it attempts to load an OpenGL ES
- * library, e.g. that provided by the ANGLE project. This variable controls
- * whether SDL follows this default behaviour or will always load an OpenGL ES
- * library.
- *
- * Circumstances where this is useful include - Testing an app with a
- * particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those
- * from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses
- * at link time by linking with the OpenGL ES library instead of querying them
- * at run time with SDL_GL_GetProcAddress().
- *
- * Caution: for an application to work with the default behaviour across
- * different OpenGL drivers it must query the OpenGL ES function addresses at
- * run time using SDL_GL_GetProcAddress().
- *
- * This variable is ignored on most platforms because OpenGL ES is native or
- * not supported.
- *
- * This variable can be set to the following values:
- *
- * - "0": Use ES profile of OpenGL, if available. (Default when not set.)
- * - "1": Load OpenGL ES library using the default library names.
- */
- #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
- /**
- * A variable controlling which orientations are allowed on iOS/Android.
- *
- * In some circumstances it is necessary to be able to explicitly control
- * which UI orientations are allowed.
- *
- * This variable is a space delimited list of the following values:
- *
- * - "LandscapeLeft"
- * - "LandscapeRight"
- * - "Portrait"
- * - "PortraitUpsideDown"
- */
- #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
- /**
- * A variable controlling the use of a sentinel event when polling the event
- * queue
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable poll sentinels
- * - "1": Enable poll sentinels
- *
- * When polling for events, SDL_PumpEvents is used to gather new events from
- * devices. If a device keeps producing new events between calls to
- * SDL_PumpEvents, a poll loop will become stuck until the new events stop.
- * This is most noticeable when moving a high frequency mouse.
- *
- * By default, poll sentinels are enabled.
- */
- #define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
- /**
- * Override for SDL_GetPreferredLocales()
- *
- * If set, this will be favored over anything the OS might report for the
- * user's preferred locales. Changing this hint at runtime will not generate a
- * SDL_LOCALECHANGED event (but if you can change the hint, you can push your
- * own event, if you want).
- *
- * The format of this hint is a comma-separated list of language and locale,
- * combined with an underscore, as is a common format: "en_GB". Locale is
- * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
- */
- #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
- /**
- * A variable describing the content orientation on QtWayland-based platforms.
- *
- * On QtWayland platforms, windows are rotated client-side to allow for custom
- * transitions. In order to correctly position overlays (e.g. volume bar) and
- * gestures (e.g. events view, close/minimize gestures), the system needs to
- * know in which orientation the application is currently drawing its
- * contents.
- *
- * This does not cause the window to be rotated or resized, the application
- * needs to take care of drawing the content in the right orientation (the
- * framebuffer is always in portrait mode).
- *
- * This variable can be one of the following values:
- *
- * - "primary" (default)
- * - "portrait"
- * - "landscape"
- * - "inverted-portrait"
- * - "inverted-landscape"
- *
- * 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"
- /**
- * Flags to set on QtWayland windows to integrate with the native window
- * manager.
- *
- * On QtWayland platforms, this hint controls the flags to set on the windows.
- * For example, on Sailfish OS "OverridesSystemGestures" disables swipe
- * gestures.
- *
- * This variable is a space-separated list of the following values (empty = no
- * flags):
- *
- * - "OverridesSystemGestures"
- * - "StaysOnTop"
- * - "BypassWindowManager"
- */
- #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
- /**
- * A variable controlling whether the 2D render API is compatible or
- * efficient.
- *
- * This variable can be set to the following values:
- *
- * - "0": Don't use batching to make rendering more efficient.
- * - "1": Use batching, but might cause problems if app makes its own direct
- * OpenGL calls.
- *
- * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
- * it batches up draw requests and sends them all to the GPU only when forced
- * to (during SDL_RenderPresent, when changing render targets, by updating a
- * texture that the batch needs, etc). This is significantly more efficient,
- * but it can cause problems for apps that expect to render on top of the
- * render API's output. As such, SDL will disable batching if a specific
- * render backend is requested (since this might indicate that the app is
- * planning to use the underlying graphics API directly). This hint can be
- * used to explicitly request batching in this instance. It is a contract that
- * you will either never use the underlying graphics API directly, or if you
- * do, you will call SDL_RenderFlush() before you do so any current batch goes
- * to the GPU before your work begins. Not following this contract will result
- * in undefined behavior.
