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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_hints.h
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*
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* Official documentation for SDL configuration variables
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*
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* This file contains functions to set and get configuration hints,
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* as well as listing each of them alphabetically.
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*
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* The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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* the environment variable that can be used to override the default.
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*
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* In general these hints are just that - they may or may not be
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* supported or applicable on any given platform, but they provide
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* a way for an application or user to give the library a hint as
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* to how they would like the library to work.
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*/
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#ifndef SDL_hints_h_
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#define SDL_hints_h_
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#include "SDL_stdinc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief A variable controlling whether the Android / iOS built-in
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* accelerometer should be listed as a joystick device.
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*
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* This variable can be set to the following values:
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* "0" - The accelerometer is not listed as a joystick
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* "1" - The accelerometer is available as a 3 axis joystick (the default).
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*/
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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* \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
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*
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* By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
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* and your window is full-screen. This prevents the user from getting stuck in
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* your application if you've enabled keyboard grab.
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*
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* The variable can be set to the following values:
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* "0" - SDL will not handle Alt+Tab. Your application is responsible
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for handling Alt+Tab while the keyboard is grabbed.
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* "1" - SDL will minimize your window when Alt+Tab is pressed (default)
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*/
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#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
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/**
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* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
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* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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*
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* This variable can be set to the following values:
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* "0" - don't allow topmost
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* "1" - allow topmost
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*/
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#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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/**
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* \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
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*
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* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
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*
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* If both hints were set then SDL_RWFromFile() will look into expansion files
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* after a given relative path was not found in the internal storage and assets.
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*
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* By default this hint is not set and the APK expansion files are not searched.
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*/
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#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
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/**
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* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
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*
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* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
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*
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* If both hints were set then SDL_RWFromFile() will look into expansion files
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* after a given relative path was not found in the internal storage and assets.
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*
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* By default this hint is not set and the APK expansion files are not searched.
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*/
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#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
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/**
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* \brief A variable to control whether the event loop will block itself when the app is paused.
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*
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* The variable can be set to the following values:
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* "0" - Non blocking.
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* "1" - Blocking. (default)
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*
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* The value should be set before SDL is initialized.
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*/
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
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/**
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* \brief A variable to control whether SDL will pause audio in background
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* (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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*
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* The variable can be set to the following values:
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* "0" - Non paused.
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* "1" - Paused. (default)
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*
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* The value should be set before SDL is initialized.
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*/
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
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/**
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* \brief A variable to control whether we trap the Android back button to handle it manually.
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* This is necessary for the right mouse button to work on some Android devices, or
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* to be able to trap the back button for use in your code reliably. If set to true,
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* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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* SDL_SCANCODE_AC_BACK.
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*
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* The variable can be set to the following values:
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* "0" - Back button will be handled as usual for system. (default)
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* "1" - Back button will be trapped, allowing you to handle the key press
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* manually. (This will also let right mouse click work on systems
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* where the right mouse button functions as back.)
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*
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* The value of this hint is used at runtime, so it can be changed at any time.
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*/
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#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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/**
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* \brief Specify an application name.
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*
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* This hint lets you specify the application name sent to the OS when
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* required. For example, this will often appear in volume control applets for
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* audio streams, and in lists of applications which are inhibiting the
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* screensaver. You should use a string that describes your program ("My Game
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* 2: The Revenge")
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*
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* Setting this to "" or leaving it unset will have SDL use a reasonable
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* default: probably the application's name or "SDL Application" if SDL
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* doesn't have any better information.
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*
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* Note that, for audio streams, this can be overridden with
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* SDL_HINT_AUDIO_DEVICE_APP_NAME.
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*
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* On targets where this is not supported, this hint does nothing.
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*/
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#define SDL_HINT_APP_NAME "SDL_APP_NAME"
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/**
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* \brief A variable controlling whether controllers used with the Apple TV
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* generate UI events.
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*
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* When UI events are generated by controller input, the app will be
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* backgrounded when the Apple TV remote's menu button is pressed, and when the
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* pause or B buttons on gamepads are pressed.
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*
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* More information about properly making use of controllers for the Apple TV
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* can be found here:
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* https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
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*
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* This variable can be set to the following values:
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* "0" - Controller input does not generate UI events (the default).
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* "1" - Controller input generates UI events.
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*/
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#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
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/**
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* \brief A variable controlling whether the Apple TV remote's joystick axes
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* will automatically match the rotation of the remote.
