- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> 
-   
-   This software is provided 'as-is', without any express or implied 
-   warranty.  In no event will the authors be held liable for any damages 
-   arising from the use of this software. 
-   
-   Permission is granted to anyone to use this software for any purpose, 
-   including commercial applications, and to alter it and redistribute it 
-   freely, subject to the following restrictions: 
-   
-   1. The origin of this software must not be misrepresented; you must not 
-      claim that you wrote the original software. If you use this software 
-      in a product, an acknowledgment in the product documentation would be 
-      appreciated but is not required. 
-   2. Altered source versions must be plainly marked as such, and must not be 
-      misrepresented as being the original software. 
-   3. This notice may not be removed or altered from any source distribution. 
- */ 
-   
- /** 
-  *  \file SDL_hints.h 
-  * 
-  *  Official documentation for SDL configuration variables 
-  * 
-  *  This file contains functions to set and get configuration hints, 
-  *  as well as listing each of them alphabetically. 
-  * 
-  *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is 
-  *  the environment variable that can be used to override the default. 
-  * 
-  *  In general these hints are just that - they may or may not be 
-  *  supported or applicable on any given platform, but they provide 
-  *  a way for an application or user to give the library a hint as 
-  *  to how they would like the library to work. 
-  */ 
-   
- #ifndef SDL_hints_h_ 
- #define SDL_hints_h_ 
-   
- #include "SDL_stdinc.h" 
-   
- #include "begin_code.h" 
- /* Set up for C function definitions, even when using C++ */ 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- /** 
-  *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. 
-  * 
-  *  SDL can try to accelerate the SDL screen surface by using streaming 
-  *  textures with a 3D rendering engine.  This variable controls whether and 
-  *  how this is done. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable 3D acceleration 
-  *    "1"       - Enable 3D acceleration, using the default renderer. 
-  *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.) 
-  * 
-  *  By default SDL tries to make a best guess for each platform whether 
-  *  to use acceleration or not. 
-  */ 
- #define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION" 
-   
- /** 
-  *  \brief  A variable specifying which render driver to use. 
-  * 
-  *  If the application doesn't pick a specific renderer to use, this variable 
-  *  specifies the name of the preferred renderer.  If the preferred renderer 
-  *  can't be initialized, the normal default renderer is used. 
-  * 
-  *  This variable is case insensitive and can be set to the following values: 
-  *    "direct3d" 
-  *    "opengl" 
-  *    "opengles2" 
-  *    "opengles" 
-  *    "metal" 
-  *    "software" 
-  * 
-  *  The default varies by platform, but it's the first one in the list that 
-  *  is available on the current platform. 
-  */ 
- #define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER" 
-   
- /** 
-  *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable shaders 
-  *    "1"       - Enable shaders 
-  * 
-  *  By default shaders are used if OpenGL supports them. 
-  */ 
- #define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS" 
-   
- /** 
-  *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Thread-safety is not enabled (faster) 
-  *    "1"       - Thread-safety is enabled 
-  * 
-  *  By default the Direct3D device is created with thread-safety disabled. 
-  */ 
- #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" 
-   
- /** 
-  *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer. 
-  * 
-  *  This variable does not have any effect on the Direct3D 9 based renderer. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable Debug Layer use 
-  *    "1"       - Enable Debug Layer use 
-  * 
-  *  By default, SDL does not use Direct3D Debug Layer. 
-  */ 
- #define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG" 
-   
- /** 
-  *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen 
-  *    "1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen 
-  * 
-  *  By default letterbox is used 
-  */ 
- #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE" 
-   
- /** 
-  *  \brief  A variable controlling the scaling quality 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0" or "nearest" - Nearest pixel sampling 
-  *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D) 
-  *    "2" or "best"    - Currently this is the same as "linear" 
-  * 
-  *  By default nearest pixel sampling is used 
-  */ 
- #define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY" 
-   
- /** 
-  *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable vsync 
-  *    "1"       - Enable vsync 
-  * 
-  *  By default SDL does not sync screen surface updates with vertical refresh. 
-  */ 
- #define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC" 
-   
- /** 
-  *  \brief  A variable controlling whether the screensaver is enabled.  