- */
- #define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
- /**
- * A variable controlling how the 2D render API renders lines
- *
- * This variable can be set to the following values:
- *
- * - "0": Use the default line drawing method (Bresenham's line algorithm as
- * of SDL 2.0.20)
- * - "1": Use the driver point API using Bresenham's line algorithm (correct,
- * draws many points)
- * - "2": Use the driver line API (occasionally misses line endpoints based on
- * hardware driver quirks, was the default before 2.0.20)
- * - "3": Use the driver geometry API (correct, draws thicker diagonal lines)
- *
- * This variable should be set when the renderer is created.
- */
- #define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
- /**
- * A variable controlling whether to enable Direct3D 11+'s Debug Layer.
- *
- * This variable does not have any effect on the Direct3D 9 based renderer.
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable Debug Layer use
- * - "1": Enable Debug Layer use
- *
- * By default, SDL does not use Direct3D Debug Layer.
- */
- #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
- /**
- * A variable controlling whether the Direct3D device is initialized for
- * thread-safe operations.
- *
- * This variable can be set to the following values:
- *
- * - "0": Thread-safety is not enabled (faster)
- * - "1": Thread-safety is enabled
- *
- * By default the Direct3D device is created with thread-safety disabled.
- */
- #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
- /**
- * A variable specifying which render driver to use.
- *
- * If the application doesn't pick a specific renderer to use, this variable
- * specifies the name of the preferred renderer. If the preferred renderer
- * can't be initialized, the normal default renderer is used.
- *
- * This variable is case insensitive and can be set to the following values:
- *
- * - "direct3d"
- * - "direct3d11"
- * - "direct3d12"
- * - "opengl"
- * - "opengles2"
- * - "opengles"
- * - "metal"
- * - "software"
- *
- * The default varies by platform, but it's the first one in the list that is
- * available on the current platform.
- */
- #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
- /**
- * A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
- *
- * 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
- *
- * By default letterbox is used
- */
- #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
- /**
- * A variable controlling whether the OpenGL render driver uses shaders if
- * they are available.
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable shaders
- * - "1": Enable shaders
- *
- * By default shaders are used if OpenGL supports them.
- */
- #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
- /**
- * A variable controlling the scaling quality
- *
- * This variable can be set to the following values:
- *
- * - "0" or "nearest": Nearest pixel sampling
- * - "1" or "linear": Linear filtering (supported by OpenGL and Direct3D)
- * - "2" or "best": Currently this is the same as "linear"
- *
- * By default nearest pixel sampling is used
- */
- #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
- /**
- * A variable controlling whether updates to the SDL screen surface should be
- * synchronized with the vertical refresh, to avoid tearing.
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable vsync
- * - "1": Enable vsync
- *
- * By default SDL does not sync screen surface updates with vertical refresh.
- */
- #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
- /**
- * 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
- *
- * 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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_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.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED"
- /**
- * A variable controlling if VSYNC is automatically disable if doesn't reach
- * the enough FPS
- *
- * This variable can be set to the following values:
- *
- * - "0": It will be using VSYNC as defined in the main flag. Default
- * - "1": If VSYNC was previously enabled, then it will disable VSYNC if
- * doesn't reach enough speed
- *
- * By default SDL does not enable the automatic VSYNC
- */
- #define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
- /**
- * A variable to control whether the return key on the soft keyboard should
- * hide the soft keyboard on Android and iOS.
- *
- * The variable can be set to the following values:
- *
- * - "0": The return key will be handled as a key event. This is the behaviour
- * of SDL <= 2.0.3. (default)
- * - "1": The return key will hide the keyboard.
- *
- * The value of this hint is used at runtime, so it can be changed at any
- * time.
- */
- #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
- /**
- * Tell SDL which Dispmanx layer to use on a Raspberry PI
- *
- * Also known as Z-order. The variable can take a negative or positive value.
- * The default is 10000.
- */
- #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
- /**
- * Specify an "activity name" for screensaver inhibition.
- *
- * Some platforms, notably Linux desktops, list the applications which are
- * inhibiting the screensaver or other power-saving features.
- *
- * This hint lets you specify the "activity name" sent to the OS when
- * SDL_DisableScreenSaver() is used (or the screensaver is automatically
- * disabled). The contents of this hint are used when the screensaver is
- * disabled. You should use a string that describes what your program is doing
- * (and, therefore, why the screensaver is disabled). For example, "Playing a
- * game" or "Watching a video".
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: "Playing a game" or something similar.
- *
- * On targets where this is not supported, this hint does nothing.
- */
- #define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
- /**
- * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as
- * realtime.
- *
- * On some platforms, like Linux, a realtime priority thread may be subject to
- * restrictions that require special handling by the application. This hint
- * exists to let SDL know that the app is prepared to handle said
- * restrictions.
- *
- * On Linux, SDL will apply the following configuration to any thread that
- * becomes realtime:
- *
- * - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy.
- * - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
- * - Exceeding this limit will result in the kernel sending SIGKILL to the
- * app.
- *
- * Refer to the man pages for more information.
- *
- * This variable can be set to the following values:
- *
- * - "0": default platform specific behaviour
- * - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling
- * policy
- */
- #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
- /**
- * 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"
- /**
- * 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"
- /**
- * A variable that controls the timer resolution, in milliseconds.
- *
- * The higher resolution the timer, the more frequently the CPU services timer
- * interrupts, and the more precise delays are, but this takes up power and
- * CPU time. This hint is only used on Windows.
- *
- * See this blog post for more information:
- * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
- *
- * If this variable is set to "0", the system timer resolution is not set.
- *
- * The default value is "1". This hint may be set at any time.
- */
- #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
- /**
- * A variable controlling whether touch events should generate synthetic mouse
- * events
- *
- * This variable can be set to the following values:
- *
- * - "0": Touch events will not generate mouse events
- * - "1": Touch events will generate mouse events
- *
- * By default SDL will generate mouse events for touch events
- */
- #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
- /**
- * A variable controlling which touchpad should generate synthetic mouse
- * events
- *
- * This variable can be set to the following values:
- *
- * - "0": Only front touchpad should generate mouse events. Default
- * - "1": Only back touchpad should generate mouse events.
- * - "2": Both touchpads should generate mouse events.
- *
- * By default SDL will generate mouse events for all touch devices
- */
- #define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
- /**
- * A variable controlling whether the Android / tvOS remotes should be listed
- * as joystick devices, instead of sending keyboard events.
- *
- * This variable can be set to the following values:
- *
- * - "0": Remotes send enter/escape/arrow key events
- * - "1": Remotes are available as 2 axis, 2 button joysticks (the default).
- */
- #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
- /**
- * A variable controlling whether the screensaver is enabled.
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable screensaver
- * - "1": Enable screensaver
- *
- * By default SDL will disable the screensaver.
- */
- #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
- /**
- * Tell the video driver that we only want a double buffer.
- *
- * By default, most lowlevel 2D APIs will use a triple buffer scheme that
- * wastes no CPU time on waiting for vsync after issuing a flip, but
- * introduces a frame of latency. On the other hand, using a double buffer
- * scheme instead is recommended for cases where low latency is an important
- * factor because we save a whole frame of latency. We do so by waiting for
- * vsync immediately after issuing a flip, usually just after eglSwapBuffers
- * call in the backend's *_SwapWindow function.
- *
- * Since it's driver-specific, it's only supported where possible and
- * implemented. Currently supported the following drivers:
- *
- * - Wayland (wayland)
- * - KMSDRM (kmsdrm)
- * - Raspberry Pi (raspberrypi)
- */
- #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
- /**
- * A variable controlling whether the EGL window is allowed to be composited
- * as transparent, rather than opaque.
- *
- * Most window systems will always render windows opaque, even if the surface
- * format has an alpha channel. This is not always true, however, so by
- * default SDL will try to enforce opaque composition. To override this
- * behavior, you can set this hint to "1".
- */
- #define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
- /**
- * A variable controlling whether the graphics context is externally managed.
- *
- * This variable can be set to the following values:
- *
- * - "0": SDL will manage graphics contexts that are attached to windows.
- * - "1": Disable graphics context management on windows.
- *
- * By default SDL will manage OpenGL contexts in certain situations. For
- * example, on Android the context will be automatically saved and restored
- * when pausing the application. Additionally, some platforms will assume
- * usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
- * behavior, which is desireable when the application manages the graphics
- * context, such as an externally managed OpenGL context or attaching a Vulkan
- * surface to the window.
- */
- #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
- /**
- * 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"
- /**
- * A variable that dictates policy for fullscreen Spaces on Mac OS X.
- *
- * This hint only applies to Mac OS X.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
- * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their
- * titlebars).
- * - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and
- * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their
- * titlebars).
- *
- * The default value is "1". This hint must be set before any windows are
- * created.
- */
- #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
- /**
- * 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"
- /**
- * A variable controlling whether the libdecor Wayland backend is allowed to
- * be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": libdecor use is disabled.
- * - "1": libdecor use is enabled (default).
- *
- * libdecor is used over xdg-shell when xdg-decoration protocol is
- * unavailable.
- */
- #define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
- /**
- * A variable controlling whether the libdecor Wayland backend is preferred
- * over native decorations.
- *
- * When this hint is set, libdecor will be used to provide window decorations,
- * even if xdg-decoration is available. (Note that, by default, libdecor will
- * use xdg-decoration itself if available).
- *
- * This variable can be set to the following values:
- *
- * - "0": libdecor is enabled only if server-side decorations are unavailable.
