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authorStar Rauchenberger <fefferburbia@gmail.com>2022-03-20 13:03:18 -0400
committerStar Rauchenberger <fefferburbia@gmail.com>2022-03-20 13:03:18 -0400
commit304bab2aced9cae51d2e4c09f3d9e06c66ff175d (patch)
tree8397f81b893feb1cf624eee49c4fb01297aa08ad /vendor/SDL2/include/SDL_hints.h
parentba350484072c78e5e1a765370c22dbd76474aa39 (diff)
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we can build a window app!
build type must be set to Release or it's horribly slow, and fullscreen does not work
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diff --git a/vendor/SDL2/include/SDL_hints.h b/vendor/SDL2/include/SDL_hints.h new file mode 100644 index 0000000..1185f42 --- /dev/null +++ b/vendor/SDL2/include/SDL_hints.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/**
23 * \file SDL_hints.h
24 *
25 * Official documentation for SDL configuration variables
26 *
27 * This file contains functions to set and get configuration hints,
28 * as well as listing each of them alphabetically.
29 *
30 * The convention for naming hints is SDL_HINT_X, where "SDL_X" is
31 * the environment variable that can be used to override the default.
32 *
33 * In general these hints are just that - they may or may not be
34 * supported or applicable on any given platform, but they provide
35 * a way for an application or user to give the library a hint as
36 * to how they would like the library to work.
37 */
38
39#ifndef SDL_hints_h_
40#define SDL_hints_h_
41
42#include "SDL_stdinc.h"
43
44#include "begin_code.h"
45/* Set up for C function definitions, even when using C++ */
46#ifdef __cplusplus
47extern "C" {
48#endif
49
50/**
51 * \brief A variable controlling whether the Android / iOS built-in
52 * accelerometer should be listed as a joystick device.
53 *
54 * This variable can be set to the following values:
55 * "0" - The accelerometer is not listed as a joystick
56 * "1" - The accelerometer is available as a 3 axis joystick (the default).
57 */
58#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
59
60/**
61 * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
62 *
63 * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
64 * and your window is full-screen. This prevents the user from getting stuck in
65 * your application if you've enabled keyboard grab.
66 *
67 * The variable can be set to the following values:
68 * "0" - SDL will not handle Alt+Tab. Your application is responsible
69 for handling Alt+Tab while the keyboard is grabbed.
70 * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
71*/
72#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
73
74/**
75 * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
76 * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
77 *
78 * This variable can be set to the following values:
79 * "0" - don't allow topmost
80 * "1" - allow topmost
81 */
82#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
83
84/**
85 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
86 *
87 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_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_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
95
96/**
97 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
98 *
99 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
100 *
101 * If both hints were set then SDL_RWFromFile() will look into expansion files
102 * after a given relative path was not found in the internal storage and assets.
103 *
104 * By default this hint is not set and the APK expansion files are not searched.
105 */
106#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
107
108/**
109 * \brief A variable to control whether the event loop will block itself when the app is paused.
110 *
111 * The variable can be set to the following values:
112 * "0" - Non blocking.
113 * "1" - Blocking. (default)
114 *
115 * The value should be set before SDL is initialized.
116 */
117#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
118
119/**
120 * \brief A variable to control whether SDL will pause audio in background
121 * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
122 *
123 * The variable can be set to the following values:
124 * "0" - Non paused.
125 * "1" - Paused. (default)
126 *
127 * The value should be set before SDL is initialized.
128 */
129#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
130
131/**
132 * \brief A variable to control whether we trap the Android back button to handle it manually.
133 * This is necessary for the right mouse button to work on some Android devices, or
134 * to be able to trap the back button for use in your code reliably. If set to true,
135 * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
136 * SDL_SCANCODE_AC_BACK.
137 *
138 * The variable can be set to the following values:
139 * "0" - Back button will be handled as usual for system. (default)
140 * "1" - Back button will be trapped, allowing you to handle the key press
141 * manually. (This will also let right mouse click work on systems
142 * where the right mouse button functions as back.)
143 *
144 * The value of this hint is used at runtime, so it can be changed at any time.
145 */
146#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
147
148/**
149 * \brief Specify an application name.
150 *
151 * This hint lets you specify the application name sent to the OS when
152 * required. For example, this will often appear in volume control applets for
153 * audio streams, and in lists of applications which are inhibiting the
154 * screensaver. You should use a string that describes your program ("My Game
155 * 2: The Revenge")
156 *
157 * Setting this to "" or leaving it unset will have SDL use a reasonable
158 * default: probably the application's name or "SDL Application" if SDL
159 * doesn't have any better information.
160 *
161 * Note that, for audio streams, this can be overridden with
162 * SDL_HINT_AUDIO_DEVICE_APP_NAME.
163 *
164 * On targets where this is not supported, this hint does nothing.
165 */
166#define SDL_HINT_APP_NAME "SDL_APP_NAME"
167
168/**
169 * \brief A variable controlling whether controllers used with the Apple TV
170 * generate UI events.
171 *
172 * When UI events are generated by controller input, the app will be
173 * backgrounded when the Apple TV remote's menu button is pressed, and when the
174 * pause or B buttons on gamepads are pressed.
175 *
176 * More information about properly making use of controllers for the Apple TV
177 * can be found here:
178 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
179 *
180 * This variable can be set to the following values:
181 * "0" - Controller input does not generate UI events (the default).
182 * "1" - Controller input generates UI events.
183 */
184#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
185
186/**
187 * \brief A variable controlling whether the Apple TV remote's joystick axes
188 * will automatically match the rotation of the remote.
189 *
190 * This variable can be set to the following values:
191 * "0" - Remote orientation does not affect joystick axes (the default).
192 * "1" - Joystick axes are based on the orientation of the remote.
193 */
194#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
195
196/**
197 * \brief A variable controlling the audio category on iOS and Mac OS X
198 *
199 * This variable can be set to the following values:
200 *
201 * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
202 * "playback" - Use the AVAudioSessionCategoryPlayback category
203 *
204 * For more information, see Apple's documentation:
205 * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
206 */
207#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
208
209/**
210 * \brief Specify an application name for an audio device.
211 *
212 * Some audio backends (such as PulseAudio) allow you to describe your audio
213 * stream. Among other things, this description might show up in a system
214 * control panel that lets the user adjust the volume on specific audio
215 * streams instead of using one giant master volume slider.
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 program ("My Game 2: The Revenge")
220 *
221 * Setting this to "" or leaving it unset will have SDL use a reasonable
222 * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
223 * set. Otherwise, it'll probably the application's name or "SDL Application"
224 * if SDL doesn't have any better information.
225 *
226 * On targets where this is not supported, this hint does nothing.
227 */
228#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
229
230/**
231 * \brief Specify an application name for an audio device.
232 *
233 * Some audio backends (such as PulseAudio) allow you to describe your audio
234 * stream. Among other things, this description might show up in a system
235 * control panel that lets the user adjust the volume on specific audio
236 * streams instead of using one giant master volume slider.
237 *
238 * This hints lets you transmit that information to the OS. The contents of
239 * this hint are used while opening an audio device. You should use a string
240 * that describes your what your program is playing ("audio stream" is
241 * probably sufficient in many cases, but this could be useful for something
242 * like "team chat" if you have a headset playing VoIP audio separately).