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*
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* This variable can be set to the following values:
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* "0" - Remote orientation does not affect joystick axes (the default).
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* "1" - Joystick axes are based on the orientation of the remote.
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*/
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#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
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/**
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* \brief A variable controlling the audio category on iOS and Mac OS X
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*
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* This variable can be set to the following values:
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*
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* "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
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* "playback" - Use the AVAudioSessionCategoryPlayback category
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*
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* For more information, see Apple's documentation:
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* https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
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*/
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#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
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/**
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* \brief Specify an application name for an audio device.
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*
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* Some audio backends (such as PulseAudio) allow you to describe your audio
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* stream. Among other things, this description might show up in a system
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* control panel that lets the user adjust the volume on specific audio
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* streams instead of using one giant master volume slider.
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*
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* This hints lets you transmit that information to the OS. The contents of
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* this hint are used while opening an audio device. You should use a string
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* that describes your program ("My Game 2: The Revenge")
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*
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* Setting this to "" or leaving it unset will have SDL use a reasonable
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* default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
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* set. Otherwise, it'll probably the application's name or "SDL Application"
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* if SDL doesn't have any better information.
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*
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* On targets where this is not supported, this hint does nothing.
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*/
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#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
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/**
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* \brief Specify an application name for an audio device.
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*
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* Some audio backends (such as PulseAudio) allow you to describe your audio
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* stream. Among other things, this description might show up in a system
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* control panel that lets the user adjust the volume on specific audio
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* streams instead of using one giant master volume slider.
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*
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* This hints lets you transmit that information to the OS. The contents of
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* this hint are used while opening an audio device. You should use a string
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* that describes your what your program is playing ("audio stream" is
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* probably sufficient in many cases, but this could be useful for something
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* like "team chat" if you have a headset playing VoIP audio separately).
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*
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* Setting this to "" or leaving it unset will have SDL use a reasonable
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* default: "audio stream" or something similar.
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*
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* On targets where this is not supported, this hint does nothing.
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*/
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#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
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/**
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* \brief Specify an application role for an audio device.
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*
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* Some audio backends (such as Pipewire) allow you to describe the role of
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* your audio stream. Among other things, this description might show up in
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* a system control panel or software for displaying and manipulating media
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* playback/capture graphs.
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*
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* This hints lets you transmit that information to the OS. The contents of
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* this hint are used while opening an audio device. You should use a string
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* that describes your what your program is playing (Game, Music, Movie,
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* etc...).
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*
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* Setting this to "" or leaving it unset will have SDL use a reasonable
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* default: "Game" or something similar.
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*
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* On targets where this is not supported, this hint does nothing.
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*/
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#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
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/**
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* \brief A variable controlling speed/quality tradeoff of audio resampling.
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*
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* If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
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* to handle audio resampling. There are different resampling modes available
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* that produce different levels of quality, using more CPU.
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*
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* If this hint isn't specified to a valid setting, or libsamplerate isn't
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* available, SDL will use the default, internal resampling algorithm.
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*
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* As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
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*
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* This hint is currently only checked at audio subsystem initialization.
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*
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* This variable can be set to the following values:
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*
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* "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
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* "1" or "fast" - Use fast, slightly higher quality resampling, if available
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* "2" or "medium" - Use medium quality resampling, if available
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* "3" or "best" - Use high quality resampling, if available
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*/
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#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
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/**
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* \brief A variable controlling whether SDL updates joystick state when getting input events
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*
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* This variable can be set to the following values:
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*
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* "0" - You'll call SDL_JoystickUpdate() manually
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* "1" - SDL will automatically call SDL_JoystickUpdate() (default)
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*
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* This hint can be toggled on and off at runtime.
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*/
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#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
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/**
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* \brief A variable controlling whether SDL updates sensor state when getting input events
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*
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* This variable can be set to the following values:
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*
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* "0" - You'll call SDL_SensorUpdate() manually
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* "1" - SDL will automatically call SDL_SensorUpdate() (default)
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*
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* This hint can be toggled on and off at runtime.
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*/
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#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
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/**
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* \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
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*
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* The bitmap header version 4 is required for proper alpha channel support and
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* SDL will use it when required. Should this not be desired, this hint can
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* force the use of the 40 byte header version which is supported everywhere.
