SDL_hints.h 76 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL_hints.h
  20. *
  21. * Official documentation for SDL configuration variables
  22. *
  23. * This file contains functions to set and get configuration hints,
  24. * as well as listing each of them alphabetically.
  25. *
  26. * The convention for naming hints is SDL_HINT_X, where "SDL_X" is
  27. * the environment variable that can be used to override the default.
  28. *
  29. * In general these hints are just that - they may or may not be
  30. * supported or applicable on any given platform, but they provide
  31. * a way for an application or user to give the library a hint as
  32. * to how they would like the library to work.
  33. */
  34. #ifndef SDL_hints_h_
  35. #define SDL_hints_h_
  36. #include "SDL_stdinc.h"
  37. #include "begin_code.h"
  38. /* Set up for C function definitions, even when using C++ */
  39. #ifdef __cplusplus
  40. extern "C" {
  41. #endif
  42. /**
  43. * \brief A variable controlling whether the Android / iOS built-in
  44. * accelerometer should be listed as a joystick device.
  45. *
  46. * This variable can be set to the following values:
  47. * "0" - The accelerometer is not listed as a joystick
  48. * "1" - The accelerometer is available as a 3 axis joystick (the default).
  49. */
  50. #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
  51. /**
  52. * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
  53. *
  54. * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
  55. * and your window is full-screen. This prevents the user from getting stuck in
  56. * your application if you've enabled keyboard grab.
  57. *
  58. * The variable can be set to the following values:
  59. * "0" - SDL will not handle Alt+Tab. Your application is responsible
  60. for handling Alt+Tab while the keyboard is grabbed.
  61. * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
  62. */
  63. #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
  64. /**
  65. * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
  66. * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
  67. *
  68. * This variable can be set to the following values:
  69. * "0" - don't allow topmost
  70. * "1" - allow topmost
  71. */
  72. #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
  73. /**
  74. * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
  75. *
  76. * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
  77. *
  78. * If both hints were set then SDL_RWFromFile() will look into expansion files
  79. * after a given relative path was not found in the internal storage and assets.
  80. *
  81. * By default this hint is not set and the APK expansion files are not searched.
  82. */
  83. #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
  84. /**
  85. * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
  86. *
  87. * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
  88. *
  89. * If both hints were set then SDL_RWFromFile() will look into expansion files
  90. * after a given relative path was not found in the internal storage and assets.
  91. *
  92. * By default this hint is not set and the APK expansion files are not searched.
  93. */
  94. #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
  95. /**
  96. * \brief A variable to control whether the event loop will block itself when the app is paused.
  97. *
  98. * The variable can be set to the following values:
  99. * "0" - Non blocking.
  100. * "1" - Blocking. (default)
  101. *
  102. * The value should be set before SDL is initialized.
  103. */
  104. #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
  105. /**
  106. * \brief A variable to control whether SDL will pause audio in background
  107. * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
  108. *
  109. * The variable can be set to the following values:
  110. * "0" - Non paused.
  111. * "1" - Paused. (default)
  112. *
  113. * The value should be set before SDL is initialized.
  114. */
  115. #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
  116. /**
  117. * \brief A variable to control whether we trap the Android back button to handle it manually.
  118. * This is necessary for the right mouse button to work on some Android devices, or
  119. * to be able to trap the back button for use in your code reliably. If set to true,
  120. * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
  121. * SDL_SCANCODE_AC_BACK.
  122. *
  123. * The variable can be set to the following values:
  124. * "0" - Back button will be handled as usual for system. (default)
  125. * "1" - Back button will be trapped, allowing you to handle the key press
  126. * manually. (This will also let right mouse click work on systems
  127. * where the right mouse button functions as back.)
  128. *
  129. * The value of this hint is used at runtime, so it can be changed at any time.
  130. */
  131. #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
  132. /**
  133. * \brief A variable controlling whether controllers used with the Apple TV
  134. * generate UI events.
  135. *
  136. * When UI events are generated by controller input, the app will be
  137. * backgrounded when the Apple TV remote's menu button is pressed, and when the
  138. * pause or B buttons on gamepads are pressed.
  139. *
  140. * More information about properly making use of controllers for the Apple TV
  141. * can be found here:
  142. * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
  143. *
  144. * This variable can be set to the following values:
  145. * "0" - Controller input does not generate UI events (the default).
  146. * "1" - Controller input generates UI events.
  147. */
  148. #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
  149. /**
  150. * \brief A variable controlling whether the Apple TV remote's joystick axes
  151. * will automatically match the rotation of the remote.
  152. *
  153. * This variable can be set to the following values:
  154. * "0" - Remote orientation does not affect joystick axes (the default).
  155. * "1" - Joystick axes are based on the orientation of the remote.
  156. */
  157. #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
  158. /**
  159. * \brief A variable controlling the audio category on iOS and Mac OS X
  160. *
  161. * This variable can be set to the following values:
  162. *
  163. * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
  164. * "playback" - Use the AVAudioSessionCategoryPlayback category
  165. *
  166. * For more information, see Apple's documentation:
  167. * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
  168. */
  169. #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
  170. /**
  171. * \brief Specify an application name for an audio device.
  172. *
  173. * Some audio backends (such as PulseAudio) allow you to describe your audio
  174. * stream. Among other things, this description might show up in a system
  175. * control panel that lets the user adjust the volume on specific audio
  176. * streams instead of using one giant master volume slider.
  177. *
  178. * This hints lets you transmit that information to the OS. The contents of
  179. * this hint are used while opening an audio device. You should use a string
  180. * that describes your program ("My Game 2: The Revenge")
  181. *
  182. * Setting this to "" or leaving it unset will have SDL use a reasonable
  183. * default: probably the application's name or "SDL Application" if SDL
  184. * doesn't have any better information.
  185. *
  186. * On targets where this is not supported, this hint does nothing.
  187. */
  188. #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
  189. /**
  190. * \brief Specify an application name for an audio device.
  191. *
  192. * Some audio backends (such as PulseAudio) allow you to describe your audio
  193. * stream. Among other things, this description might show up in a system
  194. * control panel that lets the user adjust the volume on specific audio
  195. * streams instead of using one giant master volume slider.
  196. *
  197. * This hints lets you transmit that information to the OS. The contents of
  198. * this hint are used while opening an audio device. You should use a string
  199. * that describes your what your program is playing ("audio stream" is
  200. * probably sufficient in many cases, but this could be useful for something
  201. * like "team chat" if you have a headset playing VoIP audio separately).
  202. *
  203. * Setting this to "" or leaving it unset will have SDL use a reasonable
  204. * default: "audio stream" or something similar.
  205. *
  206. * On targets where this is not supported, this hint does nothing.
  207. */
  208. #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
  209. /**
  210. * \brief Specify an application role for an audio device.
  211. *
  212. * Some audio backends (such as Pipewire) allow you to describe the role of
  213. * your audio stream. Among other things, this description might show up in
  214. * a system control panel or software for displaying and manipulating media
  215. * playback/capture graphs.
  216. *
  217. * This hints lets you transmit that information to the OS. The contents of
  218. * this hint are used while opening an audio device. You should use a string
  219. * that describes your what your program is playing (Game, Music, Movie,
  220. * etc...).
