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/*
2
  Simple DirectMedia Layer
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  Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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5
  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
8
 
9
  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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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
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     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
47
extern "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
 *  As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
282
 *
283
 *  This hint is currently only checked at audio subsystem initialization.
284
 *
285
 *  This variable can be set to the following values:
286
 *
287
 *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
288
 *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
289
 *    "2" or "medium"  - Use medium quality resampling, if available
290
 *    "3" or "best"    - Use high quality resampling, if available
291
 */
292
#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
293
 
294
/**
295
 *  \brief  A variable controlling whether SDL updates joystick state when getting input events
296
 *
297
 *  This variable can be set to the following values:
298
 *
299
 *    "0"     - You'll call SDL_JoystickUpdate() manually
300
 *    "1"     - SDL will automatically call SDL_JoystickUpdate() (default)
301
 *
302
 *  This hint can be toggled on and off at runtime.
303
 */
304
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS  "SDL_AUTO_UPDATE_JOYSTICKS"
305
 
306
/**
307
 *  \brief  A variable controlling whether SDL updates sensor state when getting input events
308
 *
309
 *  This variable can be set to the following values:
310
 *
311
 *    "0"     - You'll call SDL_SensorUpdate() manually
312
 *    "1"     - SDL will automatically call SDL_SensorUpdate() (default)
313
 *
314
 *  This hint can be toggled on and off at runtime.
315
 */
316
#define SDL_HINT_AUTO_UPDATE_SENSORS    "SDL_AUTO_UPDATE_SENSORS"
317
 
318
/**
319
 *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
320
 *
321
 * The bitmap header version 4 is required for proper alpha channel support and
322
 * SDL will use it when required. Should this not be desired, this hint can
323
 * force the use of the 40 byte header version which is supported everywhere.
324
 *
325
 * The variable can be set to the following values:
326
 *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
327
 *               32-bit BMP file with an alpha mask. SDL will use the bitmap
328
 *               header version 4 and set the alpha mask accordingly.
329
 *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
330
 *               32-bit BMP file without an alpha mask. The alpha channel data
331
 *               will be in the file, but applications are going to ignore it.
332
 *
333
 * The default value is "0".
334
 */
335
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
336
 
337
/**
338
 *  \brief Override for SDL_GetDisplayUsableBounds()
339
 *
340
 *  If set, this hint will override the expected results for
341
 *  SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
342
 *  to do this, but this allows an embedded system to request that some of the
343
 *  screen be reserved for other uses when paired with a well-behaved
344
 *  application.
345
 *
346
 *  The contents of this hint must be 4 comma-separated integers, the first
347
 *  is the bounds x, then y, width and height, in that order.
348
 */
349
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
350
 
351
/**
352
 *  \brief Disable giving back control to the browser automatically
353
 *  when running with asyncify
354
 *
355
 * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
356
 * such as refreshing the screen or polling events.
357
 *
358
 * This hint only applies to the emscripten platform
359
 *
360
 * The variable can be set to the following values:
361
 *    "0"       - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
362
 *    "1"       - Enable emscripten_sleep calls (the default)
363
 */
364
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"
365
 
366
/**
367
 *  \brief override the binding element for keyboard inputs for Emscripten builds
368
 *
369
 * This hint only applies to the emscripten platform
370
 *
371
 * The variable can be one of
372
 *    "#window"      - The javascript window object (this is the default)
373
 *    "#document"    - The javascript document object
374
 *    "#screen"      - the javascript window.screen object
375
 *    "#canvas"      - the WebGL canvas element
376
 *    any other string without a leading # sign applies to the element on the page with that ID.
377
 */
378
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
379
 
380
/**
381
 *  \brief  A variable that controls whether the on-screen keyboard should be shown when text input is active
382
 *
383
 *  The variable can be set to the following values:
384
 *    "0"       - Do not show the on-screen keyboard
385
 *    "1"       - Show the on-screen keyboard
386
 *
387
 *  The default value is "1". This hint must be set before text input is activated.
388
 */
389
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
390
 
391
/**
392
 *  \brief  A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
393
 *
394
 *  The variable can be set to the following values:
395
 *    "0"       - Do not scan for Steam Controllers
396
 *    "1"       - Scan for Steam Controllers (the default)
397
 *
398
 *  The default value is "1".  This hint must be set before initializing the joystick subsystem.
399
 */
400
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
401
 
402
/**
403
 *  \brief  A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
404
 *
405
 *  This variable can be set to the following values, from least to most verbose:
406
 *
407
 *    "0"     - Don't log any events (default)
408
 *    "1"     - Log most events (other than the really spammy ones).
409
 *    "2"     - Include mouse and finger motion events.
410
 *    "3"     - Include SDL_SysWMEvent events.
411
 *
412
 *  This is generally meant to be used to debug SDL itself, but can be useful
413
 *  for application developers that need better visibility into what is going
414
 *  on in the event queue. Logged events are sent through SDL_Log(), which
415
 *  means by default they appear on stdout on most platforms or maybe
416
 *  OutputDebugString() on Windows, and can be funneled by the app with
417
 *  SDL_LogSetOutputFunction(), etc.
418
 *
419
 *  This hint can be toggled on and off at runtime, if you only need to log
420
 *  events for a small subset of program execution.
421
 */
422
#define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"
423
 
424
/**
425
 *  \brief  A variable controlling whether raising the window should be done more forcefully
426
 *
427
 *  This variable can be set to the following values:
428
 *    "0"       - No forcing (the default)
429
 *    "1"       - Extra level of forcing
430
 *
431
 *  At present, this is only an issue under MS Windows, which makes it nearly impossible to
432
 *  programmatically move a window to the foreground, for "security" reasons. See
433
 *  http://stackoverflow.com/a/34414846 for a discussion.
434
 */
435
#define SDL_HINT_FORCE_RAISEWINDOW    "SDL_HINT_FORCE_RAISEWINDOW"
436
 
437
/**
438
 *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
439
 *
440
 *  SDL can try to accelerate the SDL screen surface by using streaming
441
 *  textures with a 3D rendering engine.  This variable controls whether and
442
 *  how this is done.
443
 *
444
 *  This variable can be set to the following values:
445
 *    "0"       - Disable 3D acceleration
446
 *    "1"       - Enable 3D acceleration, using the default renderer.
447
 *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.)
448
 *
449
 *  By default SDL tries to make a best guess for each platform whether
450
 *  to use acceleration or not.
451
 */
452
#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
453
 
454
/**
455
 *  \brief  A variable that lets you manually hint extra gamecontroller db entries.
456
 *
457
 *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
458
 *
459
 *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
460
 *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
461
 */
462
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
463
 
464
/**
465
 *  \brief  A variable that lets you provide a file with extra gamecontroller db entries.
466
 *
467
 *  The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
468
 *
469
 *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
470
 *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
471
 */
472
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
473
 
474
/**
475
 *  \brief  A variable that overrides the automatic controller type detection
476
 *
477
 *  The variable should be comma separated entries, in the form: VID/PID=type
478
 *
479
 *  The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
480
 *
481
 *  The type should be one of:
482
 *      Xbox360
483
 *      XboxOne
484
 *      PS3
485
 *      PS4
486
 *      PS5
487
 *      SwitchPro
488
 *
489
 *  This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
490
 */
491
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
492
 
493
/**
494
 *  \brief  A variable containing a list of devices to skip when scanning for game controllers.
495
 *
496
 *  The format of the string is a comma separated list of USB VID/PID pairs
497
 *  in hexadecimal form, e.g.
498
 *
499
 *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
500
 *
501
 *  The variable can also take the form of @file, in which case the named
502
 *  file will be loaded and interpreted as the value of the variable.
503
 */
504
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
505
 
506
/**
507
 *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
508
 *
509
 *  The format of the string is a comma separated list of USB VID/PID pairs
510
 *  in hexadecimal form, e.g.
511
 *
512
 *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
513
 *
514
 *  The variable can also take the form of @file, in which case the named
515
 *  file will be loaded and interpreted as the value of the variable.
516
 */
517
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
518
 
519
/**
520
 *  \brief  If set, game controller face buttons report their values according to their labels instead of their positional layout.
521
 *
522
 *  For example, on Nintendo Switch controllers, normally you'd get:
523
 *
524
 *      (Y)
525
 *  (X)     (B)
526
 *      (A)
527
 *
528
 *  but if this hint is set, you'll get:
529
 *
530
 *      (X)
531
 *  (Y)     (A)
532
 *      (B)
533
 *
534
 *  The variable can be set to the following values:
535
 *    "0"       - Report the face buttons by position, as though they were on an Xbox controller.
536
 *    "1"       - Report the face buttons by label instead of position
537
 *
538
 *  The default value is "1".  This hint may be set at any time.
539
 */
540
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
541
 
542
/**
543
 *  \brief  A variable controlling whether grabbing input grabs the keyboard
544
 *
545
 *  This variable can be set to the following values:
546
 *    "0"       - Grab will affect only the mouse
547
 *    "1"       - Grab will affect mouse and keyboard
548
 *
549
 *  By default SDL will not grab the keyboard so system shortcuts still work.
550
 */
551
#define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
552
 
553
/**
554
 *  \brief  A variable containing a list of devices to ignore in SDL_hid_enumerate()
555
 *
556
 *  For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
557
 *  have the string "0x2563/0x0523,0x28de/0x0000"
558
 */
559
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
560
 
561
/**
562
 *  \brief  A variable controlling whether the idle timer is disabled on iOS.
563
 *
564
 *  When an iOS app does not receive touches for some time, the screen is
565
 *  dimmed automatically. For games where the accelerometer is the only input
566
 *  this is problematic. This functionality can be disabled by setting this
567
 *  hint.
568
 *
569
 *  As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
570
 *  accomplish the same thing on iOS. They should be preferred over this hint.
571
 *
572
 *  This variable can be set to the following values:
573
 *    "0"       - Enable idle timer
574
 *    "1"       - Disable idle timer
575
 */
576
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
577
 
578
/**
579
 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
580
 *
581
 * The variable can be set to the following values:
582
 *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
583
 *               responsibility to render the text from these events and
584
 *               differentiate it somehow from committed text. (default)
585
 *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent,
586
 *               and text that is being composed will be rendered in its own UI.
587
 */
588
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
589
 
