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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2020 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.
- */
-
- /**
- * \file SDL_hints.h
- *
- * 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
-
- /**
- * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
- *
- * SDL can try to accelerate the SDL screen surface by using streaming
- * textures with a 3D rendering engine. This variable controls whether and
- * how this is done.
- *
- * This variable can be set to the following values:
- * "0" - Disable 3D acceleration
- * "1" - Enable 3D acceleration, using the default renderer.
- * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
- *
- * By default SDL tries to make a best guess for each platform whether
- * to use acceleration or not.
- */
- #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
-
- /**
- * \brief A variable specifying which render driver to use.
- *
- * If the application doesn't pick a specific renderer to use, this variable
- * specifies the name of the preferred renderer. If the preferred renderer
- * can't be initialized, the normal default renderer is used.
- *
- * This variable is case insensitive and can be set to the following values:
- * "direct3d"
- * "opengl"
- * "opengles2"
- * "opengles"
- * "metal"
- * "software"
- *
- * The default varies by platform, but it's the first one in the list that
- * is available on the current platform.
- */
- #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
-
- /**
- * \brief A variable controlling 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief A variable controlling the scaling quality
- *
- * This variable can be set to the following values:
- * "0" or "nearest" - Nearest pixel sampling
- * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
- * "2" or "best" - Currently this is the same as "linear"
- *
- * By default nearest pixel sampling is used
- */
- #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief A variable controlling whether the graphics context is externally managed.
- *
- * This variable can be set to the following values:
- * "0" - SDL will manage graphics contexts that are attached to windows.
- * "1" - Disable graphics context management on windows.
- *
- * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
- * context will be automatically saved and restored when pausing the application. Additionally, some
- * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
- * behavior, which is desireable when the application manages the graphics context, such as
- * an externally managed OpenGL context or attaching a Vulkan surface to the window.
- */
- #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
-
- /**
- * \brief A variable controlling whether the X11 VidMode extension should be used.
- *
- * This variable can be set to the following values:
- * "0" - Disable XVidMode
- * "1" - Enable XVidMode
- *
- * By default SDL will use XVidMode if it is available.
- */
- #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
-
- /**
- * \brief A variable controlling whether the X11 Xinerama extension should be used.
- *
- * This variable can be set to the following values:
- * "0" - Disable Xinerama
- * "1" - Enable Xinerama
- *
- * By default SDL will use Xinerama if it is available.
- */
- #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
-
- /**
- * \brief 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 not use XRandR because of window manager issues.
- */
- #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
-
- /**
- * \brief A variable forcing the visual ID chosen for new X11 windows
- *
- */
- #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
-
- /**
- * \brief A 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"
-
- /**
- * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
- *
- * This variable can be set to the following values:
- * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
- * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
- *
- * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
- *
- */
- #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief A variable to specify custom icon resource id from RC file on Windows platform
- */
- #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
- #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
-
- /**
- * \brief 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"
-
- /**
- * \brief A variable controlling whether grabbing input grabs the keyboard
- *
- * This variable can be set to the following values:
- * "0" - Grab will affect only the mouse
- * "1" - Grab will affect mouse and keyboard
- *
- * By default SDL will not grab the keyboard so system shortcuts still work.
- */
- #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
-
- /**
- * \brief A variable setting the double click time, in milliseconds.
- */
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
-
- /**
- * \brief A variable setting the double click radius, in pixels.
- */
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
-
- /**
- * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
- */
- #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
-
- /**
- * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
- */
- #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
-
- /**
- * \brief A variable controlling whether 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief A variable controlling whether mouse events should generate synthetic touch events
- *
- * This variable can be set to the following values:
- * "0" - Mouse events will not generate touch events (default for desktop platforms)
- * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
- */
-
- #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
-
- /**
- * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
- * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
- * seeing if "true" causes more problems than it solves in modern times.
- *
- */
- #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
-
- /**
- * \brief 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"
-
- /**
- * \brief A variable controlling which orientations are allowed on iOS/Android.
- *
- * In some circumstances it is necessary to be able to explicitly control
- * which UI orientations are allowed.
- *
- * This variable is a space delimited list of the following values:
- * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
- */
- #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
-
- /**
- * \brief A variable controlling whether controllers used with the Apple TV
- * generate UI events.
- *
- * When UI events are generated by controller input, the app will be
- * backgrounded when the Apple TV remote's menu button is pressed, and when the
- * pause or B buttons on gamepads are pressed.