  221. *
  222. * Setting this to "" or leaving it unset will have SDL use a reasonable
  223. * default: "Game" or something similar.
  224. *
  225. * On targets where this is not supported, this hint does nothing.
  226. */
  227. #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
  228. /**
  229. * \brief A variable controlling speed/quality tradeoff of audio resampling.
  230. *
  231. * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
  232. * to handle audio resampling. There are different resampling modes available
  233. * that produce different levels of quality, using more CPU.
  234. *
  235. * If this hint isn't specified to a valid setting, or libsamplerate isn't
  236. * available, SDL will use the default, internal resampling algorithm.
  237. *
  238. * Note that this is currently only applicable to resampling audio that is
  239. * being written to a device for playback or audio being read from a device
  240. * for capture. SDL_AudioCVT always uses the default resampler (although this
  241. * might change for SDL 2.1).
  242. *
  243. * This hint is currently only checked at audio subsystem initialization.
  244. *
  245. * This variable can be set to the following values:
  246. *
  247. * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
  248. * "1" or "fast" - Use fast, slightly higher quality resampling, if available
  249. * "2" or "medium" - Use medium quality resampling, if available
  250. * "3" or "best" - Use high quality resampling, if available
  251. */
  252. #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
  253. /**
  254. * \brief A variable controlling whether SDL updates joystick state when getting input events
  255. *
  256. * This variable can be set to the following values:
  257. *
  258. * "0" - You'll call SDL_JoystickUpdate() manually
  259. * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
  260. *
  261. * This hint can be toggled on and off at runtime.
  262. */
  263. #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
  264. /**
  265. * \brief A variable controlling whether SDL updates sensor state when getting input events
  266. *
  267. * This variable can be set to the following values:
  268. *
  269. * "0" - You'll call SDL_SensorUpdate() manually
  270. * "1" - SDL will automatically call SDL_SensorUpdate() (default)
  271. *
  272. * This hint can be toggled on and off at runtime.
  273. */
  274. #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
  275. /**
  276. * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
  277. *
  278. * The bitmap header version 4 is required for proper alpha channel support and
  279. * SDL will use it when required. Should this not be desired, this hint can
  280. * force the use of the 40 byte header version which is supported everywhere.
  281. *
  282. * The variable can be set to the following values:
  283. * "0" - Surfaces with a colorkey or an alpha channel are saved to a
  284. * 32-bit BMP file with an alpha mask. SDL will use the bitmap
  285. * header version 4 and set the alpha mask accordingly.
  286. * "1" - Surfaces with a colorkey or an alpha channel are saved to a
  287. * 32-bit BMP file without an alpha mask. The alpha channel data
  288. * will be in the file, but applications are going to ignore it.
  289. *
  290. * The default value is "0".
  291. */
  292. #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
  293. /**
  294. * \brief Override for SDL_GetDisplayUsableBounds()
  295. *
  296. * If set, this hint will override the expected results for
  297. * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
  298. * to do this, but this allows an embedded system to request that some of the
  299. * screen be reserved for other uses when paired with a well-behaved
  300. * application.
  301. *
  302. * The contents of this hint must be 4 comma-separated integers, the first
  303. * is the bounds x, then y, width and height, in that order.
  304. */
  305. #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
  306. /**
  307. * \brief Disable giving back control to the browser automatically
  308. * when running with asyncify
  309. *
  310. * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
  311. * such as refreshing the screen or polling events.
  312. *
  313. * This hint only applies to the emscripten platform
  314. *
  315. * The variable can be set to the following values:
  316. * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
  317. * "1" - Enable emscripten_sleep calls (the default)
  318. */
  319. #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
  320. /**
  321. * \brief override the binding element for keyboard inputs for Emscripten builds
  322. *
  323. * This hint only applies to the emscripten platform
  324. *
  325. * The variable can be one of
  326. * "#window" - The javascript window object (this is the default)
  327. * "#document" - The javascript document object
  328. * "#screen" - the javascript window.screen object
  329. * "#canvas" - the WebGL canvas element
  330. * any other string without a leading # sign applies to the element on the page with that ID.
  331. */
  332. #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
  333. /**
  334. * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
  335. *
  336. * The variable can be set to the following values:
  337. * "0" - Do not scan for Steam Controllers
  338. * "1" - Scan for Steam Controllers (the default)
  339. *
  340. * The default value is "1". This hint must be set before initializing the joystick subsystem.
  341. */
  342. #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
  343. /**
  344. * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
  345. *
  346. * This variable can be set to the following values:
  347. *
  348. * "0" - Don't log any events (default)
  349. * "1" - Log all events except mouse and finger motion, which are pretty spammy.
  350. * "2" - Log all events.
  351. *
  352. * This is generally meant to be used to debug SDL itself, but can be useful
  353. * for application developers that need better visibility into what is going
  354. * on in the event queue. Logged events are sent through SDL_Log(), which
  355. * means by default they appear on stdout on most platforms or maybe
  356. * OutputDebugString() on Windows, and can be funneled by the app with
  357. * SDL_LogSetOutputFunction(), etc.
  358. *
  359. * This hint can be toggled on and off at runtime, if you only need to log
  360. * events for a small subset of program execution.
  361. */
  362. #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
  363. /**
  364. * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
  365. *
  366. * SDL can try to accelerate the SDL screen surface by using streaming
  367. * textures with a 3D rendering engine. This variable controls whether and
  368. * how this is done.
  369. *
  370. * This variable can be set to the following values:
  371. * "0" - Disable 3D acceleration
  372. * "1" - Enable 3D acceleration, using the default renderer.
  373. * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
  374. *
  375. * By default SDL tries to make a best guess for each platform whether
  376. * to use acceleration or not.
  377. */
  378. #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
  379. /**
  380. * \brief A variable that lets you manually hint extra gamecontroller db entries.
  381. *
  382. * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
  383. *
  384. * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
  385. * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
  386. */
  387. #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
  388. /**
  389. * \brief A variable that lets you provide a file with extra gamecontroller db entries.
  390. *
  391. * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
  392. *
  393. * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
  394. * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
  395. */
  396. #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
  397. /**
  398. * \brief A variable that overrides the automatic controller type detection
  399. *
  400. * The variable should be comma separated entries, in the form: VID/PID=type
  401. *
  402. * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
  403. *
  404. * The type should be one of:
  405. * Xbox360
  406. * XboxOne
  407. * PS3
  408. * PS4
  409. * PS5
  410. * SwitchPro
  411. *
  412. * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
  413. */
  414. #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
  415. /**
  416. * \brief A variable containing a list of devices to skip when scanning for game controllers.
  417. *
  418. * The format of the string is a comma separated list of USB VID/PID pairs
  419. * in hexadecimal form, e.g.
  420. *
  421. * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
  422. *
  423. * The variable can also take the form of @file, in which case the named
  424. * file will be loaded and interpreted as the value of the variable.
  425. */
  426. #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
  427. /**
  428. * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
  429. *
  430. * The format of the string is a comma separated list of USB VID/PID pairs
  431. * in hexadecimal form, e.g.