590
/**
591
 * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
592
 *
593
 * The variable can be set to the following values:
594
 *   "0"       - Native UI components are not display. (default)
595
 *   "1"       - Native UI components are displayed.
596
 */
597
#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
598
 
599
/**
600
 * \brief A variable to control if extended IME text support is enabled.
601
 * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
602
 * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
603
 *
604
 * The variable can be set to the following values:
605
 *   "0"       - Legacy behavior. Text can be truncated, no heap allocations. (default)
606
 *   "1"       - Modern behavior.
607
 */
608
#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
609
 
610
/**
611
 * \brief  A variable controlling whether the home indicator bar on iPhone X
612
 *         should be hidden.
613
 *
614
 *  This variable can be set to the following values:
615
 *    "0"       - The indicator bar is not hidden (default for windowed applications)
616
 *    "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
617
 *    "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)
618
 */
619
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
620
 
621
/**
622
 *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
623
 *
624
 *  The variable can be set to the following values:
625
 *    "0"       - Disable joystick & gamecontroller input events when the
626
 *                application is in the background.
627
 *    "1"       - Enable joystick & gamecontroller input events when the
628
 *                application is in the background.
629
 *
630
 *  The default value is "0".  This hint may be set at any time.
631
 */
632
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
633
 
634
/**
635
 *  \brief  A variable controlling whether the HIDAPI joystick drivers should be used.
636
 *
637
 *  This variable can be set to the following values:
638
 *    "0"       - HIDAPI drivers are not used
639
 *    "1"       - HIDAPI drivers are used (the default)
640
 *
641
 *  This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
642
 */
643
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
644
 
645
/**
646
 *  \brief  A variable controlling whether the HIDAPI driver for Nintendo GameCube 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_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
655
 
656
/**
657
 *  \brief  A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
658
 *          the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
659
 *          this is useful for applications that need full compatibility for things like ADSR envelopes.
660
 *          Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
661
 *          Rumble is both at any arbitrary value,
662
 *          StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
663
 *
664
 *  This variable can be set to the following values:
665
 *    "0"       - Normal rumble behavior is behavior is used (default)
666
 *    "1"       - Proper GameCube controller rumble behavior is used
667
 *
668
 */
669
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
670
 
671
/**
672
  *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
673
  *
674
  *  This variable can be set to the following values:
675
  *    "0"       - HIDAPI driver is not used
676
  *    "1"       - HIDAPI driver is used
677
  *
678
  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
679
  */
680
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
681
 
682
/**
683
  *  \brief  A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
684
  *
685
  *  This variable can be set to the following values:
686
  *    "0"       - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
687
  *    "1"       - Left and right Joy-Con controllers will be combined into a single controller (the default)
688
  */
689
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
690
 
691
/**
692
  *  \brief  A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
693
  *
694
  *  This variable can be set to the following values:
695
  *    "0"       - Left and right Joy-Con controllers will not be in vertical mode (the default)
696
  *    "1"       - Left and right Joy-Con controllers will be in vertical mode
697
  *
698
  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
699
  */
700
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
701
 
702
/**
703
  *  \brief  A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
704
  *
705
  *  This variable can be set to the following values:
706
  *    "0"       - HIDAPI driver is not used
707
  *    "1"       - HIDAPI driver is used
708
  *
709
  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
710
  */
711
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
712
 
713
/**
714
  *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
715
  *
716
  *  This variable can be set to the following values:
717
  *    "0"       - HIDAPI driver is not used
718
  *    "1"       - HIDAPI driver is used
719
  *
720
  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
721
  */
722
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
723
 
724
/**
725
  *  \brief  A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
726
  *
727
  *  This variable can be set to the following values:
728
  *    "0"       - HIDAPI driver is not used
729
  *    "1"       - HIDAPI driver is used
730
  *
731
  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
732
  */
733
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
734
 
735
/**
736
 *  \brief  A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
737
 *
738
 *  This variable can be set to the following values:
739
 *    "0"       - HIDAPI driver is not used
740
 *    "1"       - HIDAPI driver is used
741
 *
742
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
743
 *
744
 *  It is not possible to use this driver on Windows, due to limitations in the default drivers
745
 *  installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
746
 */
747
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
748
 
749
/**
750
 *  \brief  A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
751
 *
752
 *  This variable can be set to the following values:
753
 *    "0"       - HIDAPI driver is not used
754
 *    "1"       - HIDAPI driver is used
755
 *
756
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
757
 */
758
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
759
 
760
/**
761
 *  \brief  A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
762
 *
763
 *  This variable can be set to the following values:
764
 *    "0"       - extended reports are not enabled (the default)
765
 *    "1"       - extended reports
766
 *
767
 *  Extended input reports allow rumble on Bluetooth PS4 controllers, but
768
 *  break DirectInput handling for applications that don't use SDL.
769
 *
770
 *  Once extended reports are enabled, they can not be disabled without
771
 *  power cycling the controller.
772
 *
773
 *  For compatibility with applications written for versions of SDL prior
774
 *  to the introduction of PS5 controller support, this value will also
775
 *  control the state of extended reports on PS5 controllers when the
776
 *  SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
777
 */
778
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
779
 
780
/**
781
 *  \brief  A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
782
 *
783
 *  This variable can be set to the following values:
784
 *    "0"       - HIDAPI driver is not used
785
 *    "1"       - HIDAPI driver is used
786
 *
787
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
788
 */
789
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
790
 
791
/**
792
 *  \brief  A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
793
 *
794
 *  This variable can be set to the following values:
795
 *    "0"       - player LEDs are not enabled
796
 *    "1"       - player LEDs are enabled (the default)
797
 */
798
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
799
 
800
/**
801
 *  \brief  A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
802
 *
803
 *  This variable can be set to the following values:
804
 *    "0"       - extended reports are not enabled (the default)
805
 *    "1"       - extended reports
806
 *
807
 *  Extended input reports allow rumble on Bluetooth PS5 controllers, but
808
 *  break DirectInput handling for applications that don't use SDL.
809
 *
810
 *  Once extended reports are enabled, they can not be disabled without
811
 *  power cycling the controller.
812
 *
813
 *  For compatibility with applications written for versions of SDL prior
814
 *  to the introduction of PS5 controller support, this value defaults to
815
 *  the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
816
 */
817
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
818
 
819
/**
820
 *  \brief  A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
821
 *
822
 *  This variable can be set to the following values:
823
 *    "0"       - HIDAPI driver is not used
824
 *    "1"       - HIDAPI driver is used
825
 *
826
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
827
 */
828
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
829
 
830
/**
831
 *  \brief  A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
832
 *
833
 *  This variable can be set to the following values:
834
 *    "0"       - HIDAPI driver is not used
835
 *    "1"       - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
836
 *                and may prompt the user for permission on iOS and Android.
837
 *
838
 *  The default is "0"
839
 */
840
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
841
 
842
/**
843
 *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
844
 *
845
 *  This variable can be set to the following values:
846
 *    "0"       - HIDAPI driver is not used
847
 *    "1"       - HIDAPI driver is used
848
 *
849
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
850
 */
851
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
852
 
853
/**
854
 *  \brief  A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
855
 *
856
 *  This variable can be set to the following values:
857
 *    "0"       - home button LED is turned off
858
 *    "1"       - home button LED is turned on
859
 *
860
 *  By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
861
 */
862
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
863
 
864
/**
865
 *  \brief  A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
866
 *
867
 *  This variable can be set to the following values:
868
 *    "0"       - home button LED is turned off
869
 *    "1"       - home button LED is turned on
870
 *
871
 *  By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
872
 */
873
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
874
 
875
/**
876
 *  \brief  A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
877
 *
878
 *  This variable can be set to the following values:
879
 *    "0"       - player LEDs are not enabled
880
 *    "1"       - player LEDs are enabled (the default)
881
 */
882
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
883
 
884
/**
885
 *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
886
 *
887
 *  This variable can be set to the following values:
888
 *    "0"       - HIDAPI driver is not used
889
 *    "1"       - HIDAPI driver is used
890
 *
891
 *  This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
892
 */
893
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
894
 
895
/**
896
 *  \brief  A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
897
 *
898
 *  This variable can be set to the following values:
899
 *    "0"       - player LEDs are not enabled
900
 *    "1"       - player LEDs are enabled (the default)
901
 */
902
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
903
 
904
/**
905
 *  \brief  A variable controlling whether the HIDAPI driver for XBox controllers should be used.
906
 *
907
 *  This variable can be set to the following values:
908
 *    "0"       - HIDAPI driver is not used
909
 *    "1"       - HIDAPI driver is used
910
 *
911
 *  The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
912
 */
913
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"
914
 
915
/**
916
 *  \brief  A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
917
 *
918
 *  This variable can be set to the following values:
919
 *    "0"       - HIDAPI driver is not used
920
 *    "1"       - HIDAPI driver is used
921
 *
922
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
923
 */
924
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360   "SDL_JOYSTICK_HIDAPI_XBOX_360"
925
 
926
/**
927
 *  \brief  A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
928
 *
929
 *  This variable can be set to the following values:
930
 *    "0"       - player LEDs are not enabled
931
 *    "1"       - player LEDs are enabled (the default)
932
 */
933
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
934
 
935
/**
936
 *  \brief  A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
937
 *
938
 *  This variable can be set to the following values:
939
 *    "0"       - HIDAPI driver is not used
940
 *    "1"       - HIDAPI driver is used
941
 *
942
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
943
 */
944
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS   "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
945
 
946
/**
947
 *  \brief  A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
948
 *
949
 *  This variable can be set to the following values:
950
 *    "0"       - HIDAPI driver is not used
951
 *    "1"       - HIDAPI driver is used
952
 *
953
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
954
 */
955
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE   "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
956
 
957
/**
958
 *  \brief  A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
959
 *
960
 *  This variable can be set to the following values:
961
 *    "0"       - home button LED is turned off
962
 *    "1"       - home button LED is turned on
963
 *
964
 *  By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
965
 */
966
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
967
 
968
/**
969
  *  \brief  A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
970
  *
971
  *  This variable can be set to the following values:
972
  *    "0"       - RAWINPUT drivers are not used
973
  *    "1"       - RAWINPUT drivers are used (the default)
974
  */
975
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
976
 