243 *
244 * Setting this to "" or leaving it unset will have SDL use a reasonable
245 * default: "audio stream" or something similar.
246 *
247 * On targets where this is not supported, this hint does nothing.
248 */
249#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
250
251/**
252 * \brief Specify an application role for an audio device.
253 *
254 * Some audio backends (such as Pipewire) allow you to describe the role of
255 * your audio stream. Among other things, this description might show up in
256 * a system control panel or software for displaying and manipulating media
257 * playback/capture graphs.
258 *
259 * This hints lets you transmit that information to the OS. The contents of
260 * this hint are used while opening an audio device. You should use a string
261 * that describes your what your program is playing (Game, Music, Movie,
262 * etc...).
263 *
264 * Setting this to "" or leaving it unset will have SDL use a reasonable
265 * default: "Game" or something similar.
266 *
267 * On targets where this is not supported, this hint does nothing.
268 */
269#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
270
271/**
272 * \brief A variable controlling speed/quality tradeoff of audio resampling.
273 *
274 * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
275 * to handle audio resampling. There are different resampling modes available
276 * that produce different levels of quality, using more CPU.
277 *
278 * If this hint isn't specified to a valid setting, or libsamplerate isn't
279 * available, SDL will use the default, internal resampling algorithm.
280 *
281 * Note that this is currently only applicable to resampling audio that is
282 * being written to a device for playback or audio being read from a device
283 * for capture. SDL_AudioCVT always uses the default resampler (although this
284 * might change for SDL 2.1).
285 *
286 * This hint is currently only checked at audio subsystem initialization.
287 *
288 * This variable can be set to the following values:
289 *
290 * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
291 * "1" or "fast" - Use fast, slightly higher quality resampling, if available
292 * "2" or "medium" - Use medium quality resampling, if available
293 * "3" or "best" - Use high quality resampling, if available
294 */
295#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
296
297/**
298 * \brief A variable controlling whether SDL updates joystick state when getting input events
299 *
300 * This variable can be set to the following values:
301 *
302 * "0" - You'll call SDL_JoystickUpdate() manually
303 * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
304 *
305 * This hint can be toggled on and off at runtime.
306 */
307#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
308
309/**
310 * \brief A variable controlling whether SDL updates sensor state when getting input events
311 *
312 * This variable can be set to the following values:
313 *
314 * "0" - You'll call SDL_SensorUpdate() manually
315 * "1" - SDL will automatically call SDL_SensorUpdate() (default)
316 *
317 * This hint can be toggled on and off at runtime.
318 */
319#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
320
321/**
322 * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
323 *
324 * The bitmap header version 4 is required for proper alpha channel support and
325 * SDL will use it when required. Should this not be desired, this hint can
326 * force the use of the 40 byte header version which is supported everywhere.
327 *
328 * The variable can be set to the following values:
329 * "0" - Surfaces with a colorkey or an alpha channel are saved to a
330 * 32-bit BMP file with an alpha mask. SDL will use the bitmap
331 * header version 4 and set the alpha mask accordingly.
332 * "1" - Surfaces with a colorkey or an alpha channel are saved to a
333 * 32-bit BMP file without an alpha mask. The alpha channel data
334 * will be in the file, but applications are going to ignore it.
335 *
336 * The default value is "0".
337 */
338#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
339
340/**
341 * \brief Override for SDL_GetDisplayUsableBounds()
342 *
343 * If set, this hint will override the expected results for
344 * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
345 * to do this, but this allows an embedded system to request that some of the
346 * screen be reserved for other uses when paired with a well-behaved
347 * application.
348 *
349 * The contents of this hint must be 4 comma-separated integers, the first
350 * is the bounds x, then y, width and height, in that order.
351 */
352#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
353
354/**
355 * \brief Disable giving back control to the browser automatically
356 * when running with asyncify
357 *
358 * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
359 * such as refreshing the screen or polling events.
360 *
361 * This hint only applies to the emscripten platform
362 *
363 * The variable can be set to the following values:
364 * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
365 * "1" - Enable emscripten_sleep calls (the default)
366 */
367#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
368
369/**
370 * \brief override the binding element for keyboard inputs for Emscripten builds
371 *
372 * This hint only applies to the emscripten platform
373 *
374 * The variable can be one of
375 * "#window" - The javascript window object (this is the default)
376 * "#document" - The javascript document object
377 * "#screen" - the javascript window.screen object
378 * "#canvas" - the WebGL canvas element
379 * any other string without a leading # sign applies to the element on the page with that ID.
380 */
381#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
382
383/**
384 * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
385 *
386 * The variable can be set to the following values:
387 * "0" - Do not scan for Steam Controllers
388 * "1" - Scan for Steam Controllers (the default)
389 *
390 * The default value is "1". This hint must be set before initializing the joystick subsystem.
391 */
392#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
393
394/**
395 * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
396 *
397 * This variable can be set to the following values:
398 *
399 * "0" - Don't log any events (default)
400 * "1" - Log all events except mouse and finger motion, which are pretty spammy.
401 * "2" - Log all events.
402 *
403 * This is generally meant to be used to debug SDL itself, but can be useful
404 * for application developers that need better visibility into what is going
405 * on in the event queue. Logged events are sent through SDL_Log(), which
406 * means by default they appear on stdout on most platforms or maybe
407 * OutputDebugString() on Windows, and can be funneled by the app with
408 * SDL_LogSetOutputFunction(), etc.
409 *
410 * This hint can be toggled on and off at runtime, if you only need to log
411 * events for a small subset of program execution.
412 */
413#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
414
415/**
416 * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
417 *
418 * SDL can try to accelerate the SDL screen surface by using streaming
419 * textures with a 3D rendering engine. This variable controls whether and
420 * how this is done.
421 *
422 * This variable can be set to the following values:
423 * "0" - Disable 3D acceleration
424 * "1" - Enable 3D acceleration, using the default renderer.
425 * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
426 *
427 * By default SDL tries to make a best guess for each platform whether
428 * to use acceleration or not.
429 */
430#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
431
432/**
433 * \brief A variable that lets you manually hint extra gamecontroller db entries.
434 *
435 * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
436 *
437 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
438 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
439 */
440#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
441
442/**
443 * \brief A variable that lets you provide a file with extra gamecontroller db entries.
444 *
445 * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
446 *
447 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
448 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
449 */
450#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
451
452/**
453 * \brief A variable that overrides the automatic controller type detection
454 *
455 * The variable should be comma separated entries, in the form: VID/PID=type
456 *
457 * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
458 *
459 * The type should be one of:
460 * Xbox360
461 * XboxOne
462 * PS3
463 * PS4
464 * PS5
465 * SwitchPro
466 *
467 * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
468 */
469#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
470
471/**
472 * \brief A variable containing a list of devices to skip when scanning for game controllers.
473 *
474 * The format of the string is a comma separated list of USB VID/PID pairs
475 * in hexadecimal form, e.g.
476 *
477 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
478 *
479 * The variable can also take the form of @file, in which case the named
480 * file will be loaded and interpreted as the value of the variable.
481 */
482#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
483
484/**
485 * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
486 *
487 * The format of the string is a comma separated list of USB VID/PID pairs
488 * in hexadecimal form, e.g.