- *
- * More information about properly making use of controllers for the Apple TV
- * can be found here:
- * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
- *
- * This variable can be set to the following values:
- * "0" - Controller input does not generate UI events (the default).
- * "1" - Controller input generates UI events.
- */
- #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
-
- /**
- * \brief A variable controlling whether the Apple TV remote's joystick axes
- * will automatically match the rotation of the remote.
- *
- * This variable can be set to the following values:
- * "0" - Remote orientation does not affect joystick axes (the default).
- * "1" - Joystick axes are based on the orientation of the remote.
- */
- #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
-
- /**
- * \brief 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"
-
- /**
- * \brief A variable controlling whether the Android / iOS built-in
- * accelerometer should be listed as a joystick device.
- *
- * This variable can be set to the following values:
- * "0" - The accelerometer is not listed as a joystick
- * "1" - The accelerometer is available as a 3 axis joystick (the default).
- */
- #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
-
- /**
- * \brief A variable controlling whether the Android / tvOS remotes
- * should be listed as joystick devices, instead of sending keyboard events.
- *
- * This variable can be set to the following values:
- * "0" - Remotes send enter/escape/arrow key events
- * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
- */
- #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
-
- /**
- * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
- *
- * The variable can be set to the following values:
- * "0" - Disable XInput detection (only uses direct input)
- * "1" - Enable XInput detection (the default)
- */
- #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
-
- /**
- * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
- *
- * This hint is for backwards compatibility only and will be removed in SDL 2.1
- *
- * The default value is "0". This hint must be set before SDL_Init()
- */
- #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
-
- /**
- * \brief A variable that overrides the automatic controller type detection
- *
- * The variable should be comma separated entries, in the form: VID/PID=type
- *
- * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
- *
- * The type should be one of:
- * Xbox360
- * XboxOne
- * PS3
- * PS4
- * SwitchPro
- *
- * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
- */
- #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
-
- /**
- * \brief A variable that lets you manually hint extra gamecontroller db entries.
- *
- * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
- *
- * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
- * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
- */
- #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
-
- /**
- * \brief A variable that lets you provide a file with extra gamecontroller db entries.
- *
- * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
- *
- * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
- * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
- */
- #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
-
- /**
- * \brief A variable containing a list of devices to skip when scanning for game controllers.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs
- * in hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named
- * file will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
-
- /**
- * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs
- * in hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of @file, in which case the named
- * file will be loaded and interpreted as the value of the variable.
- */
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
-
- /**
- * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
- *
- * For example, on Nintendo Switch controllers, normally you'd get:
- *
- * (Y)
- * (X) (B)
- * (A)
- *
- * but if this hint is set, you'll get:
- *
- * (X)
- * (Y) (A)
- * (B)
- *
- * The variable can be set to the following values:
- * "0" - Report the face buttons by position, as though they were on an Xbox controller.
- * "1" - Report the face buttons by label instead of position
- *
- * The default value is "1". This hint may be set at any time.
- */
- #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
-
- /**
- * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
- *
- * 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
-
- /**
- * \brief A variable controlling whether the HIDAPI driver for 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
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief A variable controlling whether the HIDAPI driver for XBox controllers on Windows should pull correlated
- * data from XInput.
- *
- * This variable can be set to the following values:
- * "0" - HIDAPI Xbox driver will only use HIDAPI data
- * "1" - HIDAPI Xbox driver will also pull data from XInput, providing better trigger axes, guide button
- * presses, and rumble support
- *
- * The default is "1". This hint applies to any joysticks opened after setting the hint.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT "SDL_JOYSTICK_HIDAPI_CORRELATE_XINPUT"
-
- /**
- * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
- *
- * This variable can be set to the following values:
- * "0" - HIDAPI driver is not used
- * "1" - HIDAPI driver is used
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
-
- /**
- * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
- *
- * The variable can be set to the following values:
- * "0" - Do not scan for Steam Controllers
- * "1" - Scan for Steam Controllers (the default)
- *
- * The default value is "1". This hint must be set before initializing the joystick subsystem.
- */
- #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
-
- /**
- * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
- *
- * This variable can be set to the following values:
- * "0" - RAWINPUT drivers are not used
- * "1" - RAWINPUT drivers are used (the default)
- *
- */
- #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
-
- /**
- * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
- * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
- *
- * This variable can be set to the following values:
- * "0" - don't allow topmost
- * "1" - allow topmost
- */
- #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
-
- /**
- * \brief 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 7 and earlier.