977
/**
978
  *  \brief  A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
979
  *
980
  *  This variable can be set to the following values:
981
  *    "0"       - RAWINPUT driver will only use data from raw input APIs
982
  *    "1"       - RAWINPUT driver will also pull data from XInput, providing
983
  *                better trigger axes, guide button presses, and rumble support
984
  *                for Xbox controllers
985
  *
986
  *  The default is "1".  This hint applies to any joysticks opened after setting the hint.
987
  */
988
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT   "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
989
 
990
/**
991
  *  \brief  A variable controlling whether the ROG Chakram mice should show up as joysticks
992
  *
993
  *  This variable can be set to the following values:
994
  *    "0"       - ROG Chakram mice do not show up as joysticks (the default)
995
  *    "1"       - ROG Chakram mice show up as joysticks
996
  */
997
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
998
 
999
/**
1000
  *  \brief  A variable controlling whether a separate thread should be used
1001
  *          for handling joystick detection and raw input messages on Windows
1002
  *
1003
  *  This variable can be set to the following values:
1004
  *    "0"       - A separate thread is not used (the default)
1005
  *    "1"       - A separate thread is used for handling raw input messages
1006
  *
1007
  */
1008
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
1009
 
1010
/**
1011
  *  \brief  A variable controlling whether Windows.Gaming.Input should be used for controller handling.
1012
  *
1013
  *  This variable can be set to the following values:
1014
  *    "0"       - WGI is not used
1015
  *    "1"       - WGI is used (the default)
1016
  */
1017
#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
1018
 
1019
/**
1020
 * \brief Determines whether SDL enforces that DRM master is required in order
1021
 *        to initialize the KMSDRM video backend.
1022
 *
1023
 * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
1024
 * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
1025
 * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
1026
 * is still able to process input and query attributes of attached displays,
1027
 * but it cannot change display state or draw to the screen directly.
1028
 *
1029
 * In some cases, it can be useful to have the KMSDRM backend even if it cannot
1030
 * be used for rendering. An app may want to use SDL for input processing while
1031
 * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
1032
 * using its own code to render to DRM overlays that SDL doesn't support.
1033
 *
1034
 * This hint must be set before initializing the video subsystem.
1035
 *
1036
 * This variable can be set to the following values:
1037
 *    "0"       - SDL will allow usage of the KMSDRM backend without DRM master
1038
 *    "1"       - SDL Will require DRM master to use the KMSDRM backend (default)
1039
 */
1040
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER      "SDL_KMSDRM_REQUIRE_DRM_MASTER"
1041
 
1042
/**
1043
  *  \brief  A comma separated list of devices to open as joysticks
1044
  *
1045
  *  This variable is currently only used by the Linux joystick driver.
1046
  */
1047
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
1048
 
1049
/**
1050
  *  \brief  A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
1051
  *
1052
  *  This variable can be set to the following values:
1053
  *    "0"       - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
1054
  *    "1"       - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
1055
  */
1056
#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
1057
 
1058
/**
1059
  *  \brief  A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
1060
  *
1061
  *  This variable can be set to the following values:
1062
  *    "0"       - Return digital hat values based on unfiltered input axis values
1063
  *    "1"       - Return digital hat values with deadzones on the input axes taken into account (the default)
1064
  */
1065
#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
1066
 
1067
/**
1068
  *  \brief  A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
1069
  *
1070
  *  This variable can be set to the following values:
1071
  *    "0"       - Use /dev/input/event*
1072
  *    "1"       - Use /dev/input/js*
1073
  *
1074
  *  By default the /dev/input/event* interfaces are used
1075
  */
1076
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
1077
 
1078
/**
1079
  *  \brief  A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
1080
  *
1081
  *  This variable can be set to the following values:
1082
  *    "0"       - Return unfiltered joystick axis values (the default)
1083
  *    "1"       - Return axis values with deadzones taken into account
1084
  */
1085
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
1086
 
1087
/**
1088
*  \brief  When set don't force the SDL app to become a foreground process
1089
*
1090
*  This hint only applies to Mac OS X.
1091
*
1092
*/
1093
#define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
1094
 
1095
/**
1096
 *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
1097
 *
1098
 *  If present, holding ctrl while left clicking will generate a right click
1099
 *  event when on Mac.
1100
 */
1101
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
1102
 
1103
/**
1104
 *  \brief   A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
1105
 *
1106
 *  This variable can be set to the following values:
1107
 *    "0"       - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
1108
 *    "1"       - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
1109
 *
1110
 *  Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
1111
 *  hangs because it's waiting for that background thread, but that background thread is also hanging because it's
1112
 *  waiting for the main thread to do an update, this might fix your issue.
1113
 *
1114
 *  This hint only applies to macOS.
1115
 *
1116
 *  This hint is available since SDL 2.24.0.
1117
 *
1118
 */
1119
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
1120
 
1121
/**
1122
 *  \brief  A variable setting the double click radius, in pixels.
1123
 */
1124
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS    "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
1125
 
1126
/**
1127
 *  \brief  A variable setting the double click time, in milliseconds.
1128
 */
1129
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME    "SDL_MOUSE_DOUBLE_CLICK_TIME"
1130
 
1131
/**
1132
 *  \brief Allow mouse click events when clicking to focus an SDL window
1133
 *
1134
 *  This variable can be set to the following values:
1135
 *    "0"       - Ignore mouse clicks that activate a window
1136
 *    "1"       - Generate events for mouse clicks that activate a window
1137
 *
1138
 *  By default SDL will ignore mouse clicks that activate a window
1139
 */
1140
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
1141
 
1142
/**
1143
 *  \brief  A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
1144
 */
1145
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
1146
 
1147
/**
1148
 *  \brief  A variable controlling whether relative mouse mode constrains the mouse to the center of the window
1149
 *
1150
 *  This variable can be set to the following values:
1151
 *    "0"       - Relative mouse mode constrains the mouse to the window
1152
 *    "1"       - Relative mouse mode constrains the mouse to the center of the window
1153
 *
1154
 *  Constraining to the center of the window works better for FPS games and when the
1155
 *  application is running over RDP. Constraining to the whole window works better
1156
 *  for 2D games and increases the chance that the mouse will be in the correct
1157
 *  position when using high DPI mice.
1158
 *
1159
 *  By default SDL will constrain the mouse to the center of the window
1160
 */
1161
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER    "SDL_MOUSE_RELATIVE_MODE_CENTER"
1162
 
1163
/**
1164
 *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
1165
 *
1166
 *  This variable can be set to the following values:
1167
 *    "0"       - Relative mouse mode uses raw input
1168
 *    "1"       - Relative mouse mode uses mouse warping
1169
 *
1170
 *  By default SDL will use raw input for relative mouse mode
1171
 */
1172
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
1173
 
1174
/**
1175
 *  \brief  A variable controlling whether relative mouse motion is affected by renderer scaling
1176
 *
1177
 *  This variable can be set to the following values:
1178
 *    "0"       - Relative motion is unaffected by DPI or renderer's logical size
1179
 *    "1"       - Relative motion is scaled according to DPI scaling and logical size
1180
 *
1181
 *  By default relative mouse deltas are affected by DPI and renderer scaling
1182
 */
1183
#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
1184
 
1185
/**
1186
 *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
1187
 */
1188
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
1189
 
1190
/**
1191
 *  \brief  A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
1192
 *
1193
 *  This variable can be set to the following values:
1194
 *    "0"       - Relative mouse motion will be unscaled (the default)
1195
 *    "1"       - Relative mouse motion will be scaled using the system mouse acceleration curve.
1196
 *
1197
 *    If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
1198
 */
1199
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE    "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
1200
 
1201
/**
1202
 *  \brief  A variable controlling whether a motion event should be generated for mouse warping in relative mode.
1203
 *
1204
 *  This variable can be set to the following values:
1205
 *    "0"       - Warping the mouse will not generate a motion event in relative mode
1206
 *    "1"       - Warping the mouse will generate a motion event in relative mode
1207
 *
1208
 *  By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
1209
 */
1210
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION  "SDL_MOUSE_RELATIVE_WARP_MOTION"
1211
 
1212
/**
1213
 *  \brief  A variable controlling whether mouse events should generate synthetic touch events
1214
 *
1215
 *  This variable can be set to the following values:
1216
 *    "0"       - Mouse events will not generate touch events (default for desktop platforms)
1217
 *    "1"       - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
1218
 */
1219
#define SDL_HINT_MOUSE_TOUCH_EVENTS    "SDL_MOUSE_TOUCH_EVENTS"
1220
 
1221
/**
1222
 *  \brief  A variable controlling whether the mouse is captured while mouse buttons are pressed
1223
 *
1224
 *  This variable can be set to the following values:
1225
 *    "0"       - The mouse is not captured while mouse buttons are pressed
1226
 *    "1"       - The mouse is captured while mouse buttons are pressed
1227
 *
1228
 *  By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
1229
 *  outside the window, the application continues to receive mouse events until the button is
1230
 *  released.
1231
 */
1232
#define SDL_HINT_MOUSE_AUTO_CAPTURE    "SDL_MOUSE_AUTO_CAPTURE"
1233
 
1234
/**
1235
 *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
1236
 *
1237
 * This hint only applies to Unix-like platforms, and should set before
1238
 * any calls to SDL_Init()
1239
 *
1240
 * The variable can be set to the following values:
1241
 *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
1242
 *               catches a signal, convert it into an SDL_QUIT event.
1243
 *   "1"       - SDL will not install a signal handler at all.
1244
 */
1245
#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
1246
 