489 *
490 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
491 *
492 * The variable can also take the form of @file, in which case the named
493 * file will be loaded and interpreted as the value of the variable.
494 */
495#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
496
497/**
498 * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
499 *
500 * For example, on Nintendo Switch controllers, normally you'd get:
501 *
502 * (Y)
503 * (X) (B)
504 * (A)
505 *
506 * but if this hint is set, you'll get:
507 *
508 * (X)
509 * (Y) (A)
510 * (B)
511 *
512 * The variable can be set to the following values:
513 * "0" - Report the face buttons by position, as though they were on an Xbox controller.
514 * "1" - Report the face buttons by label instead of position
515 *
516 * The default value is "1". This hint may be set at any time.
517 */
518#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
519
520/**
521 * \brief A variable controlling whether grabbing input grabs the keyboard
522 *
523 * This variable can be set to the following values:
524 * "0" - Grab will affect only the mouse
525 * "1" - Grab will affect mouse and keyboard
526 *
527 * By default SDL will not grab the keyboard so system shortcuts still work.
528 */
529#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
530
531/**
532 * \brief A variable controlling whether the idle timer is disabled on iOS.
533 *
534 * When an iOS app does not receive touches for some time, the screen is
535 * dimmed automatically. For games where the accelerometer is the only input
536 * this is problematic. This functionality can be disabled by setting this
537 * hint.
538 *
539 * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
540 * accomplish the same thing on iOS. They should be preferred over this hint.
541 *
542 * This variable can be set to the following values:
543 * "0" - Enable idle timer
544 * "1" - Disable idle timer
545 */
546#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
547
548/**
549 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
550 *
551 * The variable can be set to the following values:
552 * "0" - SDL_TEXTEDITING events are sent, and it is the application's
553 * responsibility to render the text from these events and
554 * differentiate it somehow from committed text. (default)
555 * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
556 * and text that is being composed will be rendered in its own UI.
557 */
558#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
559
560/**
561 * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
562 *
563 * The variable can be set to the following values:
564 * "0" - Native UI components are not display. (default)
565 * "1" - Native UI components are displayed.
566 */
567#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
568
569/**
570 * \brief A variable controlling whether the home indicator bar on iPhone X
571 * should be hidden.
572 *
573 * This variable can be set to the following values:
574 * "0" - The indicator bar is not hidden (default for windowed applications)
575 * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
576 * "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)
577 */
578#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
579
580/**
581 * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
582 *
583 * The variable can be set to the following values:
584 * "0" - Disable joystick & gamecontroller input events when the
585 * application is in the background.
586 * "1" - Enable joystick & gamecontroller input events when the
587 * application is in the background.
588 *
589 * The default value is "0". This hint may be set at any time.
590 */
591#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
592
593/**
594 * \brief A variable controlling whether the HIDAPI joystick drivers should be used.
595 *
596 * This variable can be set to the following values:
597 * "0" - HIDAPI drivers are not used
598 * "1" - HIDAPI drivers are used (the default)
599 *
600 * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
601 */
602#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
603
604/**
605 * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
606 *
607 * This variable can be set to the following values:
608 * "0" - HIDAPI driver is not used
609 * "1" - HIDAPI driver is used
610 *
611 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
612 */
613#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
614
615 /**
616 * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
617 *
618 * This variable can be set to the following values:
619 * "0" - basic Joy-Con support with no analog input (the default)
620 * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
621 *
622 * This does not combine Joy-Cons into a single controller. That's up to the user.
623 */
624#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
625
626 /**
627 * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
628 *
629 * This variable can be set to the following values:
630 * "0" - HIDAPI driver is not used
631 * "1" - HIDAPI driver is used
632 *
633 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
634 */
635#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
636
637/**
638 * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
639 *
640 * This variable can be set to the following values:
641 * "0" - HIDAPI driver is not used
642 * "1" - HIDAPI driver is used
643 *
644 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
645 */
646#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
647
648/**
649 * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
650 *
651 * This variable can be set to the following values:
652 * "0" - extended reports are not enabled (the default)
653 * "1" - extended reports
654 *
655 * Extended input reports allow rumble on Bluetooth PS4 controllers, but
656 * break DirectInput handling for applications that don't use SDL.
657 *
658 * Once extended reports are enabled, they can not be disabled without
659 * power cycling the controller.
660 *
661 * For compatibility with applications written for versions of SDL prior
662 * to the introduction of PS5 controller support, this value will also
663 * control the state of extended reports on PS5 controllers when the
664 * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
665 */
666#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
667
668/**
669 * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
670 *
671 * This variable can be set to the following values:
672 * "0" - HIDAPI driver is not used
673 * "1" - HIDAPI driver is used
674 *
675 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
676 */
677#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
678
679/**
680 * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
681 *
682 * This variable can be set to the following values:
683 * "0" - player LEDs are not enabled
684 * "1" - player LEDs are enabled (the default)
685 */
686#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
687
688/**
689 * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
690 *
691 * This variable can be set to the following values:
692 * "0" - extended reports are not enabled (the default)
693 * "1" - extended reports
694 *
695 * Extended input reports allow rumble on Bluetooth PS5 controllers, but
696 * break DirectInput handling for applications that don't use SDL.
697 *
698 * Once extended reports are enabled, they can not be disabled without
699 * power cycling the controller.
700 *
701 * For compatibility with applications written for versions of SDL prior
702 * to the introduction of PS5 controller support, this value defaults to
703 * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
704 */
705#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
706
707/**
708 * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
709 *
710 * This variable can be set to the following values:
711 * "0" - HIDAPI driver is not used
712 * "1" - HIDAPI driver is used
713 *
714 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
715 */
716#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
717
718/**
719 * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
720 *
721 * This variable can be set to the following values:
722 * "0" - HIDAPI driver is not used
723 * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
724 * and may prompt the user for permission on iOS and Android.
725 *
726 * The default is "0"
727 */
728#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
729
730/**
731 * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
732 *
733 * This variable can be set to the following values:
734 * "0" - HIDAPI driver is not used
735 * "1" - HIDAPI driver is used
736 *
737 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
738 */
739#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
740
741/**
742 * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
743 *
744 * This variable can be set to the following values:
745 * "0" - home button LED is turned off
746 * "1" - home button LED is turned on
747 *
748 * By default the Home button LED state is not changed.
749 */
750#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
751
752/**
753 * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
754 *
755 * This variable can be set to the following values:
756 * "0" - HIDAPI driver is not used
757 * "1" - HIDAPI driver is used
758 *
759 * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
760 */
761#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
762
763 /**
764 * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
765 *
766 * This variable can be set to the following values:
767 * "0" - RAWINPUT drivers are not used
768 * "1" - RAWINPUT drivers are used (the default)
769 *
770 */
771#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
772
773 /**
774 * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
775 *
776 * This variable can be set to the following values:
777 * "0" - RAWINPUT driver will only use data from raw input APIs
778 * "1" - RAWINPUT driver will also pull data from XInput, providing
779 * better trigger axes, guide button presses, and rumble support
780 * for Xbox controllers
781 *
782 * The default is "1". This hint applies to any joysticks opened after setting the hint.