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable screensaver 
-  *    "1"       - Enable screensaver 
-  * 
-  *  By default SDL will disable the screensaver. 
-  */ 
- #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER" 
-   
- /** 
-  *  \brief  A variable controlling whether the X11 VidMode extension should be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable XVidMode 
-  *    "1"       - Enable XVidMode 
-  * 
-  *  By default SDL will use XVidMode if it is available. 
-  */ 
- #define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE" 
-   
- /** 
-  *  \brief  A variable controlling whether the X11 Xinerama extension should be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable Xinerama 
-  *    "1"       - Enable Xinerama 
-  * 
-  *  By default SDL will use Xinerama if it is available. 
-  */ 
- #define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA" 
-   
- /** 
-  *  \brief  A variable controlling whether the X11 XRandR extension should be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable XRandR 
-  *    "1"       - Enable XRandR 
-  * 
-  *  By default SDL will not use XRandR because of window manager issues. 
-  */ 
- #define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR" 
-   
- /** 
-  *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable _NET_WM_PING 
-  *    "1"       - Enable _NET_WM_PING 
-  * 
-  *  By default SDL will use _NET_WM_PING, but for applications that know they 
-  *  will not always be able to respond to ping requests in a timely manner they can 
-  *  turn it off to avoid the window manager thinking the app is hung. 
-  *  The hint is checked in CreateWindow. 
-  */ 
- #define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING" 
-   
- /** 
-  * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. 
-  *  
-  * This variable can be set to the following values: 
-  * "0" - Disable _NET_WM_BYPASS_COMPOSITOR 
-  * "1" - Enable _NET_WM_BYPASS_COMPOSITOR 
-  *  
-  * By default SDL will use _NET_WM_BYPASS_COMPOSITOR 
-  *  
-  */ 
- #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" 
-   
- /** 
-  *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden  
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc) 
-  *    "1"       - The window frame is interactive when the cursor is hidden 
-  * 
-  *  By default SDL will allow interaction with the window frame when the cursor is hidden 
-  */ 
- #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" 
-   
- /** 
-  * \brief A variable to specify custom icon resource id from RC file on Windows platform  
-  */ 
- #define SDL_HINT_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON" 
- #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" 
-   
- /** 
-  *  \brief  A variable controlling whether the windows message loop is processed by SDL  
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - The window message loop is not run 
-  *    "1"       - The window message loop is processed in SDL_PumpEvents() 
-  * 
-  *  By default SDL will process the windows message loop 
-  */ 
- #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" 
-   
- /** 
-  *  \brief  A variable controlling whether grabbing input grabs the keyboard 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Grab will affect only the mouse 
-  *    "1"       - Grab will affect mouse and keyboard 
-  * 
-  *  By default SDL will not grab the keyboard so system shortcuts still work. 
-  */ 
- #define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD" 
-   
- /** 
-  *  \brief  A variable setting the double click time, in milliseconds. 
-  */ 
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME    "SDL_MOUSE_DOUBLE_CLICK_TIME" 
-   
- /** 
-  *  \brief  A variable setting the double click radius, in pixels. 
-  */ 
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS    "SDL_MOUSE_DOUBLE_CLICK_RADIUS" 
-   
- /** 
-  *  \brief  A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode 
-  */ 
- #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE" 
-   
- /** 
-  *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode 
-  */ 
- #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE" 
-   
- /** 
-  *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Relative mouse mode uses raw input 
-  *    "1"       - Relative mouse mode uses mouse warping 
-  * 
-  *  By default SDL will use raw input for relative mouse mode 
-  */ 
- #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP" 
-   
- /** 
-  *  \brief Allow mouse click events when clicking to focus an SDL window 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Ignore mouse clicks that activate a window 
-  *    "1"       - Generate events for mouse clicks that activate a window 
-  * 
-  *  By default SDL will ignore mouse clicks that activate a window 
-  */ 
- #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" 
-   
- /** 
-  *  \brief  A variable controlling whether touch events should generate synthetic mouse events 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Touch events will not generate mouse events 
-  *    "1"       - Touch events will generate mouse events 
-  * 
-  *  By default SDL will generate mouse events for touch events 
-  */ 
- #define SDL_HINT_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS" 
-   
- /** 
-  *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. 