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*
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* The variable can be set to the following values:
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* "0" - Surfaces with a colorkey or an alpha channel are saved to a
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* 32-bit BMP file with an alpha mask. SDL will use the bitmap
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* header version 4 and set the alpha mask accordingly.
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* "1" - Surfaces with a colorkey or an alpha channel are saved to a
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* 32-bit BMP file without an alpha mask. The alpha channel data
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* will be in the file, but applications are going to ignore it.
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*
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* The default value is "0".
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*/
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#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
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/**
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* \brief Override for SDL_GetDisplayUsableBounds()
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*
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* If set, this hint will override the expected results for
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* SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
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* to do this, but this allows an embedded system to request that some of the
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* screen be reserved for other uses when paired with a well-behaved
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* application.
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*
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* The contents of this hint must be 4 comma-separated integers, the first
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* is the bounds x, then y, width and height, in that order.
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*/
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#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
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/**
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* \brief Disable giving back control to the browser automatically
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* when running with asyncify
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*
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* With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
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* such as refreshing the screen or polling events.
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*
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* This hint only applies to the emscripten platform
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*
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* The variable can be set to the following values:
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* "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
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* "1" - Enable emscripten_sleep calls (the default)
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*/
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#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
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/**
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* \brief override the binding element for keyboard inputs for Emscripten builds
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*
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* This hint only applies to the emscripten platform
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*
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* The variable can be one of
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* "#window" - The javascript window object (this is the default)
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* "#document" - The javascript document object
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* "#screen" - the javascript window.screen object
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* "#canvas" - the WebGL canvas element
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* any other string without a leading # sign applies to the element on the page with that ID.
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*/
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#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
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/**
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* \brief A variable that controls whether the on-screen keyboard should be shown when text input is active
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*
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* The variable can be set to the following values:
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* "0" - Do not show the on-screen keyboard
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* "1" - Show the on-screen keyboard
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*
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* The default value is "1". This hint must be set before text input is activated.
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*/
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#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
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/**
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* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
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*
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* The variable can be set to the following values:
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* "0" - Do not scan for Steam Controllers
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* "1" - Scan for Steam Controllers (the default)
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*
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* The default value is "1". This hint must be set before initializing the joystick subsystem.
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*/
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#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
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/**
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* \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
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*
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* This variable can be set to the following values, from least to most verbose:
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*
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* "0" - Don't log any events (default)
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* "1" - Log most events (other than the really spammy ones).
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* "2" - Include mouse and finger motion events.
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* "3" - Include SDL_SysWMEvent events.
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*
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* This is generally meant to be used to debug SDL itself, but can be useful
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* for application developers that need better visibility into what is going
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* on in the event queue. Logged events are sent through SDL_Log(), which
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* means by default they appear on stdout on most platforms or maybe
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* OutputDebugString() on Windows, and can be funneled by the app with
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* SDL_LogSetOutputFunction(), etc.
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*
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* This hint can be toggled on and off at runtime, if you only need to log
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* events for a small subset of program execution.
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*/
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#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
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/**
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* \brief A variable controlling whether raising the window should be done more forcefully
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*
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* This variable can be set to the following values:
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* "0" - No forcing (the default)
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* "1" - Extra level of forcing
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*
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* At present, this is only an issue under MS Windows, which makes it nearly impossible to
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* programmatically move a window to the foreground, for "security" reasons. See
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* http://stackoverflow.com/a/34414846 for a discussion.
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*/
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#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
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/**
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* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
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*
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* SDL can try to accelerate the SDL screen surface by using streaming
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* textures with a 3D rendering engine. This variable controls whether and
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* how this is done.
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*
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* This variable can be set to the following values:
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* "0" - Disable 3D acceleration
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* "1" - Enable 3D acceleration, using the default renderer.
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* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
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*
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* By default SDL tries to make a best guess for each platform whether
|
|
* to use acceleration or not.
|
|
*/
|
|
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
|
|
|
|
/**
|
|
* \brief A variable that lets you manually hint extra gamecontroller db entries.
|
|
*
|
|
* 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 that overrides the automatic controller type detection
|
|
*
|
|
* The variable should be comma separated entries, in the form: VID/PID=type
|
|
*
|
|
* The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
|
|
*
|
|
* The type should be one of:
|
|
* Xbox360
|
|
* XboxOne
|
|
* PS3
|
|
* PS4
|
|
* PS5
|
|
* SwitchPro
|
|
*
|
|
* This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
*/
|
|
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
|
|
|
|
/**
|
|
* \brief A variable 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 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 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"
|
|
|
|
/**
|
|
* \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 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 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"
|
|
|
|
/**
|
|
* \brief A variable to control if extended IME text support is enabled.