1247
/**
1248
 *  \brief  A variable controlling what driver to use for OpenGL ES contexts.
1249
 *
1250
 *  On some platforms, currently Windows and X11, OpenGL drivers may support
1251
 *  creating contexts with an OpenGL ES profile. By default SDL uses these
1252
 *  profiles, when available, otherwise it attempts to load an OpenGL ES
1253
 *  library, e.g. that provided by the ANGLE project. This variable controls
1254
 *  whether SDL follows this default behaviour or will always load an
1255
 *  OpenGL ES library.
1256
 *
1257
 *  Circumstances where this is useful include
1258
 *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
1259
 *    or emulator, e.g. those from ARM, Imagination or Qualcomm.
1260
 *  - Resolving OpenGL ES function addresses at link time by linking with
1261
 *    the OpenGL ES library instead of querying them at run time with
1262
 *    SDL_GL_GetProcAddress().
1263
 *
1264
 *  Caution: for an application to work with the default behaviour across
1265
 *  different OpenGL drivers it must query the OpenGL ES function
1266
 *  addresses at run time using SDL_GL_GetProcAddress().
1267
 *
1268
 *  This variable is ignored on most platforms because OpenGL ES is native
1269
 *  or not supported.
1270
 *
1271
 *  This variable can be set to the following values:
1272
 *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.)
1273
 *    "1"       - Load OpenGL ES library using the default library names.
1274
 *
1275
 */
1276
#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
1277
 
1278
/**
1279
 *  \brief  A variable controlling which orientations are allowed on iOS/Android.
1280
 *
1281
 *  In some circumstances it is necessary to be able to explicitly control
1282
 *  which UI orientations are allowed.
1283
 *
1284
 *  This variable is a space delimited list of the following values:
1285
 *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
1286
 */
1287
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
1288
 
1289
/**
1290
 *  \brief  A variable controlling the use of a sentinel event when polling the event queue
1291
 *
1292
 *  This variable can be set to the following values:
1293
 *    "0"       - Disable poll sentinels
1294
 *    "1"       - Enable poll sentinels
1295
 *
1296
 *  When polling for events, SDL_PumpEvents is used to gather new events from devices.
1297
 *  If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
1298
 *  become stuck until the new events stop.
1299
 *  This is most noticeable when moving a high frequency mouse.
1300
 *
1301
 *  By default, poll sentinels are enabled.
1302
 */
1303
#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
1304
 
1305
/**
1306
 *  \brief Override for SDL_GetPreferredLocales()
1307
 *
1308
 *  If set, this will be favored over anything the OS might report for the
1309
 *  user's preferred locales. Changing this hint at runtime will not generate
1310
 *  a SDL_LOCALECHANGED event (but if you can change the hint, you can push
1311
 *  your own event, if you want).
1312
 *
1313
 *  The format of this hint is a comma-separated list of language and locale,
1314
 *  combined with an underscore, as is a common format: "en_GB". Locale is
1315
 *  optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
1316
 */
1317
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
1318
 
1319
/**
1320
 *  \brief  A variable describing the content orientation on QtWayland-based platforms.
1321
 *
1322
 *  On QtWayland platforms, windows are rotated client-side to allow for custom
1323
 *  transitions. In order to correctly position overlays (e.g. volume bar) and
1324
 *  gestures (e.g. events view, close/minimize gestures), the system needs to
1325
 *  know in which orientation the application is currently drawing its contents.
1326
 *
1327
 *  This does not cause the window to be rotated or resized, the application
1328
 *  needs to take care of drawing the content in the right orientation (the
1329
 *  framebuffer is always in portrait mode).
1330
 *
1331
 *  This variable can be one of the following values:
1332
 *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
1333
 *
1334
 *  Since SDL 2.0.22 this variable accepts a comma-separated list of values above.
1335
 */
1336
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
1337
 
1338
/**
1339
 *  \brief  Flags to set on QtWayland windows to integrate with the native window manager.
1340
 *
1341
 *  On QtWayland platforms, this hint controls the flags to set on the windows.
1342
 *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
1343
 *
1344
 *  This variable is a space-separated list of the following values (empty = no flags):
1345
 *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
1346
 */
1347
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
1348
 
1349
/**
1350
 *  \brief  A variable controlling whether the 2D render API is compatible or efficient.
1351
 *
1352
 *  This variable can be set to the following values:
1353
 *
1354
 *    "0"     - Don't use batching to make rendering more efficient.
1355
 *    "1"     - Use batching, but might cause problems if app makes its own direct OpenGL calls.
1356
 *
1357
 *  Up to SDL 2.0.9, the render API would draw immediately when requested. Now
1358
 *  it batches up draw requests and sends them all to the GPU only when forced
1359
 *  to (during SDL_RenderPresent, when changing render targets, by updating a
1360
 *  texture that the batch needs, etc). This is significantly more efficient,
1361
 *  but it can cause problems for apps that expect to render on top of the
1362
 *  render API's output. As such, SDL will disable batching if a specific
1363
 *  render backend is requested (since this might indicate that the app is
1364
 *  planning to use the underlying graphics API directly). This hint can
1365
 *  be used to explicitly request batching in this instance. It is a contract
1366
 *  that you will either never use the underlying graphics API directly, or
1367
 *  if you do, you will call SDL_RenderFlush() before you do so any current
1368
 *  batch goes to the GPU before your work begins. Not following this contract
1369
 *  will result in undefined behavior.
1370
 */
1371
#define SDL_HINT_RENDER_BATCHING  "SDL_RENDER_BATCHING"
1372
 
1373
/**
1374
 *  \brief  A variable controlling how the 2D render API renders lines
1375
 *
1376
 *  This variable can be set to the following values:
1377
 *    "0"     - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
1378
 *    "1"     - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
1379
 *    "2"     - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
1380
 *    "3"     - Use the driver geometry API (correct, draws thicker diagonal lines)
1381
 *
1382
 *  This variable should be set when the renderer is created.
1383
 */
1384
#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
1385
 
1386
/**
1387
 *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
1388
 *
1389
 *  This variable does not have any effect on the Direct3D 9 based renderer.
1390
 *
1391
 *  This variable can be set to the following values:
1392
 *    "0"       - Disable Debug Layer use
1393
 *    "1"       - Enable Debug Layer use
1394
 *
1395
 *  By default, SDL does not use Direct3D Debug Layer.
1396
 */
1397
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
1398
 
1399
/**
1400
 *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
1401
 *
1402
 *  This variable can be set to the following values:
1403
 *    "0"       - Thread-safety is not enabled (faster)
1404
 *    "1"       - Thread-safety is enabled
1405
 *
1406
 *  By default the Direct3D device is created with thread-safety disabled.
1407
 */
1408
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
1409
 
1410
/**
1411
 *  \brief  A variable specifying which render driver to use.
1412
 *
1413
 *  If the application doesn't pick a specific renderer to use, this variable
1414
 *  specifies the name of the preferred renderer.  If the preferred renderer
1415
 *  can't be initialized, the normal default renderer is used.
1416
 *
1417
 *  This variable is case insensitive and can be set to the following values:
1418
 *    "direct3d"
1419
 *    "direct3d11"
1420
 *    "direct3d12"
1421
 *    "opengl"
1422
 *    "opengles2"
1423
 *    "opengles"
1424
 *    "metal"
1425
 *    "software"
1426
 *
1427
 *  The default varies by platform, but it's the first one in the list that
1428
 *  is available on the current platform.
1429
 */
1430
#define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
1431
 
1432
/**
1433
 *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
1434
 *
1435
 *  This variable can be set to the following values:
1436
 *    "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
1437
 *    "1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
1438
 *
1439
 *  By default letterbox is used
1440
 */
1441
#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
1442
 
1443
/**
1444
 *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
1445
 *
1446
 *  This variable can be set to the following values:
1447
 *    "0"       - Disable shaders
1448
 *    "1"       - Enable shaders
1449
 *
1450
 *  By default shaders are used if OpenGL supports them.
1451
 */
1452
#define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
1453
 
1454
/**
1455
 *  \brief  A variable controlling the scaling quality
1456
 *
1457
 *  This variable can be set to the following values:
1458
 *    "0" or "nearest" - Nearest pixel sampling
1459
 *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
1460
 *    "2" or "best"    - Currently this is the same as "linear"
1461
 *
1462
 *  By default nearest pixel sampling is used
1463
 */
1464
#define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
1465
 
1466
/**
1467
 *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
1468
 *
1469
 *  This variable can be set to the following values:
1470
 *    "0"       - Disable vsync
1471
 *    "1"       - Enable vsync
1472
 *
1473
 *  By default SDL does not sync screen surface updates with vertical refresh.
1474
 */
1475
#define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
1476
 
1477
/**
1478
 *  \brief  A variable controlling whether the Metal render driver select low power device over default one
1479
 *
1480
 *  This variable can be set to the following values:
1481
 *    "0"       - Use the prefered OS device
1482
 *    "1"       - Select a low power one
1483
 *
1484
 *  By default the prefered OS device is used.
1485
 */
1486
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
1487
 
1488
/**
1489
 *  \brief  A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
1490
 *
1491
 *  This variable can be set to the following values:
1492
 *    "0"       - It will be using VSYNC as defined in the main flag. Default
1493
 *    "1"       - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
1494
 *
1495
 *  By default SDL does not enable the automatic VSYNC
1496
 */
1497
#define SDL_HINT_PS2_DYNAMIC_VSYNC    "SDL_PS2_DYNAMIC_VSYNC"
1498
 
1499
/**
1500
 * \brief A variable to control whether the return key on the soft keyboard
1501
 *        should hide the soft keyboard on Android and iOS.
1502
 *
1503
 * The variable can be set to the following values:
1504
 *   "0"       - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
1505
 *   "1"       - The return key will hide the keyboard.
1506
 *
1507
 * The value of this hint is used at runtime, so it can be changed at any time.
1508
 */
1509
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
1510
 
1511
/**
1512
 * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
1513
 *
1514
 * Also known as Z-order. The variable can take a negative or positive value.
1515
 * The default is 10000.
1516
 */
1517
#define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
1518
 
1519
/**
1520
 *  \brief Specify an "activity name" for screensaver inhibition.
1521
 *
1522
 * Some platforms, notably Linux desktops, list the applications which are
1523
 * inhibiting the screensaver or other power-saving features.
1524
 *
1525
 * This hint lets you specify the "activity name" sent to the OS when
1526
 * SDL_DisableScreenSaver() is used (or the screensaver is automatically
1527
 * disabled). The contents of this hint are used when the screensaver is
1528
 * disabled. You should use a string that describes what your program is doing
1529
 * (and, therefore, why the screensaver is disabled).  For example, "Playing a
1530
 * game" or "Watching a video".
1531
 *
1532
 * Setting this to "" or leaving it unset will have SDL use a reasonable
1533
 * default: "Playing a game" or something similar.
1534
 *
1535
 * On targets where this is not supported, this hint does nothing.
1536
 */
1537
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
1538
 