- * - "1": libdecor is always enabled if available.
- *
- * libdecor is used over xdg-shell when xdg-decoration protocol is
- * unavailable.
- */
- #define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
- /**
- * A variable controlling whether video mode emulation is enabled under
- * Wayland.
- *
- * When this hint is set, a standard set of emulated CVT video modes will be
- * exposed for use by the application. If it is disabled, the only modes
- * exposed will be the logical desktop size and, in the case of a scaled
- * desktop, the native display resolution.
- *
- * This variable can be set to the following values:
- *
- * - "0": Video mode emulation is disabled.
- * - "1": Video mode emulation is enabled.
- *
- * By default video mode emulation is enabled.
- */
- #define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
- /**
- * Enable or disable mouse pointer warp emulation, needed by some older games.
- *
- * When this hint is set, any SDL will emulate mouse warps using relative
- * mouse mode. This is required for some older games (such as Source engine
- * games), which warp the mouse to the centre of the screen rather than using
- * relative mouse motion. Note that relative mouse mode may have different
- * mouse acceleration behaviour than pointer warps.
- *
- * This variable can be set to the following values:
- *
- * - "0": All mouse warps fail, as mouse warping is not available under
- * wayland.
- * - "1": Some mouse warps will be emulated by forcing relative mouse mode.
- *
- * If not set, this is automatically enabled unless an application uses
- * relative mouse mode directly.
- */
- #define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
- /**
- * 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"
- /**
- * When calling SDL_CreateWindowFrom(), make the window compatible with
- * OpenGL.
- *
- * This variable can be set to the following values:
- *
- * - "0": Don't add any graphics flags to the SDL_WindowFlags
- * - "1": Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
- *
- * By default SDL will not make the foreign window compatible with OpenGL.
- */
- #define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
- /**
- * When calling SDL_CreateWindowFrom(), make the window compatible with
- * Vulkan.
- *
- * This variable can be set to the following values:
- *
- * - "0": Don't add any graphics flags to the SDL_WindowFlags
- * - "1": Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
- *
- * By default SDL will not make the foreign window compatible with Vulkan.
- */
- #define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
- /**
- * 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"
- /**
- * 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
- *
- * By default SDL will use GLX when both are present.
- */
- #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
- /**
- * A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint
- * should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable _NET_WM_BYPASS_COMPOSITOR
- * - "1": Enable _NET_WM_BYPASS_COMPOSITOR
- *
- * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
- */
- #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
- /**
- * A variable controlling whether the X11 _NET_WM_PING protocol should be
- * supported.
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable _NET_WM_PING
- * - "1": Enable _NET_WM_PING
- *
- * By default SDL will use _NET_WM_PING, but for applications that know they
- * will not always be able to respond to ping requests in a timely manner they
- * can turn it off to avoid the window manager thinking the app is hung. The
- * hint is checked in CreateWindow.
- */
- #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
- /**
- * A variable forcing the visual ID chosen for new X11 windows
- */
- #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
- /**
- * 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.
- */
- #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
- /**
- * A variable controlling whether the X11 XRandR extension should be used.
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable XRandR
- * - "1": Enable XRandR
- *
- * By default SDL will use XRandR.
- */
- #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
- /**
- * 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.
- */
- #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
- /**
- * Controls how the fact chunk affects the loading of a WAVE file.
- *
- * The fact chunk stores information about the number of samples of a WAVE
- * file. The Standards Update from Microsoft notes that this value can be used
- * to 'determine the length of the data in seconds'. This is especially useful
- * for compressed formats (for which this is a mandatory chunk) if they
- * produce multiple sample frames per block and truncating the block is not
- * allowed. The fact chunk can exactly specify how many sample frames there
- * should be in this case.
- *
- * Unfortunately, most application seem to ignore the fact chunk and so SDL
- * ignores it by default as well.
- *
- * This variable can be set to the following values:
- *
- * - "truncate": Use the number of samples to truncate the wave data if the
- * fact chunk is present and valid
- * - "strict": Like "truncate", but raise an error if the fact chunk is
- * invalid, not present for non-PCM formats, or if the data chunk doesn't
- * have that many samples
- * - "ignorezero": Like "truncate", but ignore fact chunk if the number of
- * samples is zero
- * - "ignore": Ignore fact chunk entirely (default)
- */
- #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
- /**
- * Controls how the size of the RIFF chunk affects the loading of a WAVE file.
- *
- * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
- * file) is not always reliable. In case the size is wrong, it's possible to
- * just ignore it and step through the chunks until a fixed limit is reached.