|
|
* If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
|
|
* Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \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 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 Nintendo GameCube controllers should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
|
|
|
|
/**
|
|
* \brief A variable controlling whether "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"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
|
|
|
|
/**
|
|
* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
|
|
* "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
|
|
|
|
/**
|
|
* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
|
|
* "1" - Left and right Joy-Con controllers will be in vertical mode
|
|
*
|
|
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \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.
|
|
*
|
|
* For compatibility with applications written for versions of SDL prior
|
|
* to the introduction of PS5 controller support, this value will also
|
|
* control the state of extended reports on PS5 controllers when the
|
|
* SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - player LEDs are not enabled
|
|
* "1" - player LEDs are enabled (the default)
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
|
|
|
|
/**
|
|
* \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \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 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \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 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \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 A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - RAWINPUT driver will only use data from raw input APIs
|
|
* "1" - RAWINPUT driver will also pull data from XInput, providing
|
|
* better trigger axes, guide button presses, and rumble support
|
|
* for Xbox controllers
|
|
*
|
|
* The default is "1". This hint applies to any joysticks opened after setting the hint.
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - ROG Chakram mice do not show up as joysticks (the default)
|
|
* "1" - ROG Chakram mice show up as joysticks
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
|
|
|
|
/**
|
|
* \brief A variable controlling whether a separate thread should be used
|
|
* for handling joystick detection and raw input messages on Windows
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - A separate thread is not used (the default)
|
|
* "1" - A separate thread is used for handling raw input messages
|
|
*
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
|
|
|
|
/**
|
|
* \brief A variable controlling whether Windows.Gaming.Input should be used for controller handling.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - WGI is not used
|
|
* "1" - WGI is used (the default)
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
|
|
|
|
/**
|
|
* \brief Determines whether SDL enforces that DRM master is required in order
|
|
* to initialize the KMSDRM video backend.
|
|
*
|
|
* The DRM subsystem has a concept of a "DRM master" which is a DRM client that
|
|
* has the ability to set planes, set cursor, etc. When SDL is DRM master, it
|
|
* can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
|
|
* is still able to process input and query attributes of attached displays,
|
|
* but it cannot change display state or draw to the screen directly.
|
|
*
|
|
* In some cases, it can be useful to have the KMSDRM backend even if it cannot
|
|
* be used for rendering. An app may want to use SDL for input processing while
|
|
* using another rendering API (such as an MMAL overlay on Raspberry Pi) or
|
|
* using its own code to render to DRM overlays that SDL doesn't support.
|
|
*
|
|
* This hint must be set before initializing the video subsystem.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - SDL will allow usage of the KMSDRM backend without DRM master
|
|
* "1" - SDL Will require DRM master to use the KMSDRM backend (default)
|
|
*/
|
|
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
|
|
|
|
/**
|
|
* \brief A comma separated list of devices to open as joysticks
|
|
*
|
|
* This variable is currently only used by the Linux joystick driver.
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
|
|
|
|
/**
|
|
* \brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
|
|
* "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
|
|
*/
|
|
#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
|
|
|
|
/**
|
|
* \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Return digital hat values based on unfiltered input axis values
|
|
* "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
|
|
*/
|
|
#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
|
|
|
|
/**
|
|
* \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Use /dev/input/event*
|
|
* "1" - Use /dev/input/js*
|
|
*
|
|
* By default the /dev/input/event* interfaces are used
|
|
*/
|
|
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
|
|
|
|
/**
|
|
* \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Return unfiltered joystick axis values (the default)
|
|
* "1" - Return axis values with deadzones taken into account
|
|
*/
|
|
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
|
|
|
|
/**
|
|
* \brief When set don't force the SDL app to become a foreground process
|
|
*
|
|
* This hint only applies to Mac OS X.
|
|
*
|
|
*/
|
|
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
|
|
|
|
/**
|
|
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
|
|
*
|
|
* If present, holding ctrl while left clicking will generate a right click
|
|
* event when on Mac.
|
|
*/
|
|
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
|
|
|
|
/**
|
|
* \brief A variable 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"
|
|
|
|
/**
|
|
* \brief A variable setting the double click radius, in pixels.