1539
/**
1540
 *  \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
1541
 *
1542
 *  On some platforms, like Linux, a realtime priority thread may be subject to restrictions
1543
 *  that require special handling by the application. This hint exists to let SDL know that
1544
 *  the app is prepared to handle said restrictions.
1545
 *
1546
 *  On Linux, SDL will apply the following configuration to any thread that becomes realtime:
1547
 *   * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
1548
 *   * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
1549
 *     * Exceeding this limit will result in the kernel sending SIGKILL to the app,
1550
 *     * Refer to the man pages for more information.
1551
 *
1552
 *  This variable can be set to the following values:
1553
 *    "0"       - default platform specific behaviour
1554
 *    "1"       - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
1555
 */
1556
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
1557
 
1558
/**
1559
*  \brief  A string specifying additional information to use with SDL_SetThreadPriority.
1560
*
1561
*  By default SDL_SetThreadPriority will make appropriate system changes in order to
1562
*  apply a thread priority.  For example on systems using pthreads the scheduler policy
1563
*  is changed automatically to a policy that works well with a given priority.
1564
*  Code which has specific requirements can override SDL's default behavior with this hint.
1565
*
1566
*  pthread hint values are "current", "other", "fifo" and "rr".
1567
*  Currently no other platform hint values are defined but may be in the future.
1568
*
1569
*  \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
1570
*  configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
1571
*  after calling SDL_SetThreadPriority().
1572
*/
1573
#define SDL_HINT_THREAD_PRIORITY_POLICY         "SDL_THREAD_PRIORITY_POLICY"
1574
 
1575
/**
1576
*  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
1577
*
1578
*  Use this hint in case you need to set SDL's threads stack size to other than the default.
1579
*  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
1580
*  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
1581
*  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
1582
*
1583
*  Instead of this hint, in 2.0.9 and later, you can use
1584
*  SDL_CreateThreadWithStackSize(). This hint only works with the classic
1585
*  SDL_CreateThread().
1586
*/
1587
#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
1588
 
1589
/**
1590
 *  \brief A variable that controls the timer resolution, in milliseconds.
1591
 *
1592
 *  The higher resolution the timer, the more frequently the CPU services
1593
 *  timer interrupts, and the more precise delays are, but this takes up
1594
 *  power and CPU time.  This hint is only used on Windows.
1595
 *
1596
 *  See this blog post for more information:
1597
 *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
1598
 *
1599
 *  If this variable is set to "0", the system timer resolution is not set.
1600
 *
1601
 *  The default value is "1". This hint may be set at any time.
1602
 */
1603
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
1604
 
1605
/**
1606
 *  \brief  A variable controlling whether touch events should generate synthetic mouse events
1607
 *
1608
 *  This variable can be set to the following values:
1609
 *    "0"       - Touch events will not generate mouse events
1610
 *    "1"       - Touch events will generate mouse events
1611
 *
1612
 *  By default SDL will generate mouse events for touch events
1613
 */
1614
#define SDL_HINT_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS"
1615
 
1616
/**
1617
 *  \brief  A variable controlling which touchpad should generate synthetic mouse events
1618
 *
1619
 *  This variable can be set to the following values:
1620
 *    "0"       - Only front touchpad should generate mouse events. Default
1621
 *    "1"       - Only back touchpad should generate mouse events.
1622
 *    "2"       - Both touchpads should generate mouse events.
1623
 *
1624
 *  By default SDL will generate mouse events for all touch devices
1625
 */
1626
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE    "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
1627
 
1628
/**
1629
 *  \brief  A variable controlling whether the Android / tvOS remotes
1630
 *  should be listed as joystick devices, instead of sending keyboard events.
1631
 *
1632
 *  This variable can be set to the following values:
1633
 *    "0"       - Remotes send enter/escape/arrow key events
1634
 *    "1"       - Remotes are available as 2 axis, 2 button joysticks (the default).
1635
 */
1636
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
1637
 
1638
/**
1639
 *  \brief  A variable controlling whether the screensaver is enabled.
1640
 *
1641
 *  This variable can be set to the following values:
1642
 *    "0"       - Disable screensaver
1643
 *    "1"       - Enable screensaver
1644
 *
1645
 *  By default SDL will disable the screensaver.
1646
 */
1647
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
1648
 
1649
/**
1650
 * \brief Tell the video driver that we only want a double buffer.
1651
 *
1652
 * By default, most lowlevel 2D APIs will use a triple buffer scheme that
1653
 * wastes no CPU time on waiting for vsync after issuing a flip, but
1654
 * introduces a frame of latency. On the other hand, using a double buffer
1655
 * scheme instead is recommended for cases where low latency is an important
1656
 * factor because we save a whole frame of latency.
1657
 * We do so by waiting for vsync immediately after issuing a flip, usually just
1658
 * after eglSwapBuffers call in the backend's *_SwapWindow function.
1659
 *
1660
 * Since it's driver-specific, it's only supported where possible and
1661
 * implemented. Currently supported the following drivers:
1662
 *
1663
 * - KMSDRM (kmsdrm)
1664
 * - Raspberry Pi (raspberrypi)
1665
 */
1666
#define SDL_HINT_VIDEO_DOUBLE_BUFFER      "SDL_VIDEO_DOUBLE_BUFFER"
1667
 
1668
/**
1669
 * \brief A variable controlling whether the EGL window is allowed to be
1670
 * composited as transparent, rather than opaque.
1671
 *
1672
 * Most window systems will always render windows opaque, even if the surface
1673
 * format has an alpha channel. This is not always true, however, so by default
1674
 * SDL will try to enforce opaque composition. To override this behavior, you
1675
 * can set this hint to "1".
1676
 */
1677
#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
1678
 
1679
/**
1680
 * \brief A variable controlling whether the graphics context is externally managed.
1681
 *
1682
 * This variable can be set to the following values:
1683
 *  "0"         - SDL will manage graphics contexts that are attached to windows.
1684
 *  "1"         - Disable graphics context management on windows.
1685
 *
1686
 * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
1687
 * context will be automatically saved and restored when pausing the application. Additionally, some
1688
 * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
1689
 * behavior, which is desireable when the application manages the graphics context, such as
1690
 * an externally managed OpenGL context or attaching a Vulkan surface to the window.
1691
 */
1692
#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT    "SDL_VIDEO_EXTERNAL_CONTEXT"
1693
 
1694
/**
1695
 *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
1696
 */
1697
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
1698
 
1699
/**
1700
 *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
1701
 *
1702
 *  This hint only applies to Mac OS X.
1703
 *
1704
 *  The variable can be set to the following values:
1705
 *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
1706
 *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
1707
 *                button on their titlebars).
1708
 *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
1709
 *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
1710
 *                button on their titlebars).
1711
 *
1712
 *  The default value is "1". This hint must be set before any windows are created.
1713
 */
1714
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
1715
 
1716
/**
1717
 *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
1718
 *  \warning  Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
1719
 *            seeing if "true" causes more problems than it solves in modern times.
1720
 *
1721
 */
1722
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
1723
 
1724
/**
1725
 *  \brief  A variable controlling whether the libdecor Wayland backend is allowed to be used.
1726
 *
1727
 *  This variable can be set to the following values:
1728
 *    "0"       - libdecor use is disabled.
1729
 *    "1"       - libdecor use is enabled (default).
1730
 *
1731
 *  libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1732
 */
1733
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
1734
 
1735
/**
1736
 *  \brief  A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
1737
 *
1738
 *  When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
1739
 *  available. (Note that, by default, libdecor will use xdg-decoration itself if available).
1740
 *
1741
 *  This variable can be set to the following values:
1742
 *    "0"       - libdecor is enabled only if server-side decorations are unavailable.
1743
 *    "1"       - libdecor is always enabled if available.
1744
 *
1745
 *  libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1746
 */
1747
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
1748
 
1749
/**
1750
 *  \brief  A variable controlling whether video mode emulation is enabled under Wayland.
1751
 *
1752
 *  When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
1753
 *  If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
1754
 *  desktop, the native display resolution.
1755
 *
1756
 *  This variable can be set to the following values:
1757
 *    "0"       - Video mode emulation is disabled.
1758
 *    "1"       - Video mode emulation is enabled.
1759
 *
1760
 *  By default video mode emulation is enabled.
1761
 */
1762
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
1763
 
1764
/**
1765
 *  \brief  Enable or disable mouse pointer warp emulation, needed by some older games.
1766
 *
1767
 *  When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
1768
 *  This is required for some older games (such as Source engine games), which warp the
1769
 *  mouse to the centre of the screen rather than using relative mouse motion. Note that
1770
 *  relative mouse mode may have different mouse acceleration behaviour than pointer warps.
1771
 *
1772
 *  This variable can be set to the following values:
1773
 *    "0"       - All mouse warps fail, as mouse warping is not available under wayland.
1774
 *    "1"       - Some mouse warps will be emulated by forcing relative mouse mode.
1775
 *
1776
 *  If not set, this is automatically enabled unless an application uses relative mouse
1777
 *  mode directly.
1778
 */
1779
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
1780
 
1781
/**
1782
*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
1783
*
1784
*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
1785
*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
1786
*  created SDL_Window:
1787
*
1788
*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
1789
*  needed for example when sharing an OpenGL context across multiple windows.
1790
*
1791
*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
1792
*  OpenGL rendering.
1793
*
1794
*  This variable can be set to the following values:
1795
*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
1796
*    share a pixel format with.
1797
*/
1798
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
1799
 
1800
/**
1801
 *  \brief  When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
1802
 *
1803
 * This variable can be set to the following values:
1804
 * "0" - Don't add any graphics flags to the SDL_WindowFlags
1805
 * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
1806
 *
1807
 * By default SDL will not make the foreign window compatible with OpenGL.
1808
 */
1809
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
1810
 