- *
- * 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"
-
-
- /**
- * \brief 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"
- */
- #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
-
- /**
- * \brief 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"
-
- /**
- * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
- *
- * Use this hint in case you need to set SDL's threads stack size to other than the default.
- * This is specially useful if you build SDL against a non glibc libc library (such as musl) which
- * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
- * Support for this hint is currently available only in the pthread, Windows, and PSP backend.
- *
- * Instead of this hint, in 2.0.9 and later, you can use
- * SDL_CreateThreadWithStackSize(). This hint only works with the classic
- * SDL_CreateThread().
- */
- #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
-
- /**
- * \brief A string specifying additional information to use with SDL_SetThreadPriority.
- *
- * By default SDL_SetThreadPriority will make appropriate system changes in order to
- * apply a thread priority. For example on systems using pthreads the scheduler policy
- * is changed automatically to a policy that works well with a given priority.
- * Code which has specific requirements can override SDL's default behavior with this hint.
- *
- * pthread hint values are "current", "other", "fifo" and "rr".
- * Currently no other platform hint values are defined but may be in the future.
- */
- #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
-
- /**
- * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
- */
- #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
-
- /**
- * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
- *
- * If present, holding ctrl while left clicking will generate a right click
- * event when on Mac.
- */
- #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
-
- /**
- * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
- *
- * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
- * can use two different sets of binaries, those compiled by the user from source
- * or those provided by the Chrome browser. In the later case, these binaries require
- * that SDL loads a DLL providing the shader compiler.
- *
- * This variable can be set to the following values:
- * "d3dcompiler_46.dll" - default, best for Vista or later.
- * "d3dcompiler_43.dll" - for XP support.
- * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
- *
- */
- #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
-
- /**
- * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
- *
- * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
- * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
- * created SDL_Window:
- *
- * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
- * needed for example when sharing an OpenGL context across multiple windows.
- *
- * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
- * OpenGL rendering.
- *
- * This variable can be set to the following values:
- * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
- * share a pixel format with.
- */
- #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
-
- /**
- * \brief A URL to a WinRT app's privacy policy
- *
- * All network-enabled WinRT apps must make a privacy policy available to its
- * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
- * be available in the Windows Settings charm, as accessed from within the app.
- * SDL provides code to add a URL-based link there, which can point to the app's
- * privacy policy.
- *
- * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
- * before calling any SDL_Init() functions. The contents of the hint should
- * be a valid URL. For example, "http://www.example.com".
- *
- * The default value is "", which will prevent SDL from adding a privacy policy
- * link to the Settings charm. This hint should only be set during app init.
- *
- * 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"
-
- /** \brief Label text for a WinRT app's privacy policy link
- *
- * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
- * Microsoft mandates that this policy be available via the Windows Settings charm.
- * SDL provides code to add a link there, with its label text being set via the
- * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
- *
- * Please note that a privacy policy's contents are not set via this hint. A separate
- * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
- * policy.
- *
- * 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"
-
- /** \brief Allows back-button-press events on Windows Phone to be marked as handled
- *
- * Windows Phone devices typically feature a Back button. When pressed,
- * the OS will emit back-button-press events, which apps are expected to
- * handle in an appropriate manner. If apps do not explicitly mark these
- * events as 'Handled', then the OS will invoke its default behavior for
- * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
- * terminate the app (and attempt to switch to the previous app, or to the
- * device's home screen).
- *
- * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
- * to mark back-button-press events as Handled, if and when one is sent to
- * the app.
- *
- * Internally, Windows Phone sends back button events as parameters to
- * special back-button-press callback functions. Apps that need to respond
- * to back-button-press events are expected to register one or more
- * callback functions for such, shortly after being launched (during the
- * app's initialization phase). After the back button is pressed, the OS
- * will invoke these callbacks. If the app's callback(s) do not explicitly
- * mark the event as handled by the time they return, or if the app never
- * registers one of these callback, the OS will consider the event
- * un-handled, and it will apply its default back button behavior (terminate
- * the app).
- *
- * SDL registers its own back-button-press callback with the Windows Phone
- * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
- * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
- * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
- * If the hint's value is set to "1", the back button event's Handled
- * property will get set to 'true'. If the hint's value is set to something
- * else, or if it is unset, SDL will leave the event's Handled property
- * alone. (By default, the OS sets this property to 'false', to note.)
- *
- * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
- * back button is pressed, or can set it in direct-response to a back button
- * being pressed.