783 */
784#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
785
786 /**
787 * \brief A variable controlling whether a separate thread should be used
788 * for handling joystick detection and raw input messages on Windows
789 *
790 * This variable can be set to the following values:
791 * "0" - A separate thread is not used (the default)
792 * "1" - A separate thread is used for handling raw input messages
793 *
794 */
795#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
796
797/**
798 * \brief Determines whether SDL enforces that DRM master is required in order
799 * to initialize the KMSDRM video backend.
800 *
801 * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
802 * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
803 * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
804 * is still able to process input and query attributes of attached displays,
805 * but it cannot change display state or draw to the screen directly.
806 *
807 * In some cases, it can be useful to have the KMSDRM backend even if it cannot
808 * be used for rendering. An app may want to use SDL for input processing while
809 * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
810 * using its own code to render to DRM overlays that SDL doesn't support.
811 *
812 * This hint must be set before initializing the video subsystem.
813 *
814 * This variable can be set to the following values:
815 * "0" - SDL will allow usage of the KMSDRM backend without DRM master
816 * "1" - SDL Will require DRM master to use the KMSDRM backend (default)
817 */
818#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
819
820 /**
821 * \brief A comma separated list of devices to open as joysticks
822 *
823 * This variable is currently only used by the Linux joystick driver.
824 */
825#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
826
827 /**
828 * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
829 *
830 * This variable can be set to the following values:
831 * "0" - Use /dev/input/event*
832 * "1" - Use /dev/input/js*
833 *
834 * By default the /dev/input/event* interfaces are used
835 */
836#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
837
838 /**
839 * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
840 *
841 * This variable can be set to the following values:
842 * "0" - Return unfiltered joystick axis values (the default)
843 * "1" - Return axis values with deadzones taken into account
844 */
845#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
846
847/**
848* \brief When set don't force the SDL app to become a foreground process
849*
850* This hint only applies to Mac OS X.
851*
852*/
853#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
854
855/**
856 * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
857 *
858 * If present, holding ctrl while left clicking will generate a right click
859 * event when on Mac.
860 */
861#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
862
863/**
864 * \brief A variable setting the double click radius, in pixels.
865 */
866#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
867
868/**
869 * \brief A variable setting the double click time, in milliseconds.
870 */
871#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
872
873/**
874 * \brief Allow mouse click events when clicking to focus an SDL window
875 *
876 * This variable can be set to the following values:
877 * "0" - Ignore mouse clicks that activate a window
878 * "1" - Generate events for mouse clicks that activate a window
879 *
880 * By default SDL will ignore mouse clicks that activate a window
881 */
882#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
883
884/**
885 * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
886 */
887#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
888
889/**
890 * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
891 *
892 * This variable can be set to the following values:
893 * "0" - Relative mouse mode uses raw input
894 * "1" - Relative mouse mode uses mouse warping
895 *
896 * By default SDL will use raw input for relative mouse mode
897 */
898#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
899
900/**
901 * \brief A variable controlling whether relative mouse motion is affected by renderer scaling
902 *
903 * This variable can be set to the following values:
904 * "0" - Relative motion is unaffected by DPI or renderer's logical size
905 * "1" - Relative motion is scaled according to DPI scaling and logical size
906 *
907 * By default relative mouse deltas are affected by DPI and renderer scaling
908 */
909#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
910
911/**
912 * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
913 */
914#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
915
916/**
917 * \brief A variable controlling whether mouse events should generate synthetic touch events
918 *
919 * This variable can be set to the following values:
920 * "0" - Mouse events will not generate touch events (default for desktop platforms)
921 * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
922 */
923#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
924
925/**
926 * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
927 *
928 * This hint only applies to Unix-like platforms, and should set before
929 * any calls to SDL_Init()
930 *
931 * The variable can be set to the following values:
932 * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
933 * catches a signal, convert it into an SDL_QUIT event.
934 * "1" - SDL will not install a signal handler at all.
935 */
936#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
937
938/**
939 * \brief A variable controlling what driver to use for OpenGL ES contexts.
940 *
941 * On some platforms, currently Windows and X11, OpenGL drivers may support
942 * creating contexts with an OpenGL ES profile. By default SDL uses these
943 * profiles, when available, otherwise it attempts to load an OpenGL ES
944 * library, e.g. that provided by the ANGLE project. This variable controls
945 * whether SDL follows this default behaviour or will always load an
946 * OpenGL ES library.
947 *
948 * Circumstances where this is useful include
949 * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
950 * or emulator, e.g. those from ARM, Imagination or Qualcomm.
951 * - Resolving OpenGL ES function addresses at link time by linking with
952 * the OpenGL ES library instead of querying them at run time with
953 * SDL_GL_GetProcAddress().
954 *
955 * Caution: for an application to work with the default behaviour across
956 * different OpenGL drivers it must query the OpenGL ES function
957 * addresses at run time using SDL_GL_GetProcAddress().
958 *
959 * This variable is ignored on most platforms because OpenGL ES is native
960 * or not supported.
961 *
962 * This variable can be set to the following values:
963 * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
964 * "1" - Load OpenGL ES library using the default library names.
965 *
966 */
967#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
968
969/**
970 * \brief A variable controlling which orientations are allowed on iOS/Android.
971 *
972 * In some circumstances it is necessary to be able to explicitly control
973 * which UI orientations are allowed.
974 *
975 * This variable is a space delimited list of the following values:
976 * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
977 */
978#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
979
980/**
981 * \brief A variable controlling the use of a sentinel event when polling the event queue
982 *
983 * This variable can be set to the following values:
984 * "0" - Disable poll sentinels
985 * "1" - Enable poll sentinels
986 *
987 * When polling for events, SDL_PumpEvents is used to gather new events from devices.
988 * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
989 * become stuck until the new events stop.
990 * This is most noticable when moving a high frequency mouse.
991 *
992 * By default, poll sentinels are enabled.
993 */
994#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
995
996/**
997 * \brief Override for SDL_GetPreferredLocales()
998 *
999 * If set, this will be favored over anything the OS might report for the
1000 * user's preferred locales. Changing this hint at runtime will not generate
1001 * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
1002 * your own event, if you want).
1003 *
1004 * The format of this hint is a comma-separated list of language and locale,
1005 * combined with an underscore, as is a common format: "en_GB". Locale is
1006 * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
1007 */
1008#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
1009
1010/**
1011 * \brief A variable describing the content orientation on QtWayland-based platforms.
1012 *
1013 * On QtWayland platforms, windows are rotated client-side to allow for custom
1014 * transitions. In order to correctly position overlays (e.g. volume bar) and
1015 * gestures (e.g. events view, close/minimize gestures), the system needs to
1016 * know in which orientation the application is currently drawing its contents.
1017 *
1018 * This does not cause the window to be rotated or resized, the application
1019 * needs to take care of drawing the content in the right orientation (the
1020 * framebuffer is always in portrait mode).
1021 *
1022 * This variable can be one of the following values:
1023 * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
1024 */
1025#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
1026
1027/**
1028 * \brief Flags to set on QtWayland windows to integrate with the native window manager.
1029 *
1030 * On QtWayland platforms, this hint controls the flags to set on the windows.
1031 * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
1032 *
1033 * This variable is a space-separated list of the following values (empty = no flags):
1034 * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
1035 */
1036#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
1037
1038/**
1039 * \brief A variable controlling whether the 2D render API is compatible or efficient.