|
|
*/
|
|
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
|
|
|
|
/**
|
|
* \brief A variable setting the double click time, in milliseconds.
|
|
*/
|
|
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
|
|
|
|
/**
|
|
* \brief Allow mouse click events when clicking to focus an SDL window
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - 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 setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
|
|
*/
|
|
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
|
|
|
|
/**
|
|
* \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \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 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 setting the scale for mouse motion, in floating point, when the mouse is in relative mode
|
|
*/
|
|
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \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 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"
|
|
|
|
/**
|
|
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
|
|
*
|
|
* This hint only applies to Unix-like platforms, and should set before
|
|
* any calls to SDL_Init()
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - SDL will install a SIGINT and SIGTERM handler, and when it
|
|
* catches a signal, convert it into an SDL_QUIT event.
|
|
* "1" - SDL will not install a signal handler at all.
|
|
*/
|
|
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
|
|
|
|
/**
|
|
* \brief A variable controlling what driver to use for OpenGL ES contexts.
|
|
*
|
|
* On some platforms, currently Windows and X11, OpenGL drivers may support
|
|
* creating contexts with an OpenGL ES profile. By default SDL uses these
|
|
* profiles, when available, otherwise it attempts to load an OpenGL ES
|
|
* library, e.g. that provided by the ANGLE project. This variable controls
|
|
* whether SDL follows this default behaviour or will always load an
|
|
* OpenGL ES library.
|
|
*
|
|
* Circumstances where this is useful include
|
|
* - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
|
|
* or emulator, e.g. those from ARM, Imagination or Qualcomm.
|
|
* - Resolving OpenGL ES function addresses at link time by linking with
|
|
* the OpenGL ES library instead of querying them at run time with
|
|
* SDL_GL_GetProcAddress().
|
|
*
|
|
* Caution: for an application to work with the default behaviour across
|
|
* different OpenGL drivers it must query the OpenGL ES function
|
|
* addresses at run time using SDL_GL_GetProcAddress().
|
|
*
|
|
* This variable is ignored on most platforms because OpenGL ES is native
|
|
* or not supported.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Use ES profile of OpenGL, if available. (Default when not set.)
|
|
* "1" - Load OpenGL ES library using the default library names.
|
|
*
|
|
*/
|
|
#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
|
|
|
|
/**
|
|
* \brief A variable controlling which orientations are allowed on iOS/Android.
|
|
*
|
|
* In some circumstances it is necessary to be able to explicitly control
|
|
* which UI orientations are allowed.
|
|
*
|
|
* This variable is a space delimited list of the following values:
|
|
* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
|
|
*/
|
|
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief Override for SDL_GetPreferredLocales()
|
|
*
|
|
* If set, this will be favored over anything the OS might report for the
|
|
* user's preferred locales. Changing this hint at runtime will not generate
|
|
* a SDL_LOCALECHANGED event (but if you can change the hint, you can push
|
|
* your own event, if you want).
|
|
*
|
|
* The format of this hint is a comma-separated list of language and locale,
|
|
* combined with an underscore, as is a common format: "en_GB". Locale is
|
|
* optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
|
|
*/
|
|
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
|
|
|
|
/**
|
|
* \brief A variable describing the content orientation on QtWayland-based platforms.
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \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 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 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"
|
|
|
|
/**
|
|
* \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 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 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"
|
|
|
|
/**
|
|
* \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 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 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 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \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 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 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief A string specifying additional information to use with SDL_SetThreadPriority.
|
|
*
|
|
* By default SDL_SetThreadPriority will make appropriate system changes in order to
|
|
* apply a thread priority. For example on systems using pthreads the scheduler policy
|
|
* is changed automatically to a policy that works well with a given priority.
|
|
* Code which has specific requirements can override SDL's default behavior with this hint.
|
|
*
|
|
* pthread hint values are "current", "other", "fifo" and "rr".
|
|
* Currently no other platform hint values are defined but may be in the future.
|
|
*
|
|
* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
|
|
* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
|
|
* after calling SDL_SetThreadPriority().
|
|
*/
|
|
#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
|
|
|
|
/**
|
|
* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
|
|
*
|
|
* Use this hint in case you need to set SDL's threads stack size to other than the default.
|
|
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
|
|
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
|
|
* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
|
|
*
|
|
* Instead of this hint, in 2.0.9 and later, you can use
|
|
* SDL_CreateThreadWithStackSize(). This hint only works with the classic
|
|
* SDL_CreateThread().
|
|
*/
|
|
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
|
|
|
|
/**
|
|
* \brief A variable that controls the timer resolution, in milliseconds.