  432. *
  433. * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
  434. *
  435. * The variable can also take the form of @file, in which case the named
  436. * file will be loaded and interpreted as the value of the variable.
  437. */
  438. #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
  439. /**
  440. * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
  441. *
  442. * For example, on Nintendo Switch controllers, normally you'd get:
  443. *
  444. * (Y)
  445. * (X) (B)
  446. * (A)
  447. *
  448. * but if this hint is set, you'll get:
  449. *
  450. * (X)
  451. * (Y) (A)
  452. * (B)
  453. *
  454. * The variable can be set to the following values:
  455. * "0" - Report the face buttons by position, as though they were on an Xbox controller.
  456. * "1" - Report the face buttons by label instead of position
  457. *
  458. * The default value is "1". This hint may be set at any time.
  459. */
  460. #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
  461. /**
  462. * \brief A variable controlling whether grabbing input grabs the keyboard
  463. *
  464. * This variable can be set to the following values:
  465. * "0" - Grab will affect only the mouse
  466. * "1" - Grab will affect mouse and keyboard
  467. *
  468. * By default SDL will not grab the keyboard so system shortcuts still work.
  469. */
  470. #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
  471. /**
  472. * \brief A variable controlling whether the idle timer is disabled on iOS.
  473. *
  474. * When an iOS app does not receive touches for some time, the screen is
  475. * dimmed automatically. For games where the accelerometer is the only input
  476. * this is problematic. This functionality can be disabled by setting this
  477. * hint.
  478. *
  479. * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
  480. * accomplish the same thing on iOS. They should be preferred over this hint.
  481. *
  482. * This variable can be set to the following values:
  483. * "0" - Enable idle timer
  484. * "1" - Disable idle timer
  485. */
  486. #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
  487. /**
  488. * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
  489. *
  490. * The variable can be set to the following values:
  491. * "0" - SDL_TEXTEDITING events are sent, and it is the application's
  492. * responsibility to render the text from these events and
  493. * differentiate it somehow from committed text. (default)
  494. * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
  495. * and text that is being composed will be rendered in its own UI.
  496. */
  497. #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
  498. /**
  499. * \brief A variable controlling whether the home indicator bar on iPhone X
  500. * should be hidden.
  501. *
  502. * This variable can be set to the following values:
  503. * "0" - The indicator bar is not hidden (default for windowed applications)
  504. * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
  505. * "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)
  506. */
  507. #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
  508. /**
  509. * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
  510. *
  511. * The variable can be set to the following values:
  512. * "0" - Disable joystick & gamecontroller input events when the
  513. * application is in the background.
  514. * "1" - Enable joystick & gamecontroller input events when the
  515. * application is in the background.
  516. *
  517. * The default value is "0". This hint may be set at any time.
  518. */
  519. #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
  520. /**
  521. * \brief A variable controlling whether the HIDAPI joystick drivers should be used.
  522. *
  523. * This variable can be set to the following values:
  524. * "0" - HIDAPI drivers are not used
  525. * "1" - HIDAPI drivers are used (the default)
  526. *
  527. * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
  528. */
  529. #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
  530. /**
  531. * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
  532. *
  533. * This variable can be set to the following values:
  534. * "0" - HIDAPI driver is not used
  535. * "1" - HIDAPI driver is used
  536. *
  537. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  538. */
  539. #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
  540. /**
  541. * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
  542. *
  543. * This variable can be set to the following values:
  544. * "0" - basic Joy-Con support with no analog input (the default)
  545. * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
  546. *
  547. * This does not combine Joy-Cons into a single controller. That's up to the user.
  548. */
  549. #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
  550. /**
  551. * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
  552. *
  553. * This variable can be set to the following values:
  554. * "0" - HIDAPI driver is not used
  555. * "1" - HIDAPI driver is used
  556. *
  557. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  558. */
  559. #define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
  560. /**
  561. * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
  562. *
  563. * This variable can be set to the following values:
  564. * "0" - HIDAPI driver is not used
  565. * "1" - HIDAPI driver is used
  566. *
  567. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  568. */
  569. #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
  570. /**
  571. * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
  572. *
  573. * This variable can be set to the following values:
  574. * "0" - extended reports are not enabled (the default)
  575. * "1" - extended reports
  576. *
  577. * Extended input reports allow rumble on Bluetooth PS4 controllers, but
  578. * break DirectInput handling for applications that don't use SDL.
  579. *
  580. * Once extended reports are enabled, they can not be disabled without
  581. * power cycling the controller.
  582. *
  583. * For compatibility with applications written for versions of SDL prior
  584. * to the introduction of PS5 controller support, this value will also
  585. * control the state of extended reports on PS5 controllers when the
  586. * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
  587. */
  588. #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
  589. /**
  590. * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
  591. *
  592. * This variable can be set to the following values:
  593. * "0" - HIDAPI driver is not used
  594. * "1" - HIDAPI driver is used
  595. *
  596. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  597. */
  598. #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
  599. /**
  600. * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
  601. *
  602. * This variable can be set to the following values:
  603. * "0" - player LEDs are not enabled
  604. * "1" - player LEDs are enabled (the default)
  605. */
  606. #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
  607. /**
  608. * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
  609. *
  610. * This variable can be set to the following values:
  611. * "0" - extended reports are not enabled (the default)
  612. * "1" - extended reports
  613. *
  614. * Extended input reports allow rumble on Bluetooth PS5 controllers, but
  615. * break DirectInput handling for applications that don't use SDL.
  616. *
  617. * Once extended reports are enabled, they can not be disabled without
  618. * power cycling the controller.
  619. *
  620. * For compatibility with applications written for versions of SDL prior
  621. * to the introduction of PS5 controller support, this value defaults to
  622. * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
  623. */
  624. #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
  625. /**
  626. * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
  627. *
  628. * This variable can be set to the following values:
  629. * "0" - HIDAPI driver is not used
  630. * "1" - HIDAPI driver is used
  631. *
  632. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  633. */
  634. #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
  635. /**
  636. * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
  637. *
  638. * This variable can be set to the following values:
  639. * "0" - HIDAPI driver is not used
  640. * "1" - HIDAPI driver is used
  641. *
  642. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  643. */
  644. #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
  645. /**
  646. * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
  647. *
  648. * This variable can be set to the following values:
  649. * "0" - HIDAPI driver is not used
  650. * "1" - HIDAPI driver is used
  651. *
  652. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  653. */
  654. #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
  655. /**
  656. * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
  657. *
  658. * This variable can be set to the following values:
  659. * "0" - home button LED is left off
  660. * "1" - home button LED is turned on (the default)
  661. */
  662. #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
  663. /**
  664. * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
  665. *
  666. * This variable can be set to the following values:
  667. * "0" - HIDAPI driver is not used
  668. * "1" - HIDAPI driver is used
  669. *
  670. * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
  671. */
  672. #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
  673. /**
  674. * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
  675. *
  676. * This variable can be set to the following values:
  677. * "0" - RAWINPUT drivers are not used
  678. * "1" - RAWINPUT drivers are used (the default)
  679. *
  680. */
  681. #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
  682. /**
  683. * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
  684. *
  685. * This variable can be set to the following values:
  686. * "0" - RAWINPUT driver will only use data from raw input APIs
  687. * "1" - RAWINPUT driver will also pull data from XInput, providing
  688. * better trigger axes, guide button presses, and rumble support
  689. * for Xbox controllers
  690. *
  691. * The default is "1". This hint applies to any joysticks opened after setting the hint.