-  * 
-  */ 
- #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" 
-   
- /** 
-  *  \brief  A variable controlling whether the idle timer is disabled on iOS. 
-  * 
-  *  When an iOS app does not receive touches for some time, the screen is 
-  *  dimmed automatically. For games where the accelerometer is the only input 
-  *  this is problematic. This functionality can be disabled by setting this 
-  *  hint. 
-  * 
-  *  As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() 
-  *  accomplish the same thing on iOS. They should be preferred over this hint. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Enable idle timer 
-  *    "1"       - Disable idle timer 
-  */ 
- #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" 
-   
- /** 
-  *  \brief  A variable controlling which orientations are allowed on iOS/Android. 
-  * 
-  *  In some circumstances it is necessary to be able to explicitly control 
-  *  which UI orientations are allowed. 
-  * 
-  *  This variable is a space delimited list of the following values: 
-  *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" 
-  */ 
- #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" 
-   
- /** 
-  *  \brief  A variable controlling whether controllers used with the Apple TV 
-  *  generate UI events. 
-  * 
-  * When UI events are generated by controller input, the app will be 
-  * backgrounded when the Apple TV remote's menu button is pressed, and when the 
-  * pause or B buttons on gamepads are pressed. 
-  * 
-  * More information about properly making use of controllers for the Apple TV 
-  * can be found here: 
-  * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Controller input does not generate UI events (the default). 
-  *    "1"       - Controller input generates UI events. 
-  */ 
- #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" 
-   
- /** 
-  * \brief  A variable controlling whether the Apple TV remote's joystick axes 
-  *         will automatically match the rotation of the remote. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Remote orientation does not affect joystick axes (the default). 
-  *    "1"       - Joystick axes are based on the orientation of the remote. 
-  */ 
- #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" 
-   
- /** 
-  * \brief  A variable controlling whether the home indicator bar on iPhone X 
-  *         should be hidden. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - The indicator bar is not hidden (default for windowed applications) 
-  *    "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) 
-  *    "2"       - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) 
-  */ 
- #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" 
-   
- /** 
-  *  \brief  A variable controlling whether the Android / iOS built-in 
-  *  accelerometer should be listed as a joystick device. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - The accelerometer is not listed as a joystick 
-  *    "1"       - The accelerometer is available as a 3 axis joystick (the default). 
-  */ 
- #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" 
-   
- /** 
-  *  \brief  A variable controlling whether the Android / tvOS remotes 
-  *  should be listed as joystick devices, instead of sending keyboard events. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Remotes send enter/escape/arrow key events 
-  *    "1"       - Remotes are available as 2 axis, 2 button joysticks (the default). 
-  */ 
- #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" 
-   
- /** 
-  *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices 
-  * 
-  *  The variable can be set to the following values: 
-  *    "0"       - Disable XInput detection (only uses direct input) 
-  *    "1"       - Enable XInput detection (the default) 
-  */ 
- #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" 
-   
- /** 
-  *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices. 
-  * 
-  *  This hint is for backwards compatibility only and will be removed in SDL 2.1 
-  * 
-  *  The default value is "0".  This hint must be set before SDL_Init() 
-  */ 
- #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" 
-   
- /** 
-  *  \brief  A variable that lets you manually hint extra gamecontroller db entries. 
-  * 
-  *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h 
-  * 
-  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) 
-  *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() 
-  */ 
- #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" 
-   
- /** 
-  *  \brief  A variable containing a list of devices to skip when scanning for game controllers. 
-  * 
-  *  The format of the string is a comma separated list of USB VID/PID pairs 
-  *  in hexadecimal form, e.g. 
-  * 
-  *      0xAAAA/0xBBBB,0xCCCC/0xDDDD 
-  * 
-  *  The variable can also take the form of @file, in which case the named 
-  *  file will be loaded and interpreted as the value of the variable. 
-  */ 
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" 
-   
- /** 
-  *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. 
-  * 
-  *  The format of the string is a comma separated list of USB VID/PID pairs 
-  *  in hexadecimal form, e.g. 
-  * 
-  *      0xAAAA/0xBBBB,0xCCCC/0xDDDD 
-  * 
-  *  The variable can also take the form of @file, in which case the named 
-  *  file will be loaded and interpreted as the value of the variable. 