- *
- * Note that files that have trailing data unrelated to the WAVE file or
- * corrupt files may slow down the loading process without a reliable
- * boundary. By default, SDL stops after 10000 chunks to prevent wasting time.
- * Use the environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
- *
- * This variable can be set to the following values:
- *
- * - "force": Always use the RIFF chunk size as a boundary for the chunk
- * search
- * - "ignorezero": Like "force", but a zero size searches up to 4 GiB
- * (default)
- * - "ignore": Ignore the RIFF chunk size and always search up to 4 GiB
- * - "maximum": Search for chunks until the end of file (not recommended)
- */
- #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
- /**
- * Controls how a truncated WAVE file is handled.
- *
- * A WAVE file is considered truncated if any of the chunks are incomplete or
- * the data chunk size is not a multiple of the block size. By default, SDL
- * decodes until the first incomplete block, as most applications seem to do.
- *
- * This variable can be set to the following values:
- *
- * - "verystrict": Raise an error if the file is truncated
- * - "strict": Like "verystrict", but the size of the RIFF chunk is ignored
- * - "dropframe": Decode until the first incomplete sample frame
- * - "dropblock": Decode until the first incomplete block (default)
- */
- #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
- /**
- * Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
- *
- * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
- * thread's name, but it tends to cause problems with other debuggers, and the
- * .NET runtime. Note that SDL 2.0.6 and later will still use the (safer)
- * SetThreadDescription API, introduced in the Windows 10 Creators Update, if
- * available.
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will raise the 0x406D1388 Exception to name threads. This is the
- * default behavior of SDL <= 2.0.4.
- * - "1": SDL will not raise this exception, and threads will be unnamed.
- * (default) This is necessary with .NET languages or debuggers that aren't
- * Visual Studio.
- */
- #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
- /**
- * Controls whether menus can be opened with their keyboard shortcut
- * (Alt+mnemonic).
- *
- * If the mnemonics are enabled, then menus can be opened by pressing the Alt
- * key and the corresponding mnemonic (for example, Alt+F opens the File
- * menu). However, in case an invalid mnemonic is pressed, Windows makes an
- * audible beep to convey that nothing happened. This is true even if the
- * window has no menu at all!
- *
- * Because most SDL applications don't have menus, and some want to use the
- * Alt key for other purposes, SDL disables mnemonics (and the beeping) by
- * default.
- *
- * Note: This also affects keyboard events: with mnemonics enabled, when a
- * menu is opened from the keyboard, you will not receive a KEYUP event for
- * the mnemonic key, and *might* not receive one for Alt.
- *
- * This variable can be set to the following values:
- *
- * - "0": Alt+mnemonic does nothing, no beeping. (default)
- * - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep.
- */
- #define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
- /**
- * A variable controlling whether the windows message loop is processed by SDL
- *
- * This variable can be set to the following values:
- *
- * - "0": The window message loop is not run
- * - "1": The window message loop is processed in SDL_PumpEvents()
- *
- * By default SDL will process the windows message loop
- */
- #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
- /**
- * 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 resources 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"
- /**
- * Force SDL to use Kernel Semaphores on Windows.
- *
- * Kernel Semaphores are inter-process and require a context switch on every
- * interaction. On Windows 8 and newer, the WaitOnAddress API is available.
- * Using that and atomics to implement semaphores increases performance. SDL
- * will fall back to Kernel Objects on older OS versions or if forced to by
- * this hint.
- *
- * This variable can be set to the following values:
- *
- * - "0": Use Atomics and WaitOnAddress API when available. If not, fall back
- * to Kernel Objects. (default)
- * - "1": Force the use of Kernel Objects in all cases.
- */
- #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
- /**
- * 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"
- /**
- * Tell SDL not to generate window-close events for Alt+F4 on Windows.
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will generate a window-close event when it sees Alt+F4.
- * - "1": SDL will only do normal key handling for Alt+F4.
- */
- #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
- /**
- * Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
- *
- * Direct3D 9Ex contains changes to state management that can eliminate device
- * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may
- * require some changes to your application to cope with the new behavior, so
- * this is disabled by default.
- *
- * This hint must be set before initializing the video subsystem.
- *
- * For more information on Direct3D 9Ex, see: -
- * https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
- * -
- * https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
- *
- * This variable can be set to the following values:
- *
- * - "0": Use the original Direct3D 9 API (default)
- * - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex
- * is unavailable)
- */
- #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
- /**
- * Controls whether SDL will declare the process to be DPI aware.
- *
- * 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.
- *
- * 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
- *
- * 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.
- *
- * 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"
- /**
- * 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.
- *
- * 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.
- *
- * 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.