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \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 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"
|
|
|
|
/**
|
|
* \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 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 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 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"
|
|
|
|
/**
|
|
* \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 If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
|
|
*/
|
|
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
|
|
|
|
/**
|
|
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \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 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"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
|
|
*
|
|
* When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
|
|
* available. (Note that, by default, libdecor will use xdg-decoration itself if available).
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \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 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
|
|
*
|
|
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
|
|
* can use two different sets of binaries, those compiled by the user from source
|
|
* or those provided by the Chrome browser. In the later case, these binaries require
|
|
* that SDL loads a DLL providing the shader compiler.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "d3dcompiler_46.dll" - default, best for Vista or later.
|
|
* "d3dcompiler_43.dll" - for XP support.
|
|
* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
|
|
*
|
|
*/
|
|
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
|
|
|
|
/**
|
|
* \brief A variable controlling whether X11 should use GLX or EGL by default
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Use GLX
|
|
* "1" - Use EGL
|
|
*
|
|
* By default SDL will use GLX when both are present.
|
|
*/
|
|
#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
|
|
*
|
|
* 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 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 forcing the visual ID chosen for new X11 windows
|
|
*
|
|
*/
|
|
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
|
|
|
|
/**
|
|
* \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used.
|
|
*
|
|
* Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11.
|
|
* Now SDL never uses Xinerama, and does not check for this hint at all.
|
|
* The preprocessor define is left here for source compatibility.
|
|
*/
|
|
#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the X11 XRandR extension should be used.
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \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 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 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 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"
|
|
|
|
/**
|
|
* \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 Force SDL to use Critical Sections for mutexes on Windows.
|
|
* On Windows 7 and newer, Slim Reader/Writer Locks are available.
|
|
* They offer better performance, allocate no kernel ressources and
|
|
* use less memory. SDL will fall back to Critical Sections on older
|
|
* OS versions or if forced to by this hint.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
|
|
* "1" - Force the use of Critical Sections in all cases.
|
|
*
|
|
*/
|
|
#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
|
|
|
|
/**
|
|
* \brief Force SDL to use Kernel Semaphores on Windows.
|
|
* Kernel Semaphores are inter-process and require a context
|
|
* switch on every interaction. On Windows 8 and newer, the
|
|
* WaitOnAddress API is available. Using that and atomics to
|
|
* implement semaphores increases performance.
|
|
* SDL will fall back to Kernel Objects on older OS versions
|
|
* or if forced to by this hint.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
|
|
* "1" - Force the use of Kernel Objects in all cases.
|
|
*
|
|
*/
|
|
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
|
|
|
|
/**
|
|
* \brief A variable to specify custom icon resource id from RC file on Windows platform
|
|
*/
|
|
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
|
|
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
|
|
|
|
/**
|
|
* \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - SDL will generate a window-close event when it sees Alt+F4.
|
|
* "1" - SDL will only do normal key handling for Alt+F4.
|
|
*/
|
|
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
|
|
|
|
/**
|
|
* \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
|
|
* Direct3D 9Ex contains changes to state management that can eliminate device
|
|
* loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
|
|
* some changes to your application to cope with the new behavior, so this
|
|
* is disabled by default.
|
|
*
|
|
* 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \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 controlling whether the window is activated when the SDL_ShowWindow function is called
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - The window is activated when the SDL_ShowWindow function is called
|
|
* "1" - The window is not activated when the SDL_ShowWindow function is called
|
|
*
|
|
* By default SDL will activate the window when the SDL_ShowWindow function is called
|
|
*/
|
|
#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
|
|
|
|
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
|
|
*
|
|
* 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 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 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 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"
|
|
|
|
/**
|
|
* \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 lets you disable the detection and use of DirectInput gamepad devices
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - Disable DirectInput detection (only uses XInput)
|
|
* "1" - Enable DirectInput detection (the default)
|
|
*/
|
|
#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
|
|
|
|
/**
|
|
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
|
|
*
|
|
* 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 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
|
|
/**
|
|
* \brief 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"
|
|
|
|
|
|
/**
|
|
* \brief An enumeration of hint priorities
|
|
*/
|
|
typedef enum
|
|
{
|
|
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: */
|