-  */ 
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" 
-   
- /** 
-  *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. 
-  * 
-  *  The variable can be set to the following values: 
-  *    "0"       - Disable joystick & gamecontroller input events when the 
-  *                application is in the background. 
-  *    "1"       - Enable joystick & gamecontroller input events when the 
-  *                application is in the background. 
-  * 
-  *  The default value is "0".  This hint may be set at any time. 
-  */ 
- #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI joystick drivers should be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - HIDAPI drivers are not used 
-  *    "1"       - HIDAPI drivers are used (the default) 
-  * 
-  *  This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for PS4 controllers should be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - HIDAPI driver is not used 
-  *    "1"       - HIDAPI driver is used 
-  * 
-  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" 
-   
- /** 
-  *  \brief  A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - extended reports are not enabled (the default) 
-  *    "1"       - extended reports 
-  * 
-  *  Extended input reports allow rumble on Bluetooth PS4 controllers, but 
-  *  break DirectInput handling for applications that don't use SDL. 
-  * 
-  *  Once extended reports are enabled, they can not be disabled without 
-  *  power cycling the controller. 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for Steam Controllers should be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - HIDAPI driver is not used 
-  *    "1"       - HIDAPI driver is used 
-  * 
-  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - HIDAPI driver is not used 
-  *    "1"       - HIDAPI driver is used 
-  * 
-  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for XBox controllers should be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - HIDAPI driver is not used 
-  *    "1"       - HIDAPI driver is used 
-  * 
-  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX" 
-   
- /** 
-  *  \brief  A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs 
-  * 
-  *  The variable can be set to the following values: 
-  *    "0"       - Do not scan for Steam Controllers 
-  *    "1"       - Scan for Steam Controllers (the default) 
-  * 
-  *  The default value is "1".  This hint must be set before initializing the joystick subsystem. 
-  */ 
- #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" 
-   
-   
- /** 
-  *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. 
-  *      This is a debugging aid for developers and not expected to be used by end users. The default is "1" 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - don't allow topmost 
-  *    "1"       - allow topmost 
-  */ 
- #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" 
-   
- /** 
-  *  \brief A variable that controls the timer resolution, in milliseconds. 
-  * 
-  *  The higher resolution the timer, the more frequently the CPU services 
-  *  timer interrupts, and the more precise delays are, but this takes up 
-  *  power and CPU time.  This hint is only used on Windows 7 and earlier. 
-  * 
-  *  See this blog post for more information: 
-  *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ 
-  * 
-  *  If this variable is set to "0", the system timer resolution is not set. 
-  * 
-  *  The default value is "1". This hint may be set at any time. 
-  */ 
- #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" 
-   
-   
- /** 
-  *  \brief  A variable describing the content orientation on QtWayland-based platforms. 
-  * 
-  *  On QtWayland platforms, windows are rotated client-side to allow for custom 
-  *  transitions. In order to correctly position overlays (e.g. volume bar) and 
-  *  gestures (e.g. events view, close/minimize gestures), the system needs to 
-  *  know in which orientation the application is currently drawing its contents. 
-  * 
-  *  This does not cause the window to be rotated or resized, the application 
-  *  needs to take care of drawing the content in the right orientation (the 
-  *  framebuffer is always in portrait mode). 
-  * 
-  *  This variable can be one of the following values: 
-  *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" 
-  */ 
- #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" 
-   
- /** 
-  *  \brief  Flags to set on QtWayland windows to integrate with the native window manager. 
-  * 
-  *  On QtWayland platforms, this hint controls the flags to set on the windows. 
-  *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. 
-  * 
-  *  This variable is a space-separated list of the following values (empty = no flags): 
-  *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" 
-  */ 
- #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" 
-   
- /** 
- *  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size 
- * 
- *  Use this hint in case you need to set SDL's threads stack size to other than the default. 
- *  This is specially useful if you build SDL against a non glibc libc library (such as musl) which 
- *  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). 
- *  Support for this hint is currently available only in the pthread, Windows, and PSP backend. 