- */
- #define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
- /**
- * A variable controlling whether the window frame and title bar are
- * interactive when the cursor is hidden
- *
- * This variable can be set to the following values:
- *
- * - "0": The window frame is not interactive when the cursor is hidden (no
- * move, resize, etc)
- * - "1": The window frame is interactive when the cursor is hidden
- *
- * By default SDL will allow interaction with the window frame when the cursor
- * is hidden
- */
- #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
- /**
- * 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"
- /** Allows back-button-press events on Windows Phone to be marked as handled
- *
- * Windows Phone devices typically feature a Back button. When pressed,
- * the OS will emit back-button-press events, which apps are expected to
- * handle in an appropriate manner. If apps do not explicitly mark these
- * events as 'Handled', then the OS will invoke its default behavior for
- * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
- * terminate the app (and attempt to switch to the previous app, or to the
- * device's home screen).
- *
- * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
- * to mark back-button-press events as Handled, if and when one is sent to
- * the app.
- *
- * Internally, Windows Phone sends back button events as parameters to
- * special back-button-press callback functions. Apps that need to respond
- * to back-button-press events are expected to register one or more
- * callback functions for such, shortly after being launched (during the
- * app's initialization phase). After the back button is pressed, the OS
- * will invoke these callbacks. If the app's callback(s) do not explicitly
- * mark the event as handled by the time they return, or if the app never
- * registers one of these callback, the OS will consider the event
- * un-handled, and it will apply its default back button behavior (terminate
- * the app).
- *
- * SDL registers its own back-button-press callback with the Windows Phone
- * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
- * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
- * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
- * If the hint's value is set to "1", the back button event's Handled
- * property will get set to 'true'. If the hint's value is set to something
- * else, or if it is unset, SDL will leave the event's Handled property
- * alone. (By default, the OS sets this property to 'false', to note.)
- *
- * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
- * back button is pressed, or can set it in direct-response to a back button
- * being pressed.
- *
- * In order to get notified when a back button is pressed, SDL apps should
- * register a callback function with SDL_AddEventWatch(), and have it listen
- * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
- * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
- * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
- * set by such a callback, will be applied to the OS' current
- * back-button-press event.
- *
- * 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"
- /** Label text for a WinRT app's privacy policy link
- *
- * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
- * Microsoft mandates that this policy be available via the Windows Settings charm.
- * SDL provides code to add a link there, with its label text being set via the
- * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
- *
- * Please note that a privacy policy's contents are not set via this hint. A separate
- * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
- * policy.
- *
- * The contents of this hint should be encoded as a UTF8 string.
- *
- * The default value is "Privacy Policy". This hint should only be set during app
- * initialization, preferably before any calls to SDL_Init().
- *
- * For additional information on linking to a privacy policy, see the documentation for
- * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
- */
- #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
- /**
- * A URL to a WinRT app's privacy policy
- *
- * All network-enabled WinRT apps must make a privacy policy available to its
- * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be be
- * available in the Windows Settings charm, as accessed from within the app.
- * SDL provides code to add a URL-based link there, which can point to the
- * app's privacy policy.
- *
- * To setup a URL to an app's privacy policy, set
- * SDL_HINT_WINRT_PRIVACY_POLICY_URL before calling any SDL_Init() functions.
- * The contents of the hint should be a valid URL. For example,
- * "http://www.example.com".
- *
- * The default value is "", which will prevent SDL from adding a privacy
- * policy link to the Settings charm. This hint should only be set during app
- * init.
- *
- * The label text of an app's "Privacy Policy" link may be customized via
- * another hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
- *
- * Please note that on Windows Phone, Microsoft does not provide standard UI
- * for displaying a privacy policy link, and as such,
- * SDL_HINT_WINRT_PRIVACY_POLICY_URL will not get used on that platform.
- * Network-enabled phone apps should display their privacy policy through some
- * other, in-app means.
- */
- #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
- /**
- * Mark X11 windows as override-redirect.
- *
- * If set, this _might_ increase framerate at the expense of the desktop not
- * working as expected. Override-redirect windows aren't noticed by the window
- * manager at all.
- *
- * You should probably only use this for fullscreen windows, and you probably
- * shouldn't even use it for that. But it's here if you want to try!
- */
- #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
- /**
- * A variable that lets you disable the detection and use of Xinput gamepad
- * devices
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable XInput detection (only uses direct input)
- * - "1": Enable XInput detection (the default)
- */
- #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
- /**
- * 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"
- /**
- * A variable that causes SDL to use the old axis and button mapping for
- * XInput devices.
- *
- * This hint is for backwards compatibility only and will be removed in SDL
- * 2.1
- *
- * The default value is "0". This hint must be set before SDL_Init()
- */
- #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
- /**
- * A variable that causes SDL to not ignore audio "monitors"
- *
- * This is currently only used for PulseAudio and ignored elsewhere.