1040 *
1041 * This variable can be set to the following values:
1042 *
1043 * "0" - Don't use batching to make rendering more efficient.
1044 * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
1045 *
1046 * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
1047 * it batches up draw requests and sends them all to the GPU only when forced
1048 * to (during SDL_RenderPresent, when changing render targets, by updating a
1049 * texture that the batch needs, etc). This is significantly more efficient,
1050 * but it can cause problems for apps that expect to render on top of the
1051 * render API's output. As such, SDL will disable batching if a specific
1052 * render backend is requested (since this might indicate that the app is
1053 * planning to use the underlying graphics API directly). This hint can
1054 * be used to explicitly request batching in this instance. It is a contract
1055 * that you will either never use the underlying graphics API directly, or
1056 * if you do, you will call SDL_RenderFlush() before you do so any current
1057 * batch goes to the GPU before your work begins. Not following this contract
1058 * will result in undefined behavior.
1059 */
1060#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
1061
1062/**
1063 * \brief A variable controlling how the 2D render API renders lines
1064 *
1065 * This variable can be set to the following values:
1066 * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
1067 * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
1068 * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
1069 * "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
1070 *
1071 * This variable should be set when the renderer is created.
1072 */
1073#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
1074
1075/**
1076 * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
1077 *
1078 * This variable does not have any effect on the Direct3D 9 based renderer.
1079 *
1080 * This variable can be set to the following values:
1081 * "0" - Disable Debug Layer use
1082 * "1" - Enable Debug Layer use
1083 *
1084 * By default, SDL does not use Direct3D Debug Layer.
1085 */
1086#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
1087
1088/**
1089 * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
1090 *
1091 * This variable can be set to the following values:
1092 * "0" - Thread-safety is not enabled (faster)
1093 * "1" - Thread-safety is enabled
1094 *
1095 * By default the Direct3D device is created with thread-safety disabled.
1096 */
1097#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
1098
1099/**
1100 * \brief A variable specifying which render driver to use.
1101 *
1102 * If the application doesn't pick a specific renderer to use, this variable
1103 * specifies the name of the preferred renderer. If the preferred renderer
1104 * can't be initialized, the normal default renderer is used.
1105 *
1106 * This variable is case insensitive and can be set to the following values:
1107 * "direct3d"
1108 * "opengl"
1109 * "opengles2"
1110 * "opengles"
1111 * "metal"
1112 * "software"
1113 *
1114 * The default varies by platform, but it's the first one in the list that
1115 * is available on the current platform.
1116 */
1117#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
1118
1119/**
1120 * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
1121 *
1122 * This variable can be set to the following values:
1123 * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
1124 * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
1125 *
1126 * By default letterbox is used
1127 */
1128#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
1129
1130/**
1131 * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
1132 *
1133 * This variable can be set to the following values:
1134 * "0" - Disable shaders
1135 * "1" - Enable shaders
1136 *
1137 * By default shaders are used if OpenGL supports them.
1138 */
1139#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
1140
1141/**
1142 * \brief A variable controlling the scaling quality
1143 *
1144 * This variable can be set to the following values:
1145 * "0" or "nearest" - Nearest pixel sampling
1146 * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
1147 * "2" or "best" - Currently this is the same as "linear"
1148 *
1149 * By default nearest pixel sampling is used
1150 */
1151#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
1152
1153/**
1154 * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
1155 *
1156 * This variable can be set to the following values:
1157 * "0" - Disable vsync
1158 * "1" - Enable vsync
1159 *
1160 * By default SDL does not sync screen surface updates with vertical refresh.
1161 */
1162#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
1163
1164 /**
1165 * \brief A variable to control whether the return key on the soft keyboard
1166 * should hide the soft keyboard on Android and iOS.
1167 *
1168 * The variable can be set to the following values:
1169 * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
1170 * "1" - The return key will hide the keyboard.
1171 *
1172 * The value of this hint is used at runtime, so it can be changed at any time.
1173 */
1174#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
1175
1176/**
1177 * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
1178 *
1179 * Also known as Z-order. The variable can take a negative or positive value.
1180 * The default is 10000.
1181 */
1182#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
1183
1184/**
1185 * \brief Specify an "activity name" for screensaver inhibition.
1186 *
1187 * Some platforms, notably Linux desktops, list the applications which are
1188 * inhibiting the screensaver or other power-saving features.
1189 *
1190 * This hint lets you specify the "activity name" sent to the OS when
1191 * SDL_DisableScreenSaver() is used (or the screensaver is automatically
1192 * disabled). The contents of this hint are used when the screensaver is
1193 * disabled. You should use a string that describes what your program is doing
1194 * (and, therefore, why the screensaver is disabled). For example, "Playing a
1195 * game" or "Watching a video".
1196 *
1197 * Setting this to "" or leaving it unset will have SDL use a reasonable
1198 * default: "Playing a game" or something similar.
1199 *
1200 * On targets where this is not supported, this hint does nothing.
1201 */
1202#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
1203
1204/**
1205 * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
1206 *
1207 * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
1208 * that require special handling by the application. This hint exists to let SDL know that
1209 * the app is prepared to handle said restrictions.
1210 *
1211 * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
1212 * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
1213 * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
1214 * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
1215 * * Refer to the man pages for more information.
1216 *
1217 * This variable can be set to the following values:
1218 * "0" - default platform specific behaviour
1219 * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
1220 */
1221#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
1222
1223/**
1224* \brief A string specifying additional information to use with SDL_SetThreadPriority.
1225*
1226* By default SDL_SetThreadPriority will make appropriate system changes in order to
1227* apply a thread priority. For example on systems using pthreads the scheduler policy
1228* is changed automatically to a policy that works well with a given priority.
1229* Code which has specific requirements can override SDL's default behavior with this hint.
1230*
1231* pthread hint values are "current", "other", "fifo" and "rr".
1232* Currently no other platform hint values are defined but may be in the future.
1233*
1234* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
1235* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
1236* after calling SDL_SetThreadPriority().
1237*/
1238#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
1239
1240/**
1241* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
1242*
1243* Use this hint in case you need to set SDL's threads stack size to other than the default.
1244* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
1245* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
1246* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
1247*
1248* Instead of this hint, in 2.0.9 and later, you can use
1249* SDL_CreateThreadWithStackSize(). This hint only works with the classic
1250* SDL_CreateThread().
1251*/
1252#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
1253
1254/**
1255 * \brief A variable that controls the timer resolution, in milliseconds.
1256 *
1257 * The higher resolution the timer, the more frequently the CPU services
1258 * timer interrupts, and the more precise delays are, but this takes up
1259 * power and CPU time. This hint is only used on Windows.
1260 *
1261 * See this blog post for more information:
1262 * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
1263 *
1264 * If this variable is set to "0", the system timer resolution is not set.
1265 *
1266 * The default value is "1". This hint may be set at any time.
1267 */
1268#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
1269
1270/**
1271 * \brief A variable controlling whether touch events should generate synthetic mouse events
1272 *
1273 * This variable can be set to the following values:
1274 * "0" - Touch events will not generate mouse events
1275 * "1" - Touch events will generate mouse events
1276 *
1277 * By default SDL will generate mouse events for touch events
1278 */
1279#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
1280
1281/**
1282 * \brief A variable controlling whether the Android / tvOS remotes
1283 * should be listed as joystick devices, instead of sending keyboard events.