- * 
- *  Instead of this hint, in 2.0.9 and later, you can use 
- *  SDL_CreateThreadWithStackSize(). This hint only works with the classic 
- *  SDL_CreateThread(). 
- */ 
- #define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE" 
-   
- /** 
-  *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) 
-  */ 
- #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" 
-   
- /** 
-  *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac 
-  * 
-  *  If present, holding ctrl while left clicking will generate a right click 
-  *  event when on Mac. 
-  */ 
- #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" 
-   
- /** 
- *  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries 
- * 
- *  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It 
- *  can use two different sets of binaries, those compiled by the user from source 
- *  or those provided by the Chrome browser. In the later case, these binaries require 
- *  that SDL loads a DLL providing the shader compiler. 
- * 
- *  This variable can be set to the following values: 
- *    "d3dcompiler_46.dll" - default, best for Vista or later. 
- *    "d3dcompiler_43.dll" - for XP support. 
- *    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. 
- * 
- */ 
- #define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER" 
-   
- /** 
- *  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). 
- *   
- *  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has 
- *  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly  
- *  created SDL_Window: 
- * 
- *  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is 
- *  needed for example when sharing an OpenGL context across multiple windows. 
- * 
- *  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for 
- *  OpenGL rendering. 
- * 
- *  This variable can be set to the following values: 
- *    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should 
- *    share a pixel format with. 
- */ 
- #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" 
-   
- /** 
-  *  \brief A URL to a WinRT app's privacy policy 
-  * 
-  *  All network-enabled WinRT apps must make a privacy policy available to its 
-  *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be 
-  *  be available in the Windows Settings charm, as accessed from within the app. 
-  *  SDL provides code to add a URL-based link there, which can point to the app's 
-  *  privacy policy. 
-  * 
-  *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL 
-  *  before calling any SDL_Init() functions.  The contents of the hint should 
-  *  be a valid URL.  For example, "http://www.example.com". 
-  * 
-  *  The default value is "", which will prevent SDL from adding a privacy policy 
-  *  link to the Settings charm.  This hint should only be set during app init. 
-  * 
-  *  The label text of an app's "Privacy Policy" link may be customized via another 
-  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. 
-  * 
-  *  Please note that on Windows Phone, Microsoft does not provide standard UI 
-  *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL 
-  *  will not get used on that platform.  Network-enabled phone apps should display 
-  *  their privacy policy through some other, in-app means. 
-  */ 
- #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" 
-   
- /** \brief Label text for a WinRT app's privacy policy link 
-  * 
-  *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT, 
-  *  Microsoft mandates that this policy be available via the Windows Settings charm. 
-  *  SDL provides code to add a link there, with its label text being set via the 
-  *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. 
-  * 
-  *  Please note that a privacy policy's contents are not set via this hint.  A separate 
-  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the 
-  *  policy. 
-  * 
-  *  The contents of this hint should be encoded as a UTF8 string. 
-  * 
-  *  The default value is "Privacy Policy".  This hint should only be set during app 
-  *  initialization, preferably before any calls to SDL_Init(). 
-  * 
-  *  For additional information on linking to a privacy policy, see the documentation for 
-  *  SDL_HINT_WINRT_PRIVACY_POLICY_URL. 
-  */ 
- #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" 
-   
- /** \brief Allows back-button-press events on Windows Phone to be marked as handled 
-  * 
-  *  Windows Phone devices typically feature a Back button.  When pressed, 
-  *  the OS will emit back-button-press events, which apps are expected to 
-  *  handle in an appropriate manner.  If apps do not explicitly mark these 
-  *  events as 'Handled', then the OS will invoke its default behavior for 
-  *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to 
-  *  terminate the app (and attempt to switch to the previous app, or to the 
-  *  device's home screen). 
-  * 
-  *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL 
-  *  to mark back-button-press events as Handled, if and when one is sent to 
-  *  the app. 
-  * 
-  *  Internally, Windows Phone sends back button events as parameters to 
-  *  special back-button-press callback functions.  Apps that need to respond 
-  *  to back-button-press events are expected to register one or more 
-  *  callback functions for such, shortly after being launched (during the 
-  *  app's initialization phase).  After the back button is pressed, the OS 
-  *  will invoke these callbacks.  If the app's callback(s) do not explicitly 
-  *  mark the event as handled by the time they return, or if the app never 
-  *  registers one of these callback, the OS will consider the event 
-  *  un-handled, and it will apply its default back button behavior (terminate 
-  *  the app). 