- *
- * 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"
-
- /**
- * \brief 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". Spaces are disabled regardless of this hint if
- * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
- * any windows are created.
- */
- #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
-
- /**
- * \brief When set don't force the SDL app to become a foreground process
- *
- * This hint only applies to Mac OS X.
- *
- */
- #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief A variable to control whether we trap the Android back button to handle it manually.
- * This is necessary for the right mouse button to work on some Android devices, or
- * to be able to trap the back button for use in your code reliably. If set to true,
- * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
- * SDL_SCANCODE_AC_BACK.
- *
- * The variable can be set to the following values:
- * "0" - Back button will be handled as usual for system. (default)
- * "1" - Back button will be trapped, allowing you to handle the key press
- * manually. (This will also let right mouse click work on systems
- * where the right mouse button functions as back.)
- *
- * The value of this hint is used at runtime, so it can be changed at any time.
- */
- #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
-
- /**
- * \brief A 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"
-
- /**
- * \brief A variable to control whether the return key on the soft keyboard
- * should hide the soft keyboard on Android and iOS.
- *
- * The variable can be set to the following values:
- * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
- * "1" - The return key will hide the keyboard.
- *
- * The value of this hint is used at runtime, so it can be changed at any time.
- */
- #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
- *
- * This hint only applies to Unix-like platforms, and should set before
- * any calls to SDL_Init()
- *
- * The variable can be set to the following values:
- * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
- * catches a signal, convert it into an SDL_QUIT event.
- * "1" - SDL will not install a signal handler at all.
- */
- #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
- * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
- * thread's name, but it tends to cause problems with other debuggers,
- * and the .NET runtime. Note that SDL 2.0.6 and later will still use
- * the (safer) SetThreadDescription API, introduced in the Windows 10
- * Creators Update, if available.
- *
- * 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief Tell the video driver that we only want a double buffer.
- *
- * By default, most lowlevel 2D APIs will use a triple buffer scheme that
- * wastes no CPU time on waiting for vsync after issuing a flip, but
- * introduces a frame of latency. On the other hand, using a double buffer
- * scheme instead is recommended for cases where low latency is an important
- * factor because we save a whole frame of latency.
- * We do so by waiting for vsync immediately after issuing a flip, usually just
- * after eglSwapBuffers call in the backend's *_SwapWindow function.
- *
- * Since it's driver-specific, it's only supported where possible and
- * implemented. Currently supported the following drivers:
- * - KMSDRM (kmsdrm)
- * - Raspberry Pi (raspberrypi)
- */
- #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
-
- /**
- * \brief A variable controlling what driver to use for OpenGL ES contexts.
- *
- * On some platforms, currently Windows and X11, OpenGL drivers may support
- * creating contexts with an OpenGL ES profile. By default SDL uses these
- * profiles, when available, otherwise it attempts to load an OpenGL ES
- * library, e.g. that provided by the ANGLE project. This variable controls
- * whether SDL follows this default behaviour or will always load an
- * OpenGL ES library.
- *
- * Circumstances where this is useful include
- * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
- * or emulator, e.g. those from ARM, Imagination or Qualcomm.
- * - Resolving OpenGL ES function addresses at link time by linking with
- * the OpenGL ES library instead of querying them at run time with
- * SDL_GL_GetProcAddress().
- *
- * Caution: for an application to work with the default behaviour across
- * different OpenGL drivers it must query the OpenGL ES function
- * addresses at run time using SDL_GL_GetProcAddress().
- *
- * This variable is ignored on most platforms because OpenGL ES is native
- * or not supported.
- *
- * This variable can be set to the following values:
- * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
- * "1" - Load OpenGL ES library using the default library names.
- *
- */
- #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
-
- /**
- * \brief A variable controlling speed/quality tradeoff of audio resampling.
- *
- * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
- * to handle audio resampling. There are different resampling modes available
- * that produce different levels of quality, using more CPU.
- *
- * If this hint isn't specified to a valid setting, or libsamplerate isn't
- * available, SDL will use the default, internal resampling algorithm.
- *
- * Note that this is currently only applicable to resampling audio that is
- * being written to a device for playback or audio being read from a device
- * for capture. SDL_AudioCVT always uses the default resampler (although this
- * might change for SDL 2.1).
- *
- * This hint is currently only checked at audio subsystem initialization.
- *
- * This variable can be set to the following values:
- *
- * "0" 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief 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"
-
-
- /**
- * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
- *
- * This variable can be set to the following values:
- *
- * "0" - Don't log any events (default)
- * "1" - Log all events except mouse and finger motion, which are pretty spammy.
