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  1. /*
  2.   Simple DirectMedia Layer
  3.   Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
  4.  
  5.   This software is provided 'as-is', without any express or implied
  6.   warranty.  In no event will the authors be held liable for any damages
  7.   arising from the use of this software.
  8.  
  9.   Permission is granted to anyone to use this software for any purpose,
  10.   including commercial applications, and to alter it and redistribute it
  11.   freely, subject to the following restrictions:
  12.  
  13.   1. The origin of this software must not be misrepresented; you must not
  14.      claim that you wrote the original software. If you use this software
  15.      in a product, an acknowledgment in the product documentation would be
  16.      appreciated but is not required.
  17.   2. Altered source versions must be plainly marked as such, and must not be
  18.      misrepresented as being the original software.
  19.   3. This notice may not be removed or altered from any source distribution.
  20. */
  21.  
  22. /**
  23.  *  \file SDL_hints.h
  24.  *
  25.  *  Official documentation for SDL configuration variables
  26.  *
  27.  *  This file contains functions to set and get configuration hints,
  28.  *  as well as listing each of them alphabetically.
  29.  *
  30.  *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is
  31.  *  the environment variable that can be used to override the default.
  32.  *
  33.  *  In general these hints are just that - they may or may not be
  34.  *  supported or applicable on any given platform, but they provide
  35.  *  a way for an application or user to give the library a hint as
  36.  *  to how they would like the library to work.
  37.  */
  38.  
  39. #ifndef SDL_hints_h_
  40. #define SDL_hints_h_
  41.  
  42. #include "SDL_stdinc.h"
  43.  
  44. #include "begin_code.h"
  45. /* Set up for C function definitions, even when using C++ */
  46. #ifdef __cplusplus
  47. extern "C" {
  48. #endif
  49.  
  50. /**
  51.  *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
  52.  *
  53.  *  SDL can try to accelerate the SDL screen surface by using streaming
  54.  *  textures with a 3D rendering engine.  This variable controls whether and
  55.  *  how this is done.
  56.  *
  57.  *  This variable can be set to the following values:
  58.  *    "0"       - Disable 3D acceleration
  59.  *    "1"       - Enable 3D acceleration, using the default renderer.
  60.  *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.)
  61.  *
  62.  *  By default SDL tries to make a best guess for each platform whether
  63.  *  to use acceleration or not.
  64.  */
  65. #define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
  66.  
  67. /**
  68.  *  \brief  A variable specifying which render driver to use.
  69.  *
  70.  *  If the application doesn't pick a specific renderer to use, this variable
  71.  *  specifies the name of the preferred renderer.  If the preferred renderer
  72.  *  can't be initialized, the normal default renderer is used.
  73.  *
  74.  *  This variable is case insensitive and can be set to the following values:
  75.  *    "direct3d"
  76.  *    "opengl"
  77.  *    "opengles2"
  78.  *    "opengles"
  79.  *    "software"
  80.  *
  81.  *  The default varies by platform, but it's the first one in the list that
  82.  *  is available on the current platform.
  83.  */
  84. #define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
  85.  
  86. /**
  87.  *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
  88.  *
  89.  *  This variable can be set to the following values:
  90.  *    "0"       - Disable shaders
  91.  *    "1"       - Enable shaders
  92.  *
  93.  *  By default shaders are used if OpenGL supports them.
  94.  */
  95. #define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
  96.  
  97. /**
  98.  *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
  99.  *
  100.  *  This variable can be set to the following values:
  101.  *    "0"       - Thread-safety is not enabled (faster)
  102.  *    "1"       - Thread-safety is enabled
  103.  *
  104.  *  By default the Direct3D device is created with thread-safety disabled.
  105.  */
  106. #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
  107.  
  108. /**
  109.  *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
  110.  *
  111.  *  This variable does not have any effect on the Direct3D 9 based renderer.
  112.  *
  113.  *  This variable can be set to the following values:
  114.  *    "0"       - Disable Debug Layer use
  115.  *    "1"       - Enable Debug Layer use
  116.  *
  117.  *  By default, SDL does not use Direct3D Debug Layer.
  118.  */
  119. #define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
  120.  
  121. /**
  122.  *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
  123.  *
  124.  *  This variable can be set to the following values:
  125.  *    "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
  126.  *    "1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
  127.  *
  128.  *  By default letterbox is used
  129.  */
  130. #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
  131.  
  132. /**
  133.  *  \brief  A variable controlling the scaling quality
  134.  *
  135.  *  This variable can be set to the following values:
  136.  *    "0" or "nearest" - Nearest pixel sampling
  137.  *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
  138.  *    "2" or "best"    - Currently this is the same as "linear"
  139.  *
  140.  *  By default nearest pixel sampling is used
  141.  */
  142. #define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
  143.  
  144. /**
  145.  *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
  146.  *
  147.  *  This variable can be set to the following values:
  148.  *    "0"       - Disable vsync
  149.  *    "1"       - Enable vsync
  150.  *
  151.  *  By default SDL does not sync screen surface updates with vertical refresh.
  152.  */
  153. #define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
  154.  
  155. /**
  156.  *  \brief  A variable controlling whether the screensaver is enabled.
  157.  *
  158.  *  This variable can be set to the following values:
  159.  *    "0"       - Disable screensaver
  160.  *    "1"       - Enable screensaver
  161.  *
  162.  *  By default SDL will disable the screensaver.