  692. */
  693. #define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
  694. /**
  695. * \brief A variable controlling whether a separate thread should be used
  696. * for handling joystick detection and raw input messages on Windows
  697. *
  698. * This variable can be set to the following values:
  699. * "0" - A separate thread is not used (the default)
  700. * "1" - A separate thread is used for handling raw input messages
  701. *
  702. */
  703. #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
  704. /**
  705. * \brief Determines whether SDL enforces that DRM master is required in order
  706. * to initialize the KMSDRM video backend.
  707. *
  708. * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
  709. * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
  710. * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
  711. * is still able to process input and query attributes of attached displays,
  712. * but it cannot change display state or draw to the screen directly.
  713. *
  714. * In some cases, it can be useful to have the KMSDRM backend even if it cannot
  715. * be used for rendering. An app may want to use SDL for input processing while
  716. * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
  717. * using its own code to render to DRM overlays that SDL doesn't support.
  718. *
  719. * This hint must be set before initializing the video subsystem.
  720. *
  721. * This variable can be set to the following values:
  722. * "0" - SDL will allow usage of the KMSDRM backend without DRM master
  723. * "1" - SDL Will require DRM master to use the KMSDRM backend (default)
  724. */
  725. #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
  726. /**
  727. * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
  728. *
  729. * This variable can be set to the following values:
  730. * "0" - Return unfiltered joystick axis values (the default)
  731. * "1" - Return axis values with deadzones taken into account
  732. */
  733. #define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
  734. /**
  735. * \brief When set don't force the SDL app to become a foreground process
  736. *
  737. * This hint only applies to Mac OS X.
  738. *
  739. */
  740. #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
  741. /**
  742. * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
  743. *
  744. * If present, holding ctrl while left clicking will generate a right click
  745. * event when on Mac.
  746. */
  747. #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
  748. /**
  749. * \brief A variable setting the double click radius, in pixels.
  750. */
  751. #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
  752. /**
  753. * \brief A variable setting the double click time, in milliseconds.
  754. */
  755. #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
  756. /**
  757. * \brief Allow mouse click events when clicking to focus an SDL window
  758. *
  759. * This variable can be set to the following values:
  760. * "0" - Ignore mouse clicks that activate a window
  761. * "1" - Generate events for mouse clicks that activate a window
  762. *
  763. * By default SDL will ignore mouse clicks that activate a window
  764. */
  765. #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
  766. /**
  767. * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
  768. */
  769. #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
  770. /**
  771. * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
  772. *
  773. * This variable can be set to the following values:
  774. * "0" - Relative mouse mode uses raw input
  775. * "1" - Relative mouse mode uses mouse warping
  776. *
  777. * By default SDL will use raw input for relative mouse mode
  778. */
  779. #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
  780. /**
  781. * \brief A variable controlling whether relative mouse motion is affected by renderer scaling
  782. *
  783. * This variable can be set to the following values:
  784. * "0" - Relative motion is unaffected by DPI or renderer's logical size
  785. * "1" - Relative motion is scaled according to DPI scaling and logical size
  786. *
  787. * By default relative mouse deltas are affected by DPI and renderer scaling
  788. */
  789. #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
  790. /**
  791. * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
  792. */
  793. #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
  794. /**
  795. * \brief A variable controlling whether mouse events should generate synthetic touch events
  796. *
  797. * This variable can be set to the following values:
  798. * "0" - Mouse events will not generate touch events (default for desktop platforms)
  799. * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
  800. */
  801. #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
  802. /**
  803. * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
  804. *
  805. * This hint only applies to Unix-like platforms, and should set before
  806. * any calls to SDL_Init()
  807. *
  808. * The variable can be set to the following values:
  809. * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
  810. * catches a signal, convert it into an SDL_QUIT event.
  811. * "1" - SDL will not install a signal handler at all.
  812. */
  813. #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
  814. /**
  815. * \brief A variable controlling what driver to use for OpenGL ES contexts.
  816. *
  817. * On some platforms, currently Windows and X11, OpenGL drivers may support
  818. * creating contexts with an OpenGL ES profile. By default SDL uses these
  819. * profiles, when available, otherwise it attempts to load an OpenGL ES
  820. * library, e.g. that provided by the ANGLE project. This variable controls
  821. * whether SDL follows this default behaviour or will always load an
  822. * OpenGL ES library.
  823. *
  824. * Circumstances where this is useful include
  825. * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
  826. * or emulator, e.g. those from ARM, Imagination or Qualcomm.
  827. * - Resolving OpenGL ES function addresses at link time by linking with
  828. * the OpenGL ES library instead of querying them at run time with
  829. * SDL_GL_GetProcAddress().
  830. *
  831. * Caution: for an application to work with the default behaviour across
  832. * different OpenGL drivers it must query the OpenGL ES function
  833. * addresses at run time using SDL_GL_GetProcAddress().
  834. *
  835. * This variable is ignored on most platforms because OpenGL ES is native
  836. * or not supported.
  837. *
  838. * This variable can be set to the following values:
  839. * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
  840. * "1" - Load OpenGL ES library using the default library names.
  841. *
  842. */
  843. #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
  844. /**
  845. * \brief A variable controlling which orientations are allowed on iOS/Android.
  846. *
  847. * In some circumstances it is necessary to be able to explicitly control
  848. * which UI orientations are allowed.
  849. *
  850. * This variable is a space delimited list of the following values:
  851. * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
  852. */
  853. #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
  854. /**
  855. * \brief Override for SDL_GetPreferredLocales()
  856. *
  857. * If set, this will be favored over anything the OS might report for the
  858. * user's preferred locales. Changing this hint at runtime will not generate
  859. * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
  860. * your own event, if you want).
  861. *
  862. * The format of this hint is a comma-separated list of language and locale,
  863. * combined with an underscore, as is a common format: "en_GB". Locale is
  864. * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
  865. */
  866. #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
  867. /**
  868. * \brief A variable describing the content orientation on QtWayland-based platforms.
  869. *
  870. * On QtWayland platforms, windows are rotated client-side to allow for custom
  871. * transitions. In order to correctly position overlays (e.g. volume bar) and
  872. * gestures (e.g. events view, close/minimize gestures), the system needs to
  873. * know in which orientation the application is currently drawing its contents.
  874. *
  875. * This does not cause the window to be rotated or resized, the application
  876. * needs to take care of drawing the content in the right orientation (the
  877. * framebuffer is always in portrait mode).
  878. *
  879. * This variable can be one of the following values:
  880. * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
  881. */
  882. #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
  883. /**
  884. * \brief Flags to set on QtWayland windows to integrate with the native window manager.
  885. *
  886. * On QtWayland platforms, this hint controls the flags to set on the windows.
  887. * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
  888. *
  889. * This variable is a space-separated list of the following values (empty = no flags):
  890. * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
  891. */
  892. #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
  893. /**
  894. * \brief A variable controlling whether the 2D render API is compatible or efficient.