1811
/**
1812
 *  \brief  When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
1813
 *
1814
 * This variable can be set to the following values:
1815
 * "0" - Don't add any graphics flags to the SDL_WindowFlags
1816
 * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
1817
 *
1818
 * By default SDL will not make the foreign window compatible with Vulkan.
1819
 */
1820
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
1821
 
1822
/**
1823
*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
1824
*
1825
*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
1826
*  can use two different sets of binaries, those compiled by the user from source
1827
*  or those provided by the Chrome browser. In the later case, these binaries require
1828
*  that SDL loads a DLL providing the shader compiler.
1829
*
1830
*  This variable can be set to the following values:
1831
*    "d3dcompiler_46.dll" - default, best for Vista or later.
1832
*    "d3dcompiler_43.dll" - for XP support.
1833
*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
1834
*
1835
*/
1836
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
1837
 
1838
/**
1839
 * \brief A variable controlling whether X11 should use GLX or EGL by default
1840
 *
1841
 * This variable can be set to the following values:
1842
 * "0" - Use GLX
1843
 * "1" - Use EGL
1844
 *
1845
 * By default SDL will use GLX when both are present.
1846
 */
1847
#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
1848
 
1849
/**
1850
 * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
1851
 *
1852
 * This variable can be set to the following values:
1853
 * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
1854
 * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
1855
 *
1856
 * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
1857
 *
1858
 */
1859
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
1860
 
1861
/**
1862
 *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
1863
 *
1864
 *  This variable can be set to the following values:
1865
 *    "0"       - Disable _NET_WM_PING
1866
 *    "1"       - Enable _NET_WM_PING
1867
 *
1868
 *  By default SDL will use _NET_WM_PING, but for applications that know they
1869
 *  will not always be able to respond to ping requests in a timely manner they can
1870
 *  turn it off to avoid the window manager thinking the app is hung.
1871
 *  The hint is checked in CreateWindow.
1872
 */
1873
#define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
1874
 
1875
/**
1876
 *  \brief  A variable forcing the visual ID chosen for new X11 windows
1877
 *
1878
 */
1879
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID      "SDL_VIDEO_X11_WINDOW_VISUALID"
1880
 
1881
/**
1882
 *  \brief  A no-longer-used variable controlling whether the X11 Xinerama extension should be used.
1883
 *
1884
 * Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11.
1885
 *  Now SDL never uses Xinerama, and does not check for this hint at all.
1886
 *  The preprocessor define is left here for source compatibility.
1887
 */
1888
#define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
1889
 
1890
/**
1891
 *  \brief  A variable controlling whether the X11 XRandR extension should be used.
1892
 *
1893
 *  This variable can be set to the following values:
1894
 *    "0"       - Disable XRandR
1895
 *    "1"       - Enable XRandR
1896
 *
1897
 *  By default SDL will use XRandR.
1898
 */
1899
#define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
1900
 
1901
/**
1902
 *  \brief  A no-longer-used variable controlling whether the X11 VidMode extension should be used.
1903
 *
1904
 * Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11.
1905
 *  Now SDL never uses XVidMode, and does not check for this hint at all.
1906
 *  The preprocessor define is left here for source compatibility.
1907
 */
1908
#define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
1909
 
1910
/**
1911
 *  \brief  Controls how the fact chunk affects the loading of a WAVE file.
1912
 *
1913
 *  The fact chunk stores information about the number of samples of a WAVE
1914
 *  file. The Standards Update from Microsoft notes that this value can be used
1915
 *  to 'determine the length of the data in seconds'. This is especially useful
1916
 *  for compressed formats (for which this is a mandatory chunk) if they produce
1917
 *  multiple sample frames per block and truncating the block is not allowed.
1918
 *  The fact chunk can exactly specify how many sample frames there should be
1919
 *  in this case.
1920
 *
1921
 *  Unfortunately, most application seem to ignore the fact chunk and so SDL
1922
 *  ignores it by default as well.
1923
 *
1924
 *  This variable can be set to the following values:
1925
 *
1926
 *    "truncate"    - Use the number of samples to truncate the wave data if
1927
 *                    the fact chunk is present and valid
1928
 *    "strict"      - Like "truncate", but raise an error if the fact chunk
1929
 *                    is invalid, not present for non-PCM formats, or if the
1930
 *                    data chunk doesn't have that many samples
1931
 *    "ignorezero"  - Like "truncate", but ignore fact chunk if the number of
1932
 *                    samples is zero
1933
 *    "ignore"      - Ignore fact chunk entirely (default)
1934
 */
1935
#define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"
1936
 
1937
/**
1938
 *  \brief  Controls how the size of the RIFF chunk affects the loading of a WAVE file.
1939
 *
1940
 *  The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
1941
 *  file) is not always reliable. In case the size is wrong, it's possible to
1942
 *  just ignore it and step through the chunks until a fixed limit is reached.
1943
 *
1944
 *  Note that files that have trailing data unrelated to the WAVE file or
1945
 *  corrupt files may slow down the loading process without a reliable boundary.
1946
 *  By default, SDL stops after 10000 chunks to prevent wasting time. Use the
1947
 *  environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
1948
 *
1949
 *  This variable can be set to the following values:
1950
 *
1951
 *    "force"        - Always use the RIFF chunk size as a boundary for the chunk search
1952
 *    "ignorezero"   - Like "force", but a zero size searches up to 4 GiB (default)
1953
 *    "ignore"       - Ignore the RIFF chunk size and always search up to 4 GiB
1954
 *    "maximum"      - Search for chunks until the end of file (not recommended)
1955
 */
1956
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"
1957
 
1958
/**
1959
 *  \brief  Controls how a truncated WAVE file is handled.
1960
 *
1961
 *  A WAVE file is considered truncated if any of the chunks are incomplete or
1962
 *  the data chunk size is not a multiple of the block size. By default, SDL
1963
 *  decodes until the first incomplete block, as most applications seem to do.
1964
 *
1965
 *  This variable can be set to the following values:
1966
 *
1967
 *    "verystrict" - Raise an error if the file is truncated
1968
 *    "strict"     - Like "verystrict", but the size of the RIFF chunk is ignored
1969
 *    "dropframe"  - Decode until the first incomplete sample frame
1970
 *    "dropblock"  - Decode until the first incomplete block (default)
1971
 */
1972
#define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"
1973
 
1974
/**
1975
 * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
1976
 *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a
1977
 *        thread's name, but it tends to cause problems with other debuggers,
1978
 *        and the .NET runtime. Note that SDL 2.0.6 and later will still use
1979
 *        the (safer) SetThreadDescription API, introduced in the Windows 10
1980
 *        Creators Update, if available.
1981
 *
1982
 * The variable can be set to the following values:
1983
 *   "0"       - SDL will raise the 0x406D1388 Exception to name threads.
1984
 *               This is the default behavior of SDL <= 2.0.4.
1985
 *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default)
1986
 *               This is necessary with .NET languages or debuggers that aren't Visual Studio.
1987
 */
1988
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
1989
 
1990
/**
1991
 *  \brief Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
1992
 *
1993
 *  If the mnemonics are enabled, then menus can be opened by pressing the Alt
1994
 *  key and the corresponding mnemonic (for example, Alt+F opens the File menu).
1995
 *  However, in case an invalid mnemonic is pressed, Windows makes an audible
1996
 *  beep to convey that nothing happened. This is true even if the window has
1997
 *  no menu at all!
1998
 *
1999
 *  Because most SDL applications don't have menus, and some want to use the Alt
2000
 *  key for other purposes, SDL disables mnemonics (and the beeping) by default.
2001
 *
2002
 *  Note: This also affects keyboard events: with mnemonics enabled, when a
2003
 *  menu is opened from the keyboard, you will not receive a KEYUP event for
2004
 *  the mnemonic key, and *might* not receive one for Alt.
2005
 *
2006
 *  This variable can be set to the following values:
2007
 *    "0"       - Alt+mnemonic does nothing, no beeping. (default)
2008
 *    "1"       - Alt+mnemonic opens menus, invalid mnemonics produce a beep.
2009
 */
2010
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
2011
 
2012
/**
2013
 *  \brief  A variable controlling whether the windows message loop is processed by SDL
2014
 *
2015
 *  This variable can be set to the following values:
2016
 *    "0"       - The window message loop is not run
2017
 *    "1"       - The window message loop is processed in SDL_PumpEvents()
2018
 *
2019
 *  By default SDL will process the windows message loop
2020
 */
2021
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
2022
 
2023
/**
2024
 * \brief Force SDL to use Critical Sections for mutexes on Windows.
2025
 *        On Windows 7 and newer, Slim Reader/Writer Locks are available.
2026
 *        They offer better performance, allocate no kernel ressources and
2027
 *        use less memory. SDL will fall back to Critical Sections on older
2028
 *        OS versions or if forced to by this hint.
2029
 *
2030
 *  This variable can be set to the following values:
2031
 *    "0"       - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
2032
 *    "1"       - Force the use of Critical Sections in all cases.
2033
 *
2034
 */
2035
#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
2036
 
2037
/**
2038
 * \brief Force SDL to use Kernel Semaphores on Windows.
2039
 *        Kernel Semaphores are inter-process and require a context
2040
 *        switch on every interaction. On Windows 8 and newer, the
2041
 *        WaitOnAddress API is available. Using that and atomics to
2042
 *        implement semaphores increases performance.
2043
 *        SDL will fall back to Kernel Objects on older OS versions
2044
 *        or if forced to by this hint.
2045
 *
2046
 *  This variable can be set to the following values:
2047
 *    "0"       - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
2048
 *    "1"       - Force the use of Kernel Objects in all cases.
2049
 *
2050
 */
2051
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
2052
 
2053
/**
2054
 * \brief A variable to specify custom icon resource id from RC file on Windows platform
2055
 */
2056
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON"
2057
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
2058
 
2059
/**
2060
 *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
2061
 *
2062
 * The variable can be set to the following values:
2063
 *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
2064
 *   "1"       - SDL will only do normal key handling for Alt+F4.
2065
 */
2066
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
2067
 