1284 *
1285 * This variable can be set to the following values:
1286 * "0" - Remotes send enter/escape/arrow key events
1287 * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
1288 */
1289#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
1290
1291/**
1292 * \brief A variable controlling whether the screensaver is enabled.
1293 *
1294 * This variable can be set to the following values:
1295 * "0" - Disable screensaver
1296 * "1" - Enable screensaver
1297 *
1298 * By default SDL will disable the screensaver.
1299 */
1300#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
1301
1302/**
1303 * \brief Tell the video driver that we only want a double buffer.
1304 *
1305 * By default, most lowlevel 2D APIs will use a triple buffer scheme that
1306 * wastes no CPU time on waiting for vsync after issuing a flip, but
1307 * introduces a frame of latency. On the other hand, using a double buffer
1308 * scheme instead is recommended for cases where low latency is an important
1309 * factor because we save a whole frame of latency.
1310 * We do so by waiting for vsync immediately after issuing a flip, usually just
1311 * after eglSwapBuffers call in the backend's *_SwapWindow function.
1312 *
1313 * Since it's driver-specific, it's only supported where possible and
1314 * implemented. Currently supported the following drivers:
1315 *
1316 * - KMSDRM (kmsdrm)
1317 * - Raspberry Pi (raspberrypi)
1318 */
1319#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
1320
1321/**
1322 * \brief A variable controlling whether the EGL window is allowed to be
1323 * composited as transparent, rather than opaque.
1324 *
1325 * Most window systems will always render windows opaque, even if the surface
1326 * format has an alpha channel. This is not always true, however, so by default
1327 * SDL will try to enforce opaque composition. To override this behavior, you
1328 * can set this hint to "1".
1329 */
1330#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
1331
1332/**
1333 * \brief A variable controlling whether the graphics context is externally managed.
1334 *
1335 * This variable can be set to the following values:
1336 * "0" - SDL will manage graphics contexts that are attached to windows.
1337 * "1" - Disable graphics context management on windows.
1338 *
1339 * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
1340 * context will be automatically saved and restored when pausing the application. Additionally, some
1341 * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
1342 * behavior, which is desireable when the application manages the graphics context, such as
1343 * an externally managed OpenGL context or attaching a Vulkan surface to the window.
1344 */
1345#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
1346
1347/**
1348 * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
1349 */
1350#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
1351
1352/**
1353 * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
1354 *
1355 * This hint only applies to Mac OS X.
1356 *
1357 * The variable can be set to the following values:
1358 * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
1359 * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
1360 * button on their titlebars).
1361 * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
1362 * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
1363 * button on their titlebars).
1364 *
1365 * The default value is "1". Spaces are disabled regardless of this hint if
1366 * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
1367 * any windows are created.
1368 */
1369#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
1370
1371/**
1372 * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
1373 * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
1374 * seeing if "true" causes more problems than it solves in modern times.
1375 *
1376 */
1377#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
1378
1379/**
1380 * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.
1381 *
1382 * This variable can be set to the following values:
1383 * "0" - libdecor use is disabled.
1384 * "1" - libdecor use is enabled (default).
1385 *
1386 * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1387 */
1388#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
1389
1390/**
1391* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
1392*
1393* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
1394* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
1395* created SDL_Window:
1396*
1397* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
1398* needed for example when sharing an OpenGL context across multiple windows.
1399*
1400* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
1401* OpenGL rendering.
1402*
1403* This variable can be set to the following values:
1404* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
1405* share a pixel format with.
1406*/
1407#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
1408
1409/**
1410* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
1411*
1412* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
1413* can use two different sets of binaries, those compiled by the user from source
1414* or those provided by the Chrome browser. In the later case, these binaries require
1415* that SDL loads a DLL providing the shader compiler.
1416*
1417* This variable can be set to the following values:
1418* "d3dcompiler_46.dll" - default, best for Vista or later.
1419* "d3dcompiler_43.dll" - for XP support.
1420* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
1421*
1422*/
1423#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
1424
1425/**
1426 * \brief A variable controlling whether X11 should use GLX or EGL by default
1427 *
1428 * This variable can be set to the following values:
1429 * "0" - Use GLX
1430 * "1" - Use EGL
1431 *
1432 * By default SDL will use GLX when both are present.
1433 */
1434#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
1435
1436/**
1437 * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
1438 *
1439 * This variable can be set to the following values:
1440 * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
1441 * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
1442 *
1443 * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
1444 *
1445 */
1446#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
1447
1448/**
1449 * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
1450 *
1451 * This variable can be set to the following values:
1452 * "0" - Disable _NET_WM_PING
1453 * "1" - Enable _NET_WM_PING
1454 *
1455 * By default SDL will use _NET_WM_PING, but for applications that know they
1456 * will not always be able to respond to ping requests in a timely manner they can
1457 * turn it off to avoid the window manager thinking the app is hung.
1458 * The hint is checked in CreateWindow.
1459 */
1460#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
1461
1462/**
1463 * \brief A variable forcing the visual ID chosen for new X11 windows
1464 *
1465 */
1466#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
1467
1468/**
1469 * \brief A variable controlling whether the X11 Xinerama extension should be used.
1470 *
1471 * This variable can be set to the following values:
1472 * "0" - Disable Xinerama
1473 * "1" - Enable Xinerama
1474 *
1475 * By default SDL will use Xinerama if it is available.
1476 */
1477#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
1478
1479/**
1480 * \brief A variable controlling whether the X11 XRandR extension should be used.
1481 *
1482 * This variable can be set to the following values:
1483 * "0" - Disable XRandR
1484 * "1" - Enable XRandR
1485 *
1486 * By default SDL will not use XRandR because of window manager issues.
1487 */
1488#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
1489
1490/**
1491 * \brief A variable controlling whether the X11 VidMode extension should be used.
1492 *
1493 * This variable can be set to the following values:
1494 * "0" - Disable XVidMode
1495 * "1" - Enable XVidMode
1496 *
1497 * By default SDL will use XVidMode if it is available.
1498 */
1499#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
1500
1501/**
1502 * \brief Controls how the fact chunk affects the loading of a WAVE file.
1503 *
1504 * The fact chunk stores information about the number of samples of a WAVE
1505 * file. The Standards Update from Microsoft notes that this value can be used
1506 * to 'determine the length of the data in seconds'. This is especially useful
1507 * for compressed formats (for which this is a mandatory chunk) if they produce
1508 * multiple sample frames per block and truncating the block is not allowed.
1509 * The fact chunk can exactly specify how many sample frames there should be
1510 * in this case.
1511 *
1512 * Unfortunately, most application seem to ignore the fact chunk and so SDL
1513 * ignores it by default as well.
1514 *
1515 * This variable can be set to the following values:
1516 *
1517 * "truncate" - Use the number of samples to truncate the wave data if
1518 * the fact chunk is present and valid
1519 * "strict" - Like "truncate", but raise an error if the fact chunk
1520 * is invalid, not present for non-PCM formats, or if the
1521 * data chunk doesn't have that many samples
1522 * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
1523 * samples is zero
1524 * "ignore" - Ignore fact chunk entirely (default)
1525 */
1526#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
1527
1528/**
1529 * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
1530 *
1531 * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
1532 * file) is not always reliable. In case the size is wrong, it's possible to
1533 * just ignore it and step through the chunks until a fixed limit is reached.