-  * 
-  *  SDL registers its own back-button-press callback with the Windows Phone 
-  *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN 
-  *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which 
-  *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. 
-  *  If the hint's value is set to "1", the back button event's Handled 
-  *  property will get set to 'true'.  If the hint's value is set to something 
-  *  else, or if it is unset, SDL will leave the event's Handled property 
-  *  alone.  (By default, the OS sets this property to 'false', to note.) 
-  * 
-  *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a 
-  *  back button is pressed, or can set it in direct-response to a back button 
-  *  being pressed. 
-  * 
-  *  In order to get notified when a back button is pressed, SDL apps should 
-  *  register a callback function with SDL_AddEventWatch(), and have it listen 
-  *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. 
-  *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for 
-  *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON 
-  *  set by such a callback, will be applied to the OS' current 
-  *  back-button-press event. 
-  * 
-  *  More details on back button behavior in Windows Phone apps can be found 
-  *  at the following page, on Microsoft's developer site: 
-  *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx 
-  */ 
- #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" 
-   
- /** 
-  *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X. 
-  * 
-  *  This hint only applies to Mac OS X. 
-  * 
-  *  The variable can be set to the following values: 
-  *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and 
-  *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" 
-  *                button on their titlebars). 
-  *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and 
-  *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" 
-  *                button on their titlebars). 
-  * 
-  *  The default value is "1". Spaces are disabled regardless of this hint if 
-  *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before 
-  *   any windows are created. 
-  */ 
- #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES" 
-   
- /** 
- *  \brief  When set don't force the SDL app to become a foreground process 
- * 
- *  This hint only applies to Mac OS X. 
- * 
- */ 
- #define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP" 
-   
- /** 
-  * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. 
-  * 
-  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. 
-  * 
-  * If both hints were set then SDL_RWFromFile() will look into expansion files 
-  * after a given relative path was not found in the internal storage and assets. 
-  * 
-  * By default this hint is not set and the APK expansion files are not searched. 
-  */ 
- #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" 
-   
- /** 
-  * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. 
-  * 
-  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. 
-  * 
-  * If both hints were set then SDL_RWFromFile() will look into expansion files 
-  * after a given relative path was not found in the internal storage and assets. 
-  * 
-  * By default this hint is not set and the APK expansion files are not searched. 
-  */ 
- #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" 
-   
- /** 
-  * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's 
-  *               responsibility to render the text from these events and  
-  *               differentiate it somehow from committed text. (default) 
-  *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent,  
-  *               and text that is being composed will be rendered in its own UI. 
-  */ 
- #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" 
-   
-  /** 
-  * \brief A variable to control whether mouse and touch events are to be treated together or separately 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse 
-  *               events. This is the behaviour of SDL <= 2.0.3. (default) 
-  *   "1"       - Mouse events will be handled separately from pure touch events. 
-  * 
-  * The value of this hint is used at runtime, so it can be changed at any time. 
-  */ 
- #define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH" 
-   
-  /** 
-  * \brief A variable to control whether we trap the Android back button to handle it manually. 
-  *        This is necessary for the right mouse button to work on some Android devices, or 
-  *        to be able to trap the back button for use in your code reliably.  If set to true, 
-  *        the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of  
-  *        SDL_SCANCODE_AC_BACK. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - Back button will be handled as usual for system. (default) 
-  *   "1"       - Back button will be trapped, allowing you to handle the key press 
-  *               manually.  (This will also let right mouse click work on systems  
-  *               where the right mouse button functions as back.) 
-  * 
-  * The value of this hint is used at runtime, so it can be changed at any time. 
-  */ 
- #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" 
-   
-  /** 
-  * \brief A variable to control whether the return key on the soft keyboard 
-  *        should hide the soft keyboard on Android and iOS. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) 
-  *   "1"       - The return key will hide the keyboard. 
-  * 
-  * The value of this hint is used at runtime, so it can be changed at any time. 