2068
/**
2069
 * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
2070
 *        Direct3D 9Ex contains changes to state management that can eliminate device
2071
 *        loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
2072
 *        some changes to your application to cope with the new behavior, so this
2073
 *        is disabled by default.
2074
 *
2075
 *  This hint must be set before initializing the video subsystem.
2076
 *
2077
 *  For more information on Direct3D 9Ex, see:
2078
 *    - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
2079
 *    - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
2080
 *
2081
 *  This variable can be set to the following values:
2082
 *    "0"       - Use the original Direct3D 9 API (default)
2083
 *    "1"       - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
2084
 *
2085
 */
2086
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
2087
 
2088
/**
2089
 * \brief Controls whether SDL will declare the process to be DPI aware.
2090
 *
2091
 *  This hint must be set before initializing the video subsystem.
2092
 *
2093
 *  The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
2094
 *  a DPI scale factor.
2095
 *
2096
 *  This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
2097
 *  and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
2098
 *  even on high-DPI displays.
2099
 *
2100
 *  For more information, see:
2101
 *  https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
2102
 *
2103
 *  This variable can be set to the following values:
2104
 *    ""             - Do not change the DPI awareness (default).
2105
 *    "unaware"      - Declare the process as DPI unaware. (Windows 8.1 and later).
2106
 *    "system"       - Request system DPI awareness. (Vista and later).
2107
 *    "permonitor"   - Request per-monitor DPI awareness. (Windows 8.1 and later).
2108
 *    "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
2109
 *                     The most visible difference from "permonitor" is that window title bar will be scaled
2110
 *                     to the visually correct size when dragging between monitors with different scale factors.
2111
 *                     This is the preferred DPI awareness level.
2112
 *
2113
 * If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
2114
 * available match.
2115
 */
2116
#define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
2117
 
2118
/**
2119
 * \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
2120
 *
2121
 *  This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
2122
 *  This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
2123
 *
2124
 *  e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
2125
 *  will create a window with an 800x600 client area (in pixels).
2126
 *
2127
 *  Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
2128
 *  and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
2129
 *
2130
 *  This variable can be set to the following values:
2131
 *    "0"       - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
2132
 *                between monitors with different scale factors (unless this is performed by
2133
 *                Windows itself, which is the case when the process is DPI unaware).
2134
 *    "1"       - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
2135
 *                displays with non-100% scale factors.
2136
 */
2137
#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
2138
 
2139
/**
2140
 *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
2141
 *
2142
 *  This variable can be set to the following values:
2143
 *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
2144
 *    "1"       - The window frame is interactive when the cursor is hidden
2145
 *
2146
 *  By default SDL will allow interaction with the window frame when the cursor is hidden
2147
 */
2148
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
2149
 
2150
/**
2151
*  \brief  A variable controlling whether the window is activated when the SDL_ShowWindow function is called
2152
*
2153
*  This variable can be set to the following values:
2154
*    "0"       - The window is activated when the SDL_ShowWindow function is called
2155
*    "1"       - The window is not activated when the SDL_ShowWindow function is called
2156
*
2157
*  By default SDL will activate the window when the SDL_ShowWindow function is called
2158
*/
2159
#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN    "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
2160
 
2161
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
2162
 *
2163
 *  Windows Phone devices typically feature a Back button.  When pressed,
2164
 *  the OS will emit back-button-press events, which apps are expected to
2165
 *  handle in an appropriate manner.  If apps do not explicitly mark these
2166
 *  events as 'Handled', then the OS will invoke its default behavior for
2167
 *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
2168
 *  terminate the app (and attempt to switch to the previous app, or to the
2169
 *  device's home screen).
2170
 *
2171
 *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
2172
 *  to mark back-button-press events as Handled, if and when one is sent to
2173
 *  the app.
2174
 *
2175
 *  Internally, Windows Phone sends back button events as parameters to
2176
 *  special back-button-press callback functions.  Apps that need to respond
2177
 *  to back-button-press events are expected to register one or more
2178
 *  callback functions for such, shortly after being launched (during the
2179
 *  app's initialization phase).  After the back button is pressed, the OS
2180
 *  will invoke these callbacks.  If the app's callback(s) do not explicitly
2181
 *  mark the event as handled by the time they return, or if the app never
2182
 *  registers one of these callback, the OS will consider the event
2183
 *  un-handled, and it will apply its default back button behavior (terminate
2184
 *  the app).
2185
 *
2186
 *  SDL registers its own back-button-press callback with the Windows Phone
2187
 *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
2188
 *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
2189
 *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
2190
 *  If the hint's value is set to "1", the back button event's Handled
2191
 *  property will get set to 'true'.  If the hint's value is set to something
2192
 *  else, or if it is unset, SDL will leave the event's Handled property
2193
 *  alone.  (By default, the OS sets this property to 'false', to note.)
2194
 *
2195
 *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
2196
 *  back button is pressed, or can set it in direct-response to a back button
2197
 *  being pressed.
2198
 *
2199
 *  In order to get notified when a back button is pressed, SDL apps should
2200
 *  register a callback function with SDL_AddEventWatch(), and have it listen
2201
 *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
2202
 *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
2203
 *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
2204
 *  set by such a callback, will be applied to the OS' current
2205
 *  back-button-press event.
2206
 *
2207
 *  More details on back button behavior in Windows Phone apps can be found
2208
 *  at the following page, on Microsoft's developer site:
2209
 *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
2210
 */
2211
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
2212
 
2213
/** \brief Label text for a WinRT app's privacy policy link
2214
 *
2215
 *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
2216
 *  Microsoft mandates that this policy be available via the Windows Settings charm.
2217
 *  SDL provides code to add a link there, with its label text being set via the
2218
 *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
2219
 *
2220
 *  Please note that a privacy policy's contents are not set via this hint.  A separate
2221
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
2222
 *  policy.
2223
 *
2224
 *  The contents of this hint should be encoded as a UTF8 string.
2225
 *
2226
 *  The default value is "Privacy Policy".  This hint should only be set during app
2227
 *  initialization, preferably before any calls to SDL_Init().
2228
 *
2229
 *  For additional information on linking to a privacy policy, see the documentation for
2230
 *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
2231
 */
2232
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
2233
 
2234
/**
2235
 *  \brief A URL to a WinRT app's privacy policy
2236
 *
2237
 *  All network-enabled WinRT apps must make a privacy policy available to its
2238
 *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
2239
 *  be available in the Windows Settings charm, as accessed from within the app.
2240
 *  SDL provides code to add a URL-based link there, which can point to the app's
2241
 *  privacy policy.
2242
 *
2243
 *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
2244
 *  before calling any SDL_Init() functions.  The contents of the hint should
2245
 *  be a valid URL.  For example, "http://www.example.com".
2246
 *
2247
 *  The default value is "", which will prevent SDL from adding a privacy policy
2248
 *  link to the Settings charm.  This hint should only be set during app init.
2249
 *
2250
 *  The label text of an app's "Privacy Policy" link may be customized via another
2251
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
2252
 *
2253
 *  Please note that on Windows Phone, Microsoft does not provide standard UI
2254
 *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
2255
 *  will not get used on that platform.  Network-enabled phone apps should display
2256
 *  their privacy policy through some other, in-app means.
2257
 */
2258
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
2259
 
2260
/**
2261
 *  \brief Mark X11 windows as override-redirect.
2262
 *
2263
 *  If set, this _might_ increase framerate at the expense of the desktop
2264
 *  not working as expected. Override-redirect windows aren't noticed by the
2265
 *  window manager at all.
2266
 *
2267
 *  You should probably only use this for fullscreen windows, and you probably
2268
 *  shouldn't even use it for that. But it's here if you want to try!
2269
 */
2270
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
2271
 
2272
/**
2273
 *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
2274
 *
2275
 *  The variable can be set to the following values:
2276
 *    "0"       - Disable XInput detection (only uses direct input)
2277
 *    "1"       - Enable XInput detection (the default)
2278
 */
2279
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
2280
 
2281
 /**
2282
  *  \brief  A variable that lets you disable the detection and use of DirectInput gamepad devices
2283
  *
2284
  *  The variable can be set to the following values:
2285
  *    "0"       - Disable DirectInput detection (only uses XInput)
2286
  *    "1"       - Enable DirectInput detection (the default)
2287
  */
2288
#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
2289
 
2290
/**
2291
 *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
2292
 *
2293
 *  This hint is for backwards compatibility only and will be removed in SDL 2.1
2294
 *
2295
 *  The default value is "0".  This hint must be set before SDL_Init()
2296
 */
2297
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
2298
 
2299
/**
2300
 *  \brief  A variable that causes SDL to not ignore audio "monitors"
2301
 *
2302
 *  This is currently only used for PulseAudio and ignored elsewhere.
2303
 *
2304
 *  By default, SDL ignores audio devices that aren't associated with physical
2305
 *  hardware. Changing this hint to "1" will expose anything SDL sees that
2306
 *  appears to be an audio source or sink. This will add "devices" to the list
2307
 *  that the user probably doesn't want or need, but it can be useful in
2308
 *  scenarios where you want to hook up SDL to some sort of virtual device,
2309
 *  etc.
2310
 *
2311
 *  The default value is "0".  This hint must be set before SDL_Init().
2312
 *
2313
 *  This hint is available since SDL 2.0.16. Before then, virtual devices are
2314
 *  always ignored.
2315
 */
2316
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
2317
 
2318
/**
2319
 *  \brief  A variable that forces X11 windows to create as a custom type.
2320
 *
2321
 *  This is currently only used for X11 and ignored elsewhere.
2322
 *
2323
 *  During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
2324
 *  to report to the window manager the type of window it wants to create.
2325
 *  This might be set to various things if SDL_WINDOW_TOOLTIP or
2326
 *  SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
2327
 *  haven't set a specific type, this hint can be used to specify a custom
2328
 *  type. For example, a dock window might set this to
2329
 *  "_NET_WM_WINDOW_TYPE_DOCK".
2330
 *
2331
 *  If not set or set to "", this hint is ignored. This hint must be set
2332
 *  before the SDL_CreateWindow() call that it is intended to affect.
2333
 *
2334
 *  This hint is available since SDL 2.0.22.
2335
 */
2336
#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
2337
 