  895. *
  896. * This variable can be set to the following values:
  897. *
  898. * "0" - Don't use batching to make rendering more efficient.
  899. * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
  900. *
  901. * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
  902. * it batches up draw requests and sends them all to the GPU only when forced
  903. * to (during SDL_RenderPresent, when changing render targets, by updating a
  904. * texture that the batch needs, etc). This is significantly more efficient,
  905. * but it can cause problems for apps that expect to render on top of the
  906. * render API's output. As such, SDL will disable batching if a specific
  907. * render backend is requested (since this might indicate that the app is
  908. * planning to use the underlying graphics API directly). This hint can
  909. * be used to explicitly request batching in this instance. It is a contract
  910. * that you will either never use the underlying graphics API directly, or
  911. * if you do, you will call SDL_RenderFlush() before you do so any current
  912. * batch goes to the GPU before your work begins. Not following this contract
  913. * will result in undefined behavior.
  914. */
  915. #define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
  916. /**
  917. * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
  918. *
  919. * This variable does not have any effect on the Direct3D 9 based renderer.
  920. *
  921. * This variable can be set to the following values:
  922. * "0" - Disable Debug Layer use
  923. * "1" - Enable Debug Layer use
  924. *
  925. * By default, SDL does not use Direct3D Debug Layer.
  926. */
  927. #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
  928. /**
  929. * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
  930. *
  931. * This variable can be set to the following values:
  932. * "0" - Thread-safety is not enabled (faster)
  933. * "1" - Thread-safety is enabled
  934. *
  935. * By default the Direct3D device is created with thread-safety disabled.
  936. */
  937. #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
  938. /**
  939. * \brief A variable specifying which render driver to use.
  940. *
  941. * If the application doesn't pick a specific renderer to use, this variable
  942. * specifies the name of the preferred renderer. If the preferred renderer
  943. * can't be initialized, the normal default renderer is used.
  944. *
  945. * This variable is case insensitive and can be set to the following values:
  946. * "direct3d"
  947. * "opengl"
  948. * "opengles2"
  949. * "opengles"
  950. * "metal"
  951. * "software"
  952. *
  953. * The default varies by platform, but it's the first one in the list that
  954. * is available on the current platform.
  955. */
  956. #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
  957. /**
  958. * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
  959. *
  960. * This variable can be set to the following values:
  961. * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
  962. * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
  963. *
  964. * By default letterbox is used
  965. */
  966. #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
  967. /**
  968. * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
  969. *
  970. * This variable can be set to the following values:
  971. * "0" - Disable shaders
  972. * "1" - Enable shaders
  973. *
  974. * By default shaders are used if OpenGL supports them.
  975. */
  976. #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
  977. /**
  978. * \brief A variable controlling the scaling quality
  979. *
  980. * This variable can be set to the following values:
  981. * "0" or "nearest" - Nearest pixel sampling
  982. * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
  983. * "2" or "best" - Currently this is the same as "linear"
  984. *
  985. * By default nearest pixel sampling is used
  986. */
  987. #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
  988. /**
  989. * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
  990. *
  991. * This variable can be set to the following values:
  992. * "0" - Disable vsync
  993. * "1" - Enable vsync
  994. *
  995. * By default SDL does not sync screen surface updates with vertical refresh.
  996. */
  997. #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
  998. /**
  999. * \brief A variable to control whether the return key on the soft keyboard
  1000. * should hide the soft keyboard on Android and iOS.
  1001. *
  1002. * The variable can be set to the following values:
  1003. * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
  1004. * "1" - The return key will hide the keyboard.
  1005. *
  1006. * The value of this hint is used at runtime, so it can be changed at any time.
  1007. */
  1008. #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
  1009. /**
  1010. * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
  1011. *
  1012. * Also known as Z-order. The variable can take a negative or positive value.
  1013. * The default is 10000.
  1014. */
  1015. #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
  1016. /**
  1017. * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
  1018. *
  1019. * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
  1020. * that require special handling by the application. This hint exists to let SDL know that
  1021. * the app is prepared to handle said restrictions.
  1022. *
  1023. * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
  1024. * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
  1025. * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
  1026. * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
  1027. * * Refer to the man pages for more information.
  1028. *
  1029. * This variable can be set to the following values:
  1030. * "0" - default platform specific behaviour
  1031. * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
  1032. */
  1033. #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
  1034. /**
  1035. * \brief A string specifying additional information to use with SDL_SetThreadPriority.
  1036. *
  1037. * By default SDL_SetThreadPriority will make appropriate system changes in order to
  1038. * apply a thread priority. For example on systems using pthreads the scheduler policy
  1039. * is changed automatically to a policy that works well with a given priority.
  1040. * Code which has specific requirements can override SDL's default behavior with this hint.
  1041. *
  1042. * pthread hint values are "current", "other", "fifo" and "rr".
  1043. * Currently no other platform hint values are defined but may be in the future.
  1044. *
  1045. * \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
  1046. * configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
  1047. * after calling SDL_SetThreadPriority().
  1048. */
  1049. #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
  1050. /**
  1051. * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
  1052. *
  1053. * Use this hint in case you need to set SDL's threads stack size to other than the default.
  1054. * This is specially useful if you build SDL against a non glibc libc library (such as musl) which
  1055. * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
  1056. * Support for this hint is currently available only in the pthread, Windows, and PSP backend.
  1057. *
  1058. * Instead of this hint, in 2.0.9 and later, you can use
  1059. * SDL_CreateThreadWithStackSize(). This hint only works with the classic
  1060. * SDL_CreateThread().
  1061. */
  1062. #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
  1063. /**
  1064. * \brief A variable that controls the timer resolution, in milliseconds.
  1065. *
  1066. * The higher resolution the timer, the more frequently the CPU services
  1067. * timer interrupts, and the more precise delays are, but this takes up
  1068. * power and CPU time. This hint is only used on Windows.
  1069. *
  1070. * See this blog post for more information:
  1071. * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
  1072. *
  1073. * If this variable is set to "0", the system timer resolution is not set.
  1074. *
  1075. * The default value is "1". This hint may be set at any time.
  1076. */
  1077. #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
  1078. /**
  1079. * \brief A variable controlling whether touch events should generate synthetic mouse events
  1080. *
  1081. * This variable can be set to the following values:
  1082. * "0" - Touch events will not generate mouse events
  1083. * "1" - Touch events will generate mouse events
  1084. *
  1085. * By default SDL will generate mouse events for touch events
  1086. */
  1087. #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
  1088. /**
  1089. * \brief A variable controlling whether the Android / tvOS remotes
  1090. * should be listed as joystick devices, instead of sending keyboard events.
  1091. *
  1092. * This variable can be set to the following values:
  1093. * "0" - Remotes send enter/escape/arrow key events
  1094. * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
  1095. */
  1096. #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
  1097. /**
  1098. * \brief A variable controlling whether the screensaver is enabled.
  1099. *
  1100. * This variable can be set to the following values:
  1101. * "0" - Disable screensaver
  1102. * "1" - Enable screensaver
  1103. *
  1104. * By default SDL will disable the screensaver.