-  */ 
- #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" 
-   
- /** 
-  *  \brief override the binding element for keyboard inputs for Emscripten builds 
-  * 
-  * This hint only applies to the emscripten platform 
-  * 
-  * The variable can be one of 
-  *    "#window"      - The javascript window object (this is the default) 
-  *    "#document"    - The javascript document object 
-  *    "#screen"      - the javascript window.screen object 
-  *    "#canvas"      - the WebGL canvas element 
-  *    any other string without a leading # sign applies to the element on the page with that ID. 
-  */ 
- #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" 
-   
- /** 
-  *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals. 
-  * 
-  * This hint only applies to Unix-like platforms. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it 
-  *               catches a signal, convert it into an SDL_QUIT event. 
-  *   "1"       - SDL will not install a signal handler at all. 
-  */ 
- #define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS" 
-   
- /** 
-  *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - SDL will generate a window-close event when it sees Alt+F4. 
-  *   "1"       - SDL will only do normal key handling for Alt+F4. 
-  */ 
- #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" 
-   
- /** 
-  *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. 
-  * 
-  * The bitmap header version 4 is required for proper alpha channel support and 
-  * SDL will use it when required. Should this not be desired, this hint can 
-  * force the use of the 40 byte header version which is supported everywhere. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a 
-  *               32-bit BMP file with an alpha mask. SDL will use the bitmap 
-  *               header version 4 and set the alpha mask accordingly. 
-  *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a 
-  *               32-bit BMP file without an alpha mask. The alpha channel data 
-  *               will be in the file, but applications are going to ignore it. 
-  * 
-  * The default value is "0". 
-  */ 
- #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" 
-   
- /** 
-  * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. 
-  *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a 
-  *        thread's name, but it tends to cause problems with other debuggers, 
-  *        and the .NET runtime. Note that SDL 2.0.6 and later will still use 
-  *        the (safer) SetThreadDescription API, introduced in the Windows 10 
-  *        Creators Update, if available. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - SDL will raise the 0x406D1388 Exception to name threads. 
-  *               This is the default behavior of SDL <= 2.0.4. 
-  *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default) 
-  *               This is necessary with .NET languages or debuggers that aren't Visual Studio. 
-  */ 
- #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" 
-   
- /** 
-  * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI 
-  * 
-  * Also known as Z-order. The variable can take a negative or positive value. 
-  * The default is 10000. 
-  */ 
- #define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER" 
-   
- /** 
-  * \brief Tell the video driver that we only want a double buffer. 
-  * 
-  * By default, most lowlevel 2D APIs will use a triple buffer scheme that  
-  * wastes no CPU time on waiting for vsync after issuing a flip, but 
-  * introduces a frame of latency. On the other hand, using a double buffer 
-  * scheme instead is recommended for cases where low latency is an important 
-  * factor because we save a whole frame of latency. 
-  * We do so by waiting for vsync immediately after issuing a flip, usually just 
-  * after eglSwapBuffers call in the backend's *_SwapWindow function. 
-  * 
-  * Since it's driver-specific, it's only supported where possible and 
-  * implemented. Currently supported the following drivers: 
-  * - KMSDRM (kmsdrm) 
-  * - Raspberry Pi (raspberrypi) 
-  */ 
- #define SDL_HINT_VIDEO_DOUBLE_BUFFER      "SDL_VIDEO_DOUBLE_BUFFER" 
-   
- /** 
-  *  \brief  A variable controlling what driver to use for OpenGL ES contexts. 
-  * 
-  *  On some platforms, currently Windows and X11, OpenGL drivers may support 
-  *  creating contexts with an OpenGL ES profile. By default SDL uses these 
-  *  profiles, when available, otherwise it attempts to load an OpenGL ES 
-  *  library, e.g. that provided by the ANGLE project. This variable controls 
-  *  whether SDL follows this default behaviour or will always load an 
-  *  OpenGL ES library. 
-  * 
-  *  Circumstances where this is useful include 
-  *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, 
-  *    or emulator, e.g. those from ARM, Imagination or Qualcomm. 
-  *  - Resolving OpenGL ES function addresses at link time by linking with 
-  *    the OpenGL ES library instead of querying them at run time with 
-  *    SDL_GL_GetProcAddress(). 