- * "2" - Log all events.
- *
- * This is generally meant to be used to debug SDL itself, but can be useful
- * for application developers that need better visibility into what is going
- * on in the event queue. Logged events are sent through SDL_Log(), which
- * means by default they appear on stdout on most platforms or maybe
- * OutputDebugString() on Windows, and can be funneled by the app with
- * SDL_LogSetOutputFunction(), etc.
- *
- * This hint can be toggled on and off at runtime, if you only need to log
- * events for a small subset of program execution.
- */
- #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
-
-
-
- /**
- * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
- *
- * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
- * file) is not always reliable. In case the size is wrong, it's possible to
- * just ignore it and step through the chunks until a fixed limit is reached.
- *
- * Note that files that have trailing data unrelated to the WAVE file or
- * corrupt files may slow down the loading process without a reliable boundary.
- * By default, SDL stops after 10000 chunks to prevent wasting time. Use the
- * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
- *
- * 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"
-
- /**
- * \brief Controls how a truncated WAVE file is handled.
- *
- * A WAVE file is considered truncated if any of the chunks are incomplete or
- * the data chunk size is not a multiple of the block size. By default, SDL
- * decodes until the first incomplete block, as most applications seem to do.
- *
- * 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"
-
- /**
- * \brief 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"
-
- /**
- * \brief Override for SDL_GetDisplayUsableBounds()
- *
- * If set, this hint will override the expected results for
- * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
- * to do this, but this allows an embedded system to request that some of the
- * screen be reserved for other uses when paired with a well-behaved
- * application.
- *
- * The contents of this hint must be 4 comma-separated integers, the first
- * is the bounds x, then y, width and height, in that order.
- */
- #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
-
- /**
- * \brief Specify an application name for an audio device.
- *
- * Some audio backends (such as PulseAudio) allow you to describe your audio
- * stream. Among other things, this description might show up in a system
- * control panel that lets the user adjust the volume on specific audio
- * streams instead of using one giant master volume slider.
- *
- * This hints lets you transmit that information to the OS. The contents of
- * this hint are used while opening an audio device. You should use a string
- * that describes your program ("My Game 2: The Revenge")
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: probably the application's name or "SDL Application" if SDL
- * doesn't have any better information.
- *
- * On targets where this is not supported, this hint does nothing.
- */
- #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
-
- /**
- * \brief Specify an application name for an audio device.
- *
- * Some audio backends (such as PulseAudio) allow you to describe your audio
- * stream. Among other things, this description might show up in a system
- * control panel that lets the user adjust the volume on specific audio
- * streams instead of using one giant master volume slider.
- *
- * 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"
-
-
- /**
- * \brief Override for SDL_GetPreferredLocales()
- *
- * If set, this will be favored over anything the OS might report for the
- * user's preferred locales. Changing this hint at runtime will not generate
- * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
- * your own event, if you want).
- *
- * The format of this hint is a comma-separated list of language and locale,
- * combined with an underscore, as is a common format: "en_GB". Locale is
- * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
- */
- #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
-
-
- /**
- * \brief An enumeration of hint priorities
- */
- typedef enum
- {
- SDL_HINT_DEFAULT,
- SDL_HINT_NORMAL,
- SDL_HINT_OVERRIDE
- } SDL_HintPriority;
-
-
- /**
- * \brief 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.
- *
- * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
- const char *value,
- SDL_HintPriority priority);
-
- /**
- * \brief Set a hint with normal priority
- *
- * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
- const char *value);
-
- /**
- * \brief Get a hint
- *
- * \return The string value of a hint variable.
- */
- extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
-
- /**
- * \brief Get a hint
- *
- * \return The boolean value of a hint variable.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
-
- /**
- * \brief type definition of the hint callback function.
- */
- typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
-
- /**
- * \brief Add a function to watch a particular hint
- *
- * \param name The hint to watch
- * \param callback The function to call when the hint value changes
- * \param userdata A pointer to pass to the callback function
- */
- extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
- SDL_HintCallback callback,
- void *userdata);
-
- /**
- * \brief Remove a function watching a particular hint
- *
- * \param name The hint being watched
- * \param callback The function being called when the hint value changes
- * \param userdata A pointer being passed to the callback function
- */
- extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
- SDL_HintCallback callback,
- void *userdata);
-
- /**
- * \brief Clear all hints
- *
- * This function is called during SDL_Quit() to free stored hints.
- */
- 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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