  1105. */
  1106. #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
  1107. /**
  1108. * \brief Tell the video driver that we only want a double buffer.
  1109. *
  1110. * By default, most lowlevel 2D APIs will use a triple buffer scheme that
  1111. * wastes no CPU time on waiting for vsync after issuing a flip, but
  1112. * introduces a frame of latency. On the other hand, using a double buffer
  1113. * scheme instead is recommended for cases where low latency is an important
  1114. * factor because we save a whole frame of latency.
  1115. * We do so by waiting for vsync immediately after issuing a flip, usually just
  1116. * after eglSwapBuffers call in the backend's *_SwapWindow function.
  1117. *
  1118. * Since it's driver-specific, it's only supported where possible and
  1119. * implemented. Currently supported the following drivers:
  1120. *
  1121. * - KMSDRM (kmsdrm)
  1122. * - Raspberry Pi (raspberrypi)
  1123. */
  1124. #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
  1125. /**
  1126. * \brief A variable controlling whether the graphics context is externally managed.
  1127. *
  1128. * This variable can be set to the following values:
  1129. * "0" - SDL will manage graphics contexts that are attached to windows.
  1130. * "1" - Disable graphics context management on windows.
  1131. *
  1132. * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
  1133. * context will be automatically saved and restored when pausing the application. Additionally, some
  1134. * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
  1135. * behavior, which is desireable when the application manages the graphics context, such as
  1136. * an externally managed OpenGL context or attaching a Vulkan surface to the window.
  1137. */
  1138. #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
  1139. /**
  1140. * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
  1141. */
  1142. #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
  1143. /**
  1144. * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
  1145. *
  1146. * This hint only applies to Mac OS X.
  1147. *
  1148. * The variable can be set to the following values:
  1149. * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
  1150. * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
  1151. * button on their titlebars).
  1152. * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
  1153. * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
  1154. * button on their titlebars).
  1155. *
  1156. * The default value is "1". Spaces are disabled regardless of this hint if
  1157. * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
  1158. * any windows are created.
  1159. */
  1160. #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
  1161. /**
  1162. * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
  1163. * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
  1164. * seeing if "true" causes more problems than it solves in modern times.
  1165. *
  1166. */
  1167. #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
  1168. /**
  1169. * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
  1170. *
  1171. * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
  1172. * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
  1173. * created SDL_Window:
  1174. *
  1175. * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
  1176. * needed for example when sharing an OpenGL context across multiple windows.
  1177. *
  1178. * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
  1179. * OpenGL rendering.
  1180. *
  1181. * This variable can be set to the following values:
  1182. * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
  1183. * share a pixel format with.
  1184. */
  1185. #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
  1186. /**
  1187. * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
  1188. *
  1189. * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
  1190. * can use two different sets of binaries, those compiled by the user from source
  1191. * or those provided by the Chrome browser. In the later case, these binaries require
  1192. * that SDL loads a DLL providing the shader compiler.
  1193. *
  1194. * This variable can be set to the following values:
  1195. * "d3dcompiler_46.dll" - default, best for Vista or later.
  1196. * "d3dcompiler_43.dll" - for XP support.
  1197. * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
  1198. *
  1199. */
  1200. #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
  1201. /**
  1202. * \brief A variable controlling whether X11 should use GLX or EGL by default
  1203. *
  1204. * This variable can be set to the following values:
  1205. * "0" - Use GLX
  1206. * "1" - Use EGL
  1207. *
  1208. * By default SDL will use GLX when both are present.
  1209. */
  1210. #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
  1211. /**
  1212. * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
  1213. *
  1214. * This variable can be set to the following values:
  1215. * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
  1216. * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
  1217. *
  1218. * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
  1219. *
  1220. */
  1221. #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
  1222. /**
  1223. * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
  1224. *
  1225. * This variable can be set to the following values:
  1226. * "0" - Disable _NET_WM_PING
  1227. * "1" - Enable _NET_WM_PING
  1228. *
  1229. * By default SDL will use _NET_WM_PING, but for applications that know they
  1230. * will not always be able to respond to ping requests in a timely manner they can
  1231. * turn it off to avoid the window manager thinking the app is hung.
  1232. * The hint is checked in CreateWindow.
  1233. */
  1234. #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
  1235. /**
  1236. * \brief A variable forcing the visual ID chosen for new X11 windows
  1237. *
  1238. */
  1239. #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
  1240. /**
  1241. * \brief A variable controlling whether the X11 Xinerama extension should be used.
  1242. *
  1243. * This variable can be set to the following values:
  1244. * "0" - Disable Xinerama
  1245. * "1" - Enable Xinerama
  1246. *
  1247. * By default SDL will use Xinerama if it is available.
  1248. */
  1249. #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
  1250. /**
  1251. * \brief A variable controlling whether the X11 XRandR extension should be used.
  1252. *
  1253. * This variable can be set to the following values:
  1254. * "0" - Disable XRandR
  1255. * "1" - Enable XRandR
  1256. *
  1257. * By default SDL will not use XRandR because of window manager issues.
  1258. */
  1259. #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
  1260. /**
  1261. * \brief A variable controlling whether the X11 VidMode extension should be used.
  1262. *
  1263. * This variable can be set to the following values:
  1264. * "0" - Disable XVidMode
  1265. * "1" - Enable XVidMode
  1266. *
  1267. * By default SDL will use XVidMode if it is available.
  1268. */
  1269. #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
  1270. /**
  1271. * \brief Controls how the fact chunk affects the loading of a WAVE file.
  1272. *
  1273. * The fact chunk stores information about the number of samples of a WAVE
  1274. * file. The Standards Update from Microsoft notes that this value can be used
  1275. * to 'determine the length of the data in seconds'. This is especially useful
  1276. * for compressed formats (for which this is a mandatory chunk) if they produce
  1277. * multiple sample frames per block and truncating the block is not allowed.
  1278. * The fact chunk can exactly specify how many sample frames there should be
  1279. * in this case.
  1280. *
  1281. * Unfortunately, most application seem to ignore the fact chunk and so SDL
  1282. * ignores it by default as well.
  1283. *
  1284. * This variable can be set to the following values:
  1285. *
  1286. * "truncate" - Use the number of samples to truncate the wave data if
  1287. * the fact chunk is present and valid
  1288. * "strict" - Like "truncate", but raise an error if the fact chunk
  1289. * is invalid, not present for non-PCM formats, or if the
  1290. * data chunk doesn't have that many samples
  1291. * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
  1292. * samples is zero
  1293. * "ignore" - Ignore fact chunk entirely (default)
  1294. */
  1295. #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
  1296. /**
  1297. * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
  1298. *
  1299. * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
  1300. * file) is not always reliable. In case the size is wrong, it's possible to
  1301. * just ignore it and step through the chunks until a fixed limit is reached.
  1302. *
  1303. * Note that files that have trailing data unrelated to the WAVE file or
  1304. * corrupt files may slow down the loading process without a reliable boundary.
  1305. * By default, SDL stops after 10000 chunks to prevent wasting time. Use the
  1306. * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
  1307. *
  1308. * This variable can be set to the following values:
  1309. *
  1310. * "force" - Always use the RIFF chunk size as a boundary for the chunk search
  1311. * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
  1312. * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
  1313. * "maximum" - Search for chunks until the end of file (not recommended)
  1314. */
  1315. #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
  1316. /**
  1317. * \brief Controls how a truncated WAVE file is handled.