- *
- * By default, SDL ignores audio devices that aren't associated with physical
- * hardware. Changing this hint to "1" will expose anything SDL sees that
- * appears to be an audio source or sink. This will add "devices" to the list
- * that the user probably doesn't want or need, but it can be useful in
- * scenarios where you want to hook up SDL to some sort of virtual device,
- * etc.
- *
- * The default value is "0". This hint must be set before SDL_Init().
- *
- * This hint is available since SDL 2.0.16. Before then, virtual devices are
- * always ignored.
- */
- #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
- /**
- * A variable that forces X11 windows to create as a custom type.
- *
- * This is currently only used for X11 and ignored elsewhere.
- *
- * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to
- * report to the window manager the type of window it wants to create. This
- * might be set to various things if SDL_WINDOW_TOOLTIP or
- * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
- * haven't set a specific type, this hint can be used to specify a custom
- * type. For example, a dock window might set this to
- * "_NET_WM_WINDOW_TYPE_DOCK".
- *
- * If not set or set to "", this hint is ignored. This hint must be set before
- * the SDL_CreateWindow() call that it is intended to affect.
- *
- * This hint is available since SDL 2.0.22.
- */
- #define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
- /**
- * 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.
- *
- * 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.
- *
- * 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.
- */
- #define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
- /**
- * A variable that decides what video backend to use.
- *
- * By default, SDL will try all available video backends in a reasonable order
- * until it finds one that can work, but this hint allows the app or user to
- * force a specific target, such as "x11" if, say, you are on Wayland but want
- * to try talking to the X server instead.
- *
- * This functionality has existed since SDL 2.0.0 (indeed, before that) but
- * before 2.0.22 this was an environment variable only. In 2.0.22, it was
- * upgraded to a full SDL hint, so you can set the environment variable as
- * usual or programatically set the hint with SDL_SetHint, which won't
- * propagate to child processes.
- *
- * The default value is unset, in which case SDL will try to figure out the
- * best video backend on your behalf. This hint needs to be set before
- * SDL_Init() is called to be useful.
- *
- * This hint is available since SDL 2.0.22. Before then, you could set the
- * environment variable to get the same effect.
- */
- #define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
- /**
- * A variable that decides what audio backend to use.
- *
- * By default, SDL will try all available audio backends in a reasonable order
- * until it finds one that can work, but this hint allows the app or user to
- * force a specific target, such as "alsa" if, say, you are on PulseAudio but
- * want to try talking to the lower level instead.
- *
- * This functionality has existed since SDL 2.0.0 (indeed, before that) but
- * before 2.0.22 this was an environment variable only. In 2.0.22, it was
- * upgraded to a full SDL hint, so you can set the environment variable as
- * usual or programatically set the hint with SDL_SetHint, which won't
- * propagate to child processes.
- *
- * The default value is unset, in which case SDL will try to figure out the
- * best audio backend on your behalf. This hint needs to be set before
- * SDL_Init() is called to be useful.
- *
- * This hint is available since SDL 2.0.22. Before then, you could set the
- * environment variable to get the same effect.
- */
- #define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
- /**
- * A variable that decides what KMSDRM device to use.
- *
- * Internally, SDL might open something like "/dev/dri/cardNN" to access
- * KMSDRM functionality, where "NN" is a device index number.
- *
- * SDL makes a guess at the best index to use (usually zero), but the app or
- * user can set this hint to a number between 0 and 99 to force selection.
- *
- * This hint is available since SDL 2.24.0.
- */
- #define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
- /**
- * A variable that treats trackpads as touch devices.
- *
- * On macOS (and possibly other platforms in the future), SDL will report
- * touches on a trackpad as mouse input, which is generally what users expect
- * from this device; however, these are often actually full multitouch-capable
- * touch devices, so it might be preferable to some apps to treat them as
- * such.
- *
- * Setting this hint to true will make the trackpad input report as a
- * multitouch device instead of a mouse. The default is false.
- *
- * Note that most platforms don't support this hint. As of 2.24.0, it only
- * supports MacBooks' trackpads on macOS. Others may follow later.
- *
- * This hint is checked during SDL_Init and can not be changed after.
- *
- * This hint is available since SDL 2.24.0.
- */
- #define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
- /**
- * 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().
- *
- * 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
- *
- * This hint is available since SDL 2.30.0.
- */
- #define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT"
- /**
- * Specify if SDL_RWFromFile should use the resource dir on Apple platforms.
- *
- * SDL2 has always done this on Apple platforms, but it can be surprising to
- * try opening a path to discover that SDL adjusts the path to elsewhere, so
- * this hint allows that behavior to be disabled.