2338
/**
2339
 *  \brief  A variable that decides whether to send SDL_QUIT when closing the final window.
2340
 *
2341
 *  By default, SDL sends an SDL_QUIT event when there is only one window
2342
 *  and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
2343
 *  apps would also take the loss of this window as a signal to terminate the
2344
 *  program.
2345
 *
2346
 *  However, it's not unreasonable in some cases to have the program continue
2347
 *  to live on, perhaps to create new windows later.
2348
 *
2349
 *  Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
2350
 *  when the final window is requesting to close. Note that in this case,
2351
 *  there are still other legitimate reasons one might get an SDL_QUIT
2352
 *  event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
2353
 *  on Unix, etc.
2354
 *
2355
 *  The default value is "1".  This hint can be changed at any time.
2356
 *
2357
 *  This hint is available since SDL 2.0.22. Before then, you always get
2358
 *  an SDL_QUIT event when closing the final window.
2359
 */
2360
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
2361
 
2362
 
2363
/**
2364
 *  \brief  A variable that decides what video backend to use.
2365
 *
2366
 *  By default, SDL will try all available video backends in a reasonable
2367
 *  order until it finds one that can work, but this hint allows the app
2368
 *  or user to force a specific target, such as "x11" if, say, you are
2369
 *  on Wayland but want to try talking to the X server instead.
2370
 *
2371
 *  This functionality has existed since SDL 2.0.0 (indeed, before that)
2372
 *  but before 2.0.22 this was an environment variable only. In 2.0.22,
2373
 *  it was upgraded to a full SDL hint, so you can set the environment
2374
 *  variable as usual or programatically set the hint with SDL_SetHint,
2375
 *  which won't propagate to child processes.
2376
 *
2377
 *  The default value is unset, in which case SDL will try to figure out
2378
 *  the best video backend on your behalf. This hint needs to be set
2379
 *  before SDL_Init() is called to be useful.
2380
 *
2381
 *  This hint is available since SDL 2.0.22. Before then, you could set
2382
 *  the environment variable to get the same effect.
2383
 */
2384
#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
2385
 
2386
/**
2387
 *  \brief  A variable that decides what audio backend to use.
2388
 *
2389
 *  By default, SDL will try all available audio backends in a reasonable
2390
 *  order until it finds one that can work, but this hint allows the app
2391
 *  or user to force a specific target, such as "alsa" if, say, you are
2392
 *  on PulseAudio but want to try talking to the lower level instead.
2393
 *
2394
 *  This functionality has existed since SDL 2.0.0 (indeed, before that)
2395
 *  but before 2.0.22 this was an environment variable only. In 2.0.22,
2396
 *  it was upgraded to a full SDL hint, so you can set the environment
2397
 *  variable as usual or programatically set the hint with SDL_SetHint,
2398
 *  which won't propagate to child processes.
2399
 *
2400
 *  The default value is unset, in which case SDL will try to figure out
2401
 *  the best audio backend on your behalf. This hint needs to be set
2402
 *  before SDL_Init() is called to be useful.
2403
 *
2404
 *  This hint is available since SDL 2.0.22. Before then, you could set
2405
 *  the environment variable to get the same effect.
2406
 */
2407
#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
2408
 
2409
/**
2410
 *  \brief  A variable that decides what KMSDRM device to use.
2411
 *
2412
 *  Internally, SDL might open something like "/dev/dri/cardNN" to
2413
 *  access KMSDRM functionality, where "NN" is a device index number.
2414
 *
2415
 *  SDL makes a guess at the best index to use (usually zero), but the
2416
 *  app or user can set this hint to a number between 0 and 99 to
2417
 *  force selection.
2418
 *
2419
 *  This hint is available since SDL 2.24.0.
2420
 */
2421
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
2422
 
2423
 
2424
/**
2425
 *  \brief  A variable that treats trackpads as touch devices.
2426
 *
2427
 *  On macOS (and possibly other platforms in the future), SDL will report
2428
 *  touches on a trackpad as mouse input, which is generally what users
2429
 *  expect from this device; however, these are often actually full
2430
 *  multitouch-capable touch devices, so it might be preferable to some apps
2431
 *  to treat them as such.
2432
 *
2433
 *  Setting this hint to true will make the trackpad input report as a
2434
 *  multitouch device instead of a mouse. The default is false.
2435
 *
2436
 *  Note that most platforms don't support this hint. As of 2.24.0, it
2437
 *  only supports MacBooks' trackpads on macOS. Others may follow later.
2438
 *
2439
 *  This hint is checked during SDL_Init and can not be changed after.
2440
 *
2441
 *  This hint is available since SDL 2.24.0.
2442
 */
2443
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
2444
 
2445
 
2446
/**
2447
 *  \brief  An enumeration of hint priorities
2448
 */
2449
typedef enum
2450
{
2451
    SDL_HINT_DEFAULT,
2452
    SDL_HINT_NORMAL,
2453
    SDL_HINT_OVERRIDE
2454
} SDL_HintPriority;
2455
 
2456
 
2457
/**
2458
 * Set a hint with a specific priority.
2459
 *
2460
 * The priority controls the behavior when setting a hint that already has a
2461
 * value. Hints will replace existing hints of their priority and lower.
2462
 * Environment variables are considered to have override priority.
2463
 *
2464
 * \param name the hint to set
2465
 * \param value the value of the hint variable
2466
 * \param priority the SDL_HintPriority level for the hint
2467
 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2468
 *
2469
 * \since This function is available since SDL 2.0.0.
2470
 *
2471
 * \sa SDL_GetHint
2472
 * \sa SDL_SetHint
2473
 */
2474
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
2475
                                                         const char *value,
2476
                                                         SDL_HintPriority priority);
2477
 
2478
/**
2479
 * Set a hint with normal priority.
2480
 *
2481
 * Hints will not be set if there is an existing override hint or environment
2482
 * variable that takes precedence. You can use SDL_SetHintWithPriority() to
2483
 * set the hint with override priority instead.
2484
 *
2485
 * \param name the hint to set
2486
 * \param value the value of the hint variable
2487
 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2488
 *
2489
 * \since This function is available since SDL 2.0.0.
2490
 *
2491
 * \sa SDL_GetHint
2492
 * \sa SDL_SetHintWithPriority
2493
 */
2494
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
2495
                                             const char *value);
2496
 
2497
/**
2498
 * Reset a hint to the default value.
2499
 *
2500
 * This will reset a hint to the value of the environment variable, or NULL if
2501
 * the environment isn't set. Callbacks will be called normally with this
2502
 * change.
2503
 *
2504
 * \param name the hint to set
2505
 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2506
 *
2507
 * \since This function is available since SDL 2.24.0.
2508
 *
2509
 * \sa SDL_GetHint
2510
 * \sa SDL_SetHint
2511
 */
2512
extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
2513
 
2514
/**
2515
 * Reset all hints to the default values.
2516
 *
2517
 * This will reset all hints to the value of the associated environment
2518
 * variable, or NULL if the environment isn't set. Callbacks will be called
2519
 * normally with this change.
2520
 *
2521
 * \since This function is available since SDL 2.26.0.
2522
 *
2523
 * \sa SDL_GetHint
2524
 * \sa SDL_SetHint
2525
 * \sa SDL_ResetHint
2526
 */
2527
extern DECLSPEC void SDLCALL SDL_ResetHints(void);
2528
 
2529
/**
2530
 * Get the value of a hint.
2531
 *
2532
 * \param name the hint to query
2533
 * \returns the string value of a hint or NULL if the hint isn't set.
2534
 *
2535
 * \since This function is available since SDL 2.0.0.
2536
 *
2537
 * \sa SDL_SetHint
2538
 * \sa SDL_SetHintWithPriority
2539
 */
2540
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
2541
 
2542
/**
2543
 * Get the boolean value of a hint variable.
2544
 *
2545
 * \param name the name of the hint to get the boolean value from
2546
 * \param default_value the value to return if the hint does not exist
2547
 * \returns the boolean value of a hint or the provided default value if the
2548
 *          hint does not exist.
2549
 *
2550
 * \since This function is available since SDL 2.0.5.
2551
 *
2552
 * \sa SDL_GetHint
2553
 * \sa SDL_SetHint
2554
 */
2555
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
2556
 
2557
/**
2558
 * Type definition of the hint callback function.
2559
 *
2560
 * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
2561
 * \param name what was passed as `name` to SDL_AddHintCallback()
2562
 * \param oldValue the previous hint value
2563
 * \param newValue the new value hint is to be set to
2564
 */
2565
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
2566
 
2567
/**
2568
 * Add a function to watch a particular hint.
2569
 *
2570
 * \param name the hint to watch
2571
 * \param callback An SDL_HintCallback function that will be called when the
2572
 *                 hint value changes
2573
 * \param userdata a pointer to pass to the callback function
2574
 *
2575
 * \since This function is available since SDL 2.0.0.
2576
 *
2577
 * \sa SDL_DelHintCallback
2578
 */
2579
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
2580
                                                 SDL_HintCallback callback,
2581
                                                 void *userdata);
2582
 
2583
/**
2584
 * Remove a function watching a particular hint.
2585
 *
2586
 * \param name the hint being watched
2587
 * \param callback An SDL_HintCallback function that will be called when the
2588
 *                 hint value changes
2589
 * \param userdata a pointer being passed to the callback function
2590
 *
2591
 * \since This function is available since SDL 2.0.0.
2592
 *
2593
 * \sa SDL_AddHintCallback
2594
 */
2595
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
2596
                                                 SDL_HintCallback callback,
2597
                                                 void *userdata);
2598
 
2599
/**
2600
 * Clear all hints.
2601
 *
2602
 * This function is automatically called during SDL_Quit(), and deletes all
2603
 * callbacks without calling them and frees all memory associated with hints.
2604
 * If you're calling this from application code you probably want to call
2605
 * SDL_ResetHints() instead.
2606
 *
2607
 * This function will be removed from the API the next time we rev the ABI.
2608
 *
2609
 * \since This function is available since SDL 2.0.0.
2610
 *
2611
 * \sa SDL_ResetHints
2612
 */
2613
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
2614
 
2615
 
2616
/* Ends C function definitions when using C++ */
2617
#ifdef __cplusplus
2618
}
2619
#endif
2620
#include "close_code.h"
2621
 
2622
#endif /* SDL_hints_h_ */
2623
 
2624
/* vi: set ts=4 sw=4 expandtab: */