  1318. *
  1319. * A WAVE file is considered truncated if any of the chunks are incomplete or
  1320. * the data chunk size is not a multiple of the block size. By default, SDL
  1321. * decodes until the first incomplete block, as most applications seem to do.
  1322. *
  1323. * This variable can be set to the following values:
  1324. *
  1325. * "verystrict" - Raise an error if the file is truncated
  1326. * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
  1327. * "dropframe" - Decode until the first incomplete sample frame
  1328. * "dropblock" - Decode until the first incomplete block (default)
  1329. */
  1330. #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
  1331. /**
  1332. * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
  1333. * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
  1334. * thread's name, but it tends to cause problems with other debuggers,
  1335. * and the .NET runtime. Note that SDL 2.0.6 and later will still use
  1336. * the (safer) SetThreadDescription API, introduced in the Windows 10
  1337. * Creators Update, if available.
  1338. *
  1339. * The variable can be set to the following values:
  1340. * "0" - SDL will raise the 0x406D1388 Exception to name threads.
  1341. * This is the default behavior of SDL <= 2.0.4.
  1342. * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
  1343. * This is necessary with .NET languages or debuggers that aren't Visual Studio.
  1344. */
  1345. #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
  1346. /**
  1347. * \brief A variable controlling whether the windows message loop is processed by SDL
  1348. *
  1349. * This variable can be set to the following values:
  1350. * "0" - The window message loop is not run
  1351. * "1" - The window message loop is processed in SDL_PumpEvents()
  1352. *
  1353. * By default SDL will process the windows message loop
  1354. */
  1355. #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
  1356. /**
  1357. * \brief Force SDL to use Critical Sections for mutexes on Windows.
  1358. * On Windows 7 and newer, Slim Reader/Writer Locks are available.
  1359. * They offer better performance, allocate no kernel ressources and
  1360. * use less memory. SDL will fall back to Critical Sections on older
  1361. * OS versions or if forced to by this hint.
  1362. * This also affects Condition Variables. When SRW mutexes are used,
  1363. * SDL will use Windows Condition Variables as well. Else, a generic
  1364. * SDL_cond implementation will be used that works with all mutexes.
  1365. *
  1366. * This variable can be set to the following values:
  1367. * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
  1368. * "1" - Force the use of Critical Sections in all cases.
  1369. *
  1370. */
  1371. #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
  1372. /**
  1373. * \brief Force SDL to use Kernel Semaphores on Windows.
  1374. * Kernel Semaphores are inter-process and require a context
  1375. * switch on every interaction. On Windows 8 and newer, the
  1376. * WaitOnAddress API is available. Using that and atomics to
  1377. * implement semaphores increases performance.
  1378. * SDL will fall back to Kernel Objects on older OS versions
  1379. * or if forced to by this hint.
  1380. *
  1381. * This variable can be set to the following values:
  1382. * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
  1383. * "1" - Force the use of Kernel Objects in all cases.
  1384. *
  1385. */
  1386. #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
  1387. /**
  1388. * \brief A variable to specify custom icon resource id from RC file on Windows platform
  1389. */
  1390. #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
  1391. #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
  1392. /**
  1393. * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
  1394. *
  1395. * The variable can be set to the following values:
  1396. * "0" - SDL will generate a window-close event when it sees Alt+F4.
  1397. * "1" - SDL will only do normal key handling for Alt+F4.
  1398. */
  1399. #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
  1400. /**
  1401. * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
  1402. * Direct3D 9Ex contains changes to state management that can eliminate device
  1403. * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
  1404. * some changes to your application to cope with the new behavior, so this
  1405. * is disabled by default.
  1406. *
  1407. * This hint must be set before initializing the video subsystem.
  1408. *
  1409. * For more information on Direct3D 9Ex, see:
  1410. * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
  1411. * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
  1412. *
  1413. * This variable can be set to the following values:
  1414. * "0" - Use the original Direct3D 9 API (default)
  1415. * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
  1416. *
  1417. */
  1418. #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
  1419. /**
  1420. * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
  1421. *
  1422. * This variable can be set to the following values:
  1423. * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
  1424. * "1" - The window frame is interactive when the cursor is hidden
  1425. *
  1426. * By default SDL will allow interaction with the window frame when the cursor is hidden
  1427. */
  1428. #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
  1429. /** \brief Allows back-button-press events on Windows Phone to be marked as handled
  1430. *
  1431. * Windows Phone devices typically feature a Back button. When pressed,
  1432. * the OS will emit back-button-press events, which apps are expected to
  1433. * handle in an appropriate manner. If apps do not explicitly mark these
  1434. * events as 'Handled', then the OS will invoke its default behavior for
  1435. * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
  1436. * terminate the app (and attempt to switch to the previous app, or to the
  1437. * device's home screen).
  1438. *
  1439. * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
  1440. * to mark back-button-press events as Handled, if and when one is sent to
  1441. * the app.
  1442. *
  1443. * Internally, Windows Phone sends back button events as parameters to
  1444. * special back-button-press callback functions. Apps that need to respond
  1445. * to back-button-press events are expected to register one or more
  1446. * callback functions for such, shortly after being launched (during the
  1447. * app's initialization phase). After the back button is pressed, the OS
  1448. * will invoke these callbacks. If the app's callback(s) do not explicitly
  1449. * mark the event as handled by the time they return, or if the app never
  1450. * registers one of these callback, the OS will consider the event
  1451. * un-handled, and it will apply its default back button behavior (terminate
  1452. * the app).
  1453. *
  1454. * SDL registers its own back-button-press callback with the Windows Phone
  1455. * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
  1456. * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
  1457. * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
  1458. * If the hint's value is set to "1", the back button event's Handled
  1459. * property will get set to 'true'. If the hint's value is set to something
  1460. * else, or if it is unset, SDL will leave the event's Handled property
  1461. * alone. (By default, the OS sets this property to 'false', to note.)
  1462. *
  1463. * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
  1464. * back button is pressed, or can set it in direct-response to a back button
  1465. * being pressed.
  1466. *
  1467. * In order to get notified when a back button is pressed, SDL apps should
  1468. * register a callback function with SDL_AddEventWatch(), and have it listen
  1469. * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
  1470. * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
  1471. * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
  1472. * set by such a callback, will be applied to the OS' current
  1473. * back-button-press event.
  1474. *
  1475. * More details on back button behavior in Windows Phone apps can be found
  1476. * at the following page, on Microsoft's developer site:
  1477. * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
  1478. */
  1479. #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
  1480. /** \brief Label text for a WinRT app's privacy policy link
  1481. *
  1482. * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
  1483. * Microsoft mandates that this policy be available via the Windows Settings charm.
  1484. * SDL provides code to add a link there, with its label text being set via the
  1485. * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
  1486. *
  1487. * Please note that a privacy policy's contents are not set via this hint. A separate
  1488. * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
  1489. * policy.
  1490. *
  1491. * The contents of this hint should be encoded as a UTF8 string.