- *
- * If running from a App Bundle, this will be MyApp.app/Contents/Resources. If
- * running as a normal Unix-like process, this will be the directory where the
- * running binary lives. Setting this hint to 0 avoids this and just uses the
- * requested path as-is.
- *
- * This variable can be set to the following values:
- *
- * - "0": SDL will not use the app resource directory.
- * - "1": SDL will use the app's resource directory (default).
- *
- * This hint is available since SDL 2.32.0.
- */
- #define SDL_HINT_APPLE_RWFROMFILE_USE_RESOURCES "SDL_APPLE_RWFROMFILE_USE_RESOURCES"
- /**
- * An enumeration of hint priorities
- */
- typedef enum SDL_HintPriority
- {
- SDL_HINT_DEFAULT,
- SDL_HINT_NORMAL,
- SDL_HINT_OVERRIDE
- } SDL_HintPriority;
- /**
- * Set a hint with a specific priority.
- *
- * The priority controls the behavior when setting a hint that already has a
- * value. Hints will replace existing hints of their priority and lower.
- * Environment variables are considered to have override priority.
- *
- * \param name the hint to set.
- * \param value the value of the hint variable.
- * \param priority the SDL_HintPriority level for the hint.
- * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetHint
- * \sa SDL_SetHint
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
- const char *value,
- SDL_HintPriority priority);
- /**
- * Set a hint with normal priority.
- *
- * Hints will not be set if there is an existing override hint or environment
- * variable that takes precedence. You can use SDL_SetHintWithPriority() to
- * set the hint with override priority instead.
- *
- * \param name the hint to set.
- * \param value the value of the hint variable.
- * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetHint
- * \sa SDL_SetHintWithPriority
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
- const char *value);
- /**
- * Reset a hint to the default value.
- *
- * This will reset a hint to the value of the environment variable, or NULL if
- * the environment isn't set. Callbacks will be called normally with this
- * change.
- *
- * \param name the hint to set.
- * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.24.0.
- *
- * \sa SDL_GetHint
- * \sa SDL_SetHint
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
- /**
- * Reset all hints to the default values.
- *
- * This will reset all hints to the value of the associated environment
- * variable, or NULL if the environment isn't set. Callbacks will be called
- * normally with this change.
- *
- * \since This function is available since SDL 2.26.0.
- *
- * \sa SDL_GetHint
- * \sa SDL_SetHint
- * \sa SDL_ResetHint
- */
- extern DECLSPEC void SDLCALL SDL_ResetHints(void);
- /**
- * Get the value of a hint.
- *
- * \param name the hint to query.
- * \returns the string value of a hint or NULL if the hint isn't set.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetHint
- * \sa SDL_SetHintWithPriority
- */
- extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
- /**
- * Get the boolean value of a hint variable.
- *
- * \param name the name of the hint to get the boolean value from.
- * \param default_value the value to return if the hint does not exist.
- * \returns the boolean value of a hint or the provided default value if the
- * hint does not exist.
- *
- * \since This function is available since SDL 2.0.5.
- *
- * \sa SDL_GetHint
- * \sa SDL_SetHint
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
- /**
- * Type definition of the hint callback function.
- *
- * \param userdata what was passed as `userdata` to SDL_AddHintCallback().
- * \param name what was passed as `name` to SDL_AddHintCallback().
- * \param oldValue the previous hint value.
- * \param newValue the new value hint is to be set to.
- */
- typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
- /**
- * Add a function to watch a particular hint.
- *
- * \param name the hint to watch.
- * \param callback An SDL_HintCallback function that will be called when the
- * hint value changes.
- * \param userdata a pointer to pass to the callback function.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_DelHintCallback
- */
- extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
- SDL_HintCallback callback,
- void *userdata);
- /**
- * Remove a function watching a particular hint.
- *
- * \param name the hint being watched.
- * \param callback An SDL_HintCallback function that will be called when the
- * hint value changes.
- * \param userdata a pointer being passed to the callback function.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_AddHintCallback
- */
- extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
- SDL_HintCallback callback,
- void *userdata);
- /**
- * Clear all hints.
- *
- * This function is automatically called during SDL_Quit(), and deletes all
- * callbacks without calling them and frees all memory associated with hints.
- * If you're calling this from application code you probably want to call
- * SDL_ResetHints() instead.
- *
- * This function will be removed from the API the next time we rev the ABI.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_ResetHints
- */
- extern DECLSPEC void SDLCALL SDL_ClearHints(void);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
- #endif /* SDL_hints_h_ */
- /* vi: set ts=4 sw=4 expandtab: */
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