1534 *
1535 * Note that files that have trailing data unrelated to the WAVE file or
1536 * corrupt files may slow down the loading process without a reliable boundary.
1537 * By default, SDL stops after 10000 chunks to prevent wasting time. Use the
1538 * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
1539 *
1540 * This variable can be set to the following values:
1541 *
1542 * "force" - Always use the RIFF chunk size as a boundary for the chunk search
1543 * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
1544 * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
1545 * "maximum" - Search for chunks until the end of file (not recommended)
1546 */
1547#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
1548
1549/**
1550 * \brief Controls how a truncated WAVE file is handled.
1551 *
1552 * A WAVE file is considered truncated if any of the chunks are incomplete or
1553 * the data chunk size is not a multiple of the block size. By default, SDL
1554 * decodes until the first incomplete block, as most applications seem to do.
1555 *
1556 * This variable can be set to the following values:
1557 *
1558 * "verystrict" - Raise an error if the file is truncated
1559 * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
1560 * "dropframe" - Decode until the first incomplete sample frame
1561 * "dropblock" - Decode until the first incomplete block (default)
1562 */
1563#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
1564
1565/**
1566 * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
1567 * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
1568 * thread's name, but it tends to cause problems with other debuggers,
1569 * and the .NET runtime. Note that SDL 2.0.6 and later will still use
1570 * the (safer) SetThreadDescription API, introduced in the Windows 10
1571 * Creators Update, if available.
1572 *
1573 * The variable can be set to the following values:
1574 * "0" - SDL will raise the 0x406D1388 Exception to name threads.
1575 * This is the default behavior of SDL <= 2.0.4.
1576 * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
1577 * This is necessary with .NET languages or debuggers that aren't Visual Studio.
1578 */
1579#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
1580
1581/**
1582 * \brief A variable controlling whether the windows message loop is processed by SDL
1583 *
1584 * This variable can be set to the following values:
1585 * "0" - The window message loop is not run
1586 * "1" - The window message loop is processed in SDL_PumpEvents()
1587 *
1588 * By default SDL will process the windows message loop
1589 */
1590#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
1591
1592/**
1593 * \brief Force SDL to use Critical Sections for mutexes on Windows.
1594 * On Windows 7 and newer, Slim Reader/Writer Locks are available.
1595 * They offer better performance, allocate no kernel ressources and
1596 * use less memory. SDL will fall back to Critical Sections on older
1597 * OS versions or if forced to by this hint.
1598 *
1599 * This variable can be set to the following values:
1600 * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
1601 * "1" - Force the use of Critical Sections in all cases.
1602 *
1603 */
1604#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
1605
1606/**
1607 * \brief Force SDL to use Kernel Semaphores on Windows.
1608 * Kernel Semaphores are inter-process and require a context
1609 * switch on every interaction. On Windows 8 and newer, the
1610 * WaitOnAddress API is available. Using that and atomics to
1611 * implement semaphores increases performance.
1612 * SDL will fall back to Kernel Objects on older OS versions
1613 * or if forced to by this hint.
1614 *
1615 * This variable can be set to the following values:
1616 * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
1617 * "1" - Force the use of Kernel Objects in all cases.
1618 *
1619 */
1620#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
1621
1622/**
1623 * \brief A variable to specify custom icon resource id from RC file on Windows platform
1624 */
1625#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
1626#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
1627
1628/**
1629 * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
1630 *
1631 * The variable can be set to the following values:
1632 * "0" - SDL will generate a window-close event when it sees Alt+F4.
1633 * "1" - SDL will only do normal key handling for Alt+F4.
1634 */
1635#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
1636
1637/**
1638 * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
1639 * Direct3D 9Ex contains changes to state management that can eliminate device
1640 * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
1641 * some changes to your application to cope with the new behavior, so this
1642 * is disabled by default.
1643 *
1644 * This hint must be set before initializing the video subsystem.
1645 *
1646 * For more information on Direct3D 9Ex, see:
1647 * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
1648 * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
1649 *
1650 * This variable can be set to the following values:
1651 * "0" - Use the original Direct3D 9 API (default)
1652 * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
1653 *
1654 */
1655#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
1656
1657/**
1658 * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
1659 *
1660 * This variable can be set to the following values:
1661 * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
1662 * "1" - The window frame is interactive when the cursor is hidden
1663 *
1664 * By default SDL will allow interaction with the window frame when the cursor is hidden
1665 */
1666#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
1667
1668/**
1669* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
1670*
1671* This variable can be set to the following values:
1672* "0" - The window is activated when the SDL_ShowWindow function is called
1673* "1" - The window is not activated when the SDL_ShowWindow function is called
1674*
1675* By default SDL will activate the window when the SDL_ShowWindow function is called
1676*/
1677#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
1678
1679/** \brief Allows back-button-press events on Windows Phone to be marked as handled
1680 *
1681 * Windows Phone devices typically feature a Back button. When pressed,
1682 * the OS will emit back-button-press events, which apps are expected to
1683 * handle in an appropriate manner. If apps do not explicitly mark these
1684 * events as 'Handled', then the OS will invoke its default behavior for
1685 * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
1686 * terminate the app (and attempt to switch to the previous app, or to the
1687 * device's home screen).
1688 *
1689 * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
1690 * to mark back-button-press events as Handled, if and when one is sent to
1691 * the app.
1692 *
1693 * Internally, Windows Phone sends back button events as parameters to
1694 * special back-button-press callback functions. Apps that need to respond
1695 * to back-button-press events are expected to register one or more
1696 * callback functions for such, shortly after being launched (during the
1697 * app's initialization phase). After the back button is pressed, the OS
1698 * will invoke these callbacks. If the app's callback(s) do not explicitly
1699 * mark the event as handled by the time they return, or if the app never
1700 * registers one of these callback, the OS will consider the event
1701 * un-handled, and it will apply its default back button behavior (terminate
1702 * the app).
1703 *
1704 * SDL registers its own back-button-press callback with the Windows Phone
1705 * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
1706 * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
1707 * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
1708 * If the hint's value is set to "1", the back button event's Handled
1709 * property will get set to 'true'. If the hint's value is set to something
1710 * else, or if it is unset, SDL will leave the event's Handled property
1711 * alone. (By default, the OS sets this property to 'false', to note.)
1712 *
1713 * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
1714 * back button is pressed, or can set it in direct-response to a back button
1715 * being pressed.
1716 *
1717 * In order to get notified when a back button is pressed, SDL apps should
1718 * register a callback function with SDL_AddEventWatch(), and have it listen
1719 * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
1720 * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
1721 * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
1722 * set by such a callback, will be applied to the OS' current
1723 * back-button-press event.
1724 *
1725 * More details on back button behavior in Windows Phone apps can be found
1726 * at the following page, on Microsoft's developer site:
1727 * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
1728 */
1729#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
1730
1731/** \brief Label text for a WinRT app's privacy policy link
1732 *
1733 * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
1734 * Microsoft mandates that this policy be available via the Windows Settings charm.