  1492. *
  1493. * The default value is "Privacy Policy". This hint should only be set during app
  1494. * initialization, preferably before any calls to SDL_Init().
  1495. *
  1496. * For additional information on linking to a privacy policy, see the documentation for
  1497. * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
  1498. */
  1499. #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
  1500. /**
  1501. * \brief A URL to a WinRT app's privacy policy
  1502. *
  1503. * All network-enabled WinRT apps must make a privacy policy available to its
  1504. * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
  1505. * be available in the Windows Settings charm, as accessed from within the app.
  1506. * SDL provides code to add a URL-based link there, which can point to the app's
  1507. * privacy policy.
  1508. *
  1509. * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
  1510. * before calling any SDL_Init() functions. The contents of the hint should
  1511. * be a valid URL. For example, "http://www.example.com".
  1512. *
  1513. * The default value is "", which will prevent SDL from adding a privacy policy
  1514. * link to the Settings charm. This hint should only be set during app init.
  1515. *
  1516. * The label text of an app's "Privacy Policy" link may be customized via another
  1517. * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
  1518. *
  1519. * Please note that on Windows Phone, Microsoft does not provide standard UI
  1520. * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
  1521. * will not get used on that platform. Network-enabled phone apps should display
  1522. * their privacy policy through some other, in-app means.
  1523. */
  1524. #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
  1525. /**
  1526. * \brief Mark X11 windows as override-redirect.
  1527. *
  1528. * If set, this _might_ increase framerate at the expense of the desktop
  1529. * not working as expected. Override-redirect windows aren't noticed by the
  1530. * window manager at all.
  1531. *
  1532. * You should probably only use this for fullscreen windows, and you probably
  1533. * shouldn't even use it for that. But it's here if you want to try!
  1534. */
  1535. #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
  1536. /**
  1537. * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
  1538. *
  1539. * The variable can be set to the following values:
  1540. * "0" - Disable XInput detection (only uses direct input)
  1541. * "1" - Enable XInput detection (the default)
  1542. */
  1543. #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
  1544. /**
  1545. * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
  1546. *
  1547. * This hint is for backwards compatibility only and will be removed in SDL 2.1
  1548. *
  1549. * The default value is "0". This hint must be set before SDL_Init()
  1550. */
  1551. #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
  1552. /**
  1553. * \brief A variable that causes SDL to not ignore audio "monitors"
  1554. *
  1555. * This is currently only used for PulseAudio and ignored elsewhere.
  1556. *
  1557. * By default, SDL ignores audio devices that aren't associated with physical
  1558. * hardware. Changing this hint to "1" will expose anything SDL sees that
  1559. * appears to be an audio source or sink. This will add "devices" to the list
  1560. * that the user probably doesn't want or need, but it can be useful in
  1561. * scenarios where you want to hook up SDL to some sort of virtual device,
  1562. * etc.
  1563. *
  1564. * The default value is "0". This hint must be set before SDL_Init().
  1565. *
  1566. * This hint is available since SDL 2.0.16. Before then, virtual devices are
  1567. * always ignored.
  1568. */
  1569. #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
  1570. /**
  1571. * \brief An enumeration of hint priorities
  1572. */
  1573. typedef enum
  1574. {
  1575. SDL_HINT_DEFAULT,
  1576. SDL_HINT_NORMAL,
  1577. SDL_HINT_OVERRIDE
  1578. } SDL_HintPriority;
  1579. /**
  1580. * Set a hint with a specific priority.
  1581. *
  1582. * The priority controls the behavior when setting a hint that already has a
  1583. * value. Hints will replace existing hints of their priority and lower.
  1584. * Environment variables are considered to have override priority.
  1585. *
  1586. * \param name the hint to set
  1587. * \param value the value of the hint variable
  1588. * \param priority the SDL_HintPriority level for the hint
  1589. * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
  1590. *
  1591. * \sa SDL_GetHint
  1592. * \sa SDL_SetHint
  1593. */
  1594. extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
  1595. const char *value,
  1596. SDL_HintPriority priority);
  1597. /**
  1598. * Set a hint with normal priority.
  1599. *
  1600. * Hints will not be set if there is an existing override hint or environment
  1601. * variable that takes precedence. You can use SDL_SetHintWithPriority() to
  1602. * set the hint with override priority instead.
  1603. *
  1604. * \param name the hint to set
  1605. * \param value the value of the hint variable
  1606. * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
  1607. *
  1608. * \sa SDL_GetHint
  1609. * \sa SDL_SetHintWithPriority
  1610. */
  1611. extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
  1612. const char *value);
  1613. /**
  1614. * Get the value of a hint.
  1615. *
  1616. * \param name the hint to query
  1617. * \returns the string value of a hint or NULL if the hint isn't set.
  1618. *
  1619. * \sa SDL_SetHint
  1620. * \sa SDL_SetHintWithPriority
  1621. */
  1622. extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
  1623. /**
  1624. * Get the boolean value of a hint variable.
  1625. *
  1626. * \param name the name of the hint to get the boolean value from
  1627. * \param default_value the value to return if the hint does not exist
  1628. * \returns the boolean value of a hint or the provided default value if the
  1629. * hint does not exist.
  1630. *
  1631. * \since This function is available since SDL 2.0.5.
  1632. *
  1633. * \sa SDL_GetHint
  1634. * \sa SDL_SetHint
  1635. */
  1636. extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
  1637. /**
  1638. * Type definition of the hint callback function.
  1639. *
  1640. * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
  1641. * \param name what was passed as `name` to SDL_AddHintCallback()
  1642. * \param oldValue the previous hint value
  1643. * \param newValue the new value hint is to be set to
  1644. */
  1645. typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
  1646. /**
  1647. * Add a function to watch a particular hint.
  1648. *
  1649. * \param name the hint to watch
  1650. * \param callback An SDL_HintCallback function that will be called when the
  1651. * hint value changes
  1652. * \param userdata a pointer to pass to the callback function
  1653. *
  1654. * \since This function is available since SDL 2.0.0.
  1655. *
  1656. * \sa SDL_DelHintCallback
  1657. */
  1658. extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
  1659. SDL_HintCallback callback,
  1660. void *userdata);
  1661. /**
  1662. * Remove a function watching a particular hint.
  1663. *
  1664. * \param name the hint being watched
  1665. * \param callback An SDL_HintCallback function that will be called when the
  1666. * hint value changes
  1667. * \param userdata a pointer being passed to the callback function
  1668. *
  1669. * \since This function is available since SDL 2.0.0.
  1670. *
  1671. * \sa SDL_AddHintCallback
  1672. */
  1673. extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
  1674. SDL_HintCallback callback,
  1675. void *userdata);
  1676. /**
  1677. * Clear all hints.
  1678. *
  1679. * This function is automatically called during SDL_Quit().
  1680. */
  1681. extern DECLSPEC void SDLCALL SDL_ClearHints(void);
  1682. /* Ends C function definitions when using C++ */
  1683. #ifdef __cplusplus
  1684. }
  1685. #endif
  1686. #include "close_code.h"
  1687. #endif /* SDL_hints_h_ */
  1688. /* vi: set ts=4 sw=4 expandtab: */