-  * 
-  *  Caution: for an application to work with the default behaviour across 
-  *  different OpenGL drivers it must query the OpenGL ES function 
-  *  addresses at run time using SDL_GL_GetProcAddress(). 
-  * 
-  *  This variable is ignored on most platforms because OpenGL ES is native 
-  *  or not supported. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.) 
-  *    "1"       - Load OpenGL ES library using the default library names. 
-  * 
-  */ 
- #define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER" 
-   
- /** 
-  *  \brief  A variable controlling speed/quality tradeoff of audio resampling. 
-  * 
-  *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) 
-  *  to handle audio resampling. There are different resampling modes available 
-  *  that produce different levels of quality, using more CPU. 
-  * 
-  *  If this hint isn't specified to a valid setting, or libsamplerate isn't 
-  *  available, SDL will use the default, internal resampling algorithm. 
-  * 
-  *  Note that this is currently only applicable to resampling audio that is 
-  *  being written to a device for playback or audio being read from a device 
-  *  for capture. SDL_AudioCVT always uses the default resampler (although this 
-  *  might change for SDL 2.1). 
-  * 
-  *  This hint is currently only checked at audio subsystem initialization. 
-  * 
-  *  This variable can be set to the following values: 
-  * 
-  *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) 
-  *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available 
-  *    "2" or "medium"  - Use medium quality resampling, if available 
-  *    "3" or "best"    - Use high quality resampling, if available 
-  */ 
- #define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE" 
-   
- /** 
-  *  \brief  A variable controlling the audio category on iOS and Mac OS X 
-  * 
-  *  This variable can be set to the following values: 
-  * 
-  *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) 
-  *    "playback"    - Use the AVAudioSessionCategoryPlayback category 
-  * 
-  *  For more information, see Apple's documentation: 
-  *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html 
-  */ 
- #define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY" 
-   
- /** 
-  *  \brief  An enumeration of hint priorities 
-  */ 
- typedef enum 
- { 
-     SDL_HINT_DEFAULT, 
-     SDL_HINT_NORMAL, 
-     SDL_HINT_OVERRIDE 
- } SDL_HintPriority; 
-   
-   
- /** 
-  *  \brief Set a hint with a specific priority 
-  * 
-  *  The priority controls the behavior when setting a hint that already 
-  *  has a value.  Hints will replace existing hints of their priority and 
-  *  lower.  Environment variables are considered to have override priority. 
-  * 
-  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, 
-                                                          const char *value, 
-                                                          SDL_HintPriority priority); 
-   
- /** 
-  *  \brief Set a hint with normal priority 
-  * 
-  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, 
-                                              const char *value); 
-   
- /** 
-  *  \brief Get a hint 
-  * 
-  *  \return The string value of a hint variable. 
-  */ 
- extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); 
-   
- /** 
-  *  \brief Get a hint 
-  * 
-  *  \return The boolean value of a hint variable. 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); 
-   
- /** 
-  * \brief type definition of the hint callback function. 
-  */ 
- typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); 
-   
- /** 
-  *  \brief Add a function to watch a particular hint 
-  * 
-  *  \param name The hint to watch 
-  *  \param callback The function to call when the hint value changes 
-  *  \param userdata A pointer to pass to the callback function 
-  */ 
- extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, 
-                                                  SDL_HintCallback callback, 
-                                                  void *userdata); 
-   
- /** 
-  *  \brief Remove a function watching a particular hint 
-  * 
-  *  \param name The hint being watched 
-  *  \param callback The function being called when the hint value changes 
-  *  \param userdata A pointer being passed to the callback function 
-  */ 
- extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, 
-                                                  SDL_HintCallback callback, 
-                                                  void *userdata); 
-   
- /** 
-  *  \brief  Clear all hints 
-  * 
-  *  This function is called during SDL_Quit() to free stored hints. 
-  */ 
- extern DECLSPEC void SDLCALL SDL_ClearHints(void); 
-   
-   
- /* Ends C function definitions when using C++ */ 
- #ifdef __cplusplus 
- } 
- #endif 
- #include "close_code.h" 
-   
- #endif /* SDL_hints_h_ */ 
-   
- /* vi: set ts=4 sw=4 expandtab: */ 
-