1735 * SDL provides code to add a link there, with its label text being set via the
1736 * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
1737 *
1738 * Please note that a privacy policy's contents are not set via this hint. A separate
1739 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
1740 * policy.
1741 *
1742 * The contents of this hint should be encoded as a UTF8 string.
1743 *
1744 * The default value is "Privacy Policy". This hint should only be set during app
1745 * initialization, preferably before any calls to SDL_Init().
1746 *
1747 * For additional information on linking to a privacy policy, see the documentation for
1748 * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
1749 */
1750#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
1751
1752/**
1753 * \brief A URL to a WinRT app's privacy policy
1754 *
1755 * All network-enabled WinRT apps must make a privacy policy available to its
1756 * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
1757 * be available in the Windows Settings charm, as accessed from within the app.
1758 * SDL provides code to add a URL-based link there, which can point to the app's
1759 * privacy policy.
1760 *
1761 * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
1762 * before calling any SDL_Init() functions. The contents of the hint should
1763 * be a valid URL. For example, "http://www.example.com".
1764 *
1765 * The default value is "", which will prevent SDL from adding a privacy policy
1766 * link to the Settings charm. This hint should only be set during app init.
1767 *
1768 * The label text of an app's "Privacy Policy" link may be customized via another
1769 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
1770 *
1771 * Please note that on Windows Phone, Microsoft does not provide standard UI
1772 * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
1773 * will not get used on that platform. Network-enabled phone apps should display
1774 * their privacy policy through some other, in-app means.
1775 */
1776#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
1777
1778/**
1779 * \brief Mark X11 windows as override-redirect.
1780 *
1781 * If set, this _might_ increase framerate at the expense of the desktop
1782 * not working as expected. Override-redirect windows aren't noticed by the
1783 * window manager at all.
1784 *
1785 * You should probably only use this for fullscreen windows, and you probably
1786 * shouldn't even use it for that. But it's here if you want to try!
1787 */
1788#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
1789
1790/**
1791 * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
1792 *
1793 * The variable can be set to the following values:
1794 * "0" - Disable XInput detection (only uses direct input)
1795 * "1" - Enable XInput detection (the default)
1796 */
1797#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
1798
1799/**
1800 * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
1801 *
1802 * This hint is for backwards compatibility only and will be removed in SDL 2.1
1803 *
1804 * The default value is "0". This hint must be set before SDL_Init()
1805 */
1806#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
1807
1808/**
1809 * \brief A variable that causes SDL to not ignore audio "monitors"
1810 *
1811 * This is currently only used for PulseAudio and ignored elsewhere.
1812 *
1813 * By default, SDL ignores audio devices that aren't associated with physical
1814 * hardware. Changing this hint to "1" will expose anything SDL sees that
1815 * appears to be an audio source or sink. This will add "devices" to the list
1816 * that the user probably doesn't want or need, but it can be useful in
1817 * scenarios where you want to hook up SDL to some sort of virtual device,
1818 * etc.
1819 *
1820 * The default value is "0". This hint must be set before SDL_Init().
1821 *
1822 * This hint is available since SDL 2.0.16. Before then, virtual devices are
1823 * always ignored.
1824 */
1825#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
1826
1827
1828/**
1829 * \brief An enumeration of hint priorities
1830 */
1831typedef enum
1832{
1833 SDL_HINT_DEFAULT,
1834 SDL_HINT_NORMAL,
1835 SDL_HINT_OVERRIDE
1836} SDL_HintPriority;
1837
1838
1839/**
1840 * Set a hint with a specific priority.
1841 *
1842 * The priority controls the behavior when setting a hint that already has a
1843 * value. Hints will replace existing hints of their priority and lower.
1844 * Environment variables are considered to have override priority.
1845 *
1846 * \param name the hint to set
1847 * \param value the value of the hint variable
1848 * \param priority the SDL_HintPriority level for the hint
1849 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
1850 *
1851 * \since This function is available since SDL 2.0.0.
1852 *
1853 * \sa SDL_GetHint
1854 * \sa SDL_SetHint
1855 */
1856extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
1857 const char *value,
1858 SDL_HintPriority priority);
1859
1860/**
1861 * Set a hint with normal priority.
1862 *
1863 * Hints will not be set if there is an existing override hint or environment
1864 * variable that takes precedence. You can use SDL_SetHintWithPriority() to
1865 * set the hint with override priority instead.
1866 *
1867 * \param name the hint to set
1868 * \param value the value of the hint variable
1869 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
1870 *
1871 * \since This function is available since SDL 2.0.0.
1872 *
1873 * \sa SDL_GetHint
1874 * \sa SDL_SetHintWithPriority
1875 */
1876extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
1877 const char *value);
1878
1879/**
1880 * Get the value of a hint.
1881 *
1882 * \param name the hint to query
1883 * \returns the string value of a hint or NULL if the hint isn't set.
1884 *
1885 * \since This function is available since SDL 2.0.0.
1886 *
1887 * \sa SDL_SetHint
1888 * \sa SDL_SetHintWithPriority
1889 */
1890extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
1891
1892/**
1893 * Get the boolean value of a hint variable.
1894 *
1895 * \param name the name of the hint to get the boolean value from
1896 * \param default_value the value to return if the hint does not exist
1897 * \returns the boolean value of a hint or the provided default value if the
1898 * hint does not exist.
1899 *
1900 * \since This function is available since SDL 2.0.5.
1901 *
1902 * \sa SDL_GetHint
1903 * \sa SDL_SetHint
1904 */
1905extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
1906
1907/**
1908 * Type definition of the hint callback function.
1909 *
1910 * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
1911 * \param name what was passed as `name` to SDL_AddHintCallback()
1912 * \param oldValue the previous hint value
1913 * \param newValue the new value hint is to be set to
1914 */
1915typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
1916
1917/**
1918 * Add a function to watch a particular hint.
1919 *
1920 * \param name the hint to watch
1921 * \param callback An SDL_HintCallback function that will be called when the
1922 * hint value changes
1923 * \param userdata a pointer to pass to the callback function
1924 *
1925 * \since This function is available since SDL 2.0.0.
1926 *
1927 * \sa SDL_DelHintCallback
1928 */
1929extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
1930 SDL_HintCallback callback,
1931 void *userdata);
1932
1933/**
1934 * Remove a function watching a particular hint.
1935 *
1936 * \param name the hint being watched
1937 * \param callback An SDL_HintCallback function that will be called when the
1938 * hint value changes
1939 * \param userdata a pointer being passed to the callback function
1940 *
1941 * \since This function is available since SDL 2.0.0.
1942 *
1943 * \sa SDL_AddHintCallback
1944 */
1945extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
1946 SDL_HintCallback callback,
1947 void *userdata);
1948
1949/**
1950 * Clear all hints.
1951 *
1952 * This function is automatically called during SDL_Quit().
1953 *
1954 * \since This function is available since SDL 2.0.0.
1955 */
1956extern DECLSPEC void SDLCALL SDL_ClearHints(void);
1957
1958
1959/* Ends C function definitions when using C++ */
1960#ifdef __cplusplus
1961}
1962#endif
1963#include "close_code.h"
1964
1965#endif /* SDL_hints_h_ */
1966
1967/* vi: set ts=4 sw=4 expandtab: */