  163.  */
  164. #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
  165.  
  166. /**
  167.  *  \brief  A variable controlling whether the X11 VidMode extension should be used.
  168.  *
  169.  *  This variable can be set to the following values:
  170.  *    "0"       - Disable XVidMode
  171.  *    "1"       - Enable XVidMode
  172.  *
  173.  *  By default SDL will use XVidMode if it is available.
  174.  */
  175. #define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
  176.  
  177. /**
  178.  *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
  179.  *
  180.  *  This variable can be set to the following values:
  181.  *    "0"       - Disable Xinerama
  182.  *    "1"       - Enable Xinerama
  183.  *
  184.  *  By default SDL will use Xinerama if it is available.
  185.  */
  186. #define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
  187.  
  188. /**
  189.  *  \brief  A variable controlling whether the X11 XRandR extension should be used.
  190.  *
  191.  *  This variable can be set to the following values:
  192.  *    "0"       - Disable XRandR
  193.  *    "1"       - Enable XRandR
  194.  *
  195.  *  By default SDL will not use XRandR because of window manager issues.
  196.  */
  197. #define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
  198.  
  199. /**
  200.  *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
  201.  *
  202.  *  This variable can be set to the following values:
  203.  *    "0"       - Disable _NET_WM_PING
  204.  *    "1"       - Enable _NET_WM_PING
  205.  *
  206.  *  By default SDL will use _NET_WM_PING, but for applications that know they
  207.  *  will not always be able to respond to ping requests in a timely manner they can
  208.  *  turn it off to avoid the window manager thinking the app is hung.
  209.  *  The hint is checked in CreateWindow.
  210.  */
  211. #define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
  212.  
  213. /**
  214.  *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
  215.  *
  216.  *  This variable can be set to the following values:
  217.  *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
  218.  *    "1"       - The window frame is interactive when the cursor is hidden
  219.  *
  220.  *  By default SDL will allow interaction with the window frame when the cursor is hidden
  221.  */
  222. #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
  223.  
  224. /**
  225.  * \brief A variable to specify custom icon resource id from RC file on Windows platform
  226.  */
  227. #define SDL_HINT_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON"
  228. #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
  229.  
  230. /**
  231.  *  \brief  A variable controlling whether the windows message loop is processed by SDL
  232.  *
  233.  *  This variable can be set to the following values:
  234.  *    "0"       - The window message loop is not run
  235.  *    "1"       - The window message loop is processed in SDL_PumpEvents()
  236.  *
  237.  *  By default SDL will process the windows message loop
  238.  */
  239. #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
  240.  
  241. /**
  242.  *  \brief  A variable controlling whether grabbing input grabs the keyboard
  243.  *
  244.  *  This variable can be set to the following values:
  245.  *    "0"       - Grab will affect only the mouse
  246.  *    "1"       - Grab will affect mouse and keyboard
  247.  *
  248.  *  By default SDL will not grab the keyboard so system shortcuts still work.
  249.  */
  250. #define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
  251.  
  252. /**
  253.  *  \brief  A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
  254.  */
  255. #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
  256.  
  257. /**
  258.  *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
  259.  */
  260. #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
  261.  
  262. /**
  263.  *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
  264.  *
  265.  *  This variable can be set to the following values:
  266.  *    "0"       - Relative mouse mode uses raw input
  267.  *    "1"       - Relative mouse mode uses mouse warping
  268.  *
  269.  *  By default SDL will use raw input for relative mouse mode
  270.  */
  271. #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
  272.  
  273. /**
  274.  *  \brief Allow mouse click events when clicking to focus an SDL window
  275.  *
  276.  *  This variable can be set to the following values:
  277.  *    "0"       - Ignore mouse clicks that activate a window
  278.  *    "1"       - Generate events for mouse clicks that activate a window
  279.  *
  280.  *  By default SDL will ignore mouse clicks that activate a window
  281.  */
  282. #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
  283.  
  284. /**
  285.  *  \brief  A variable controlling whether touch events should generate synthetic mouse events
  286.  *
  287.  *  This variable can be set to the following values:
  288.  *    "0"       - Touch events will not generate mouse events
  289.  *    "1"       - Touch events will generate mouse events
  290.  *
  291.  *  By default SDL will generate mouse events for touch events
  292.  */
  293. #define SDL_HINT_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS"
  294.  
  295. /**
  296.  *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
  297.  *
  298.  */
  299. #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
  300.  
  301. /**
  302.  *  \brief  A variable controlling whether the idle timer is disabled on iOS.
  303.  *
  304.  *  When an iOS app does not receive touches for some time, the screen is
  305.  *  dimmed automatically. For games where the accelerometer is the only input
  306.  *  this is problematic. This functionality can be disabled by setting this
  307.  *  hint.
  308.  *
  309.  *  As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
  310.  *  accomplish the same thing on iOS. They should be preferred over this hint.
  311.  *
  312.  *  This variable can be set to the following values:
  313.  *    "0"       - Enable idle timer
  314.  *    "1"       - Disable idle timer
  315.  */
  316. #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
  317.  
  318. /**
  319.  *  \brief  A variable controlling which orientations are allowed on iOS.
  320.  *
  321.  *  In some circumstances it is necessary to be able to explicitly control
  322.  *  which UI orientations are allowed.
  323.  *
  324.  *  This variable is a space delimited list of the following values:
  325.  *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
  326.  */
  327. #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
  328.  
  329. /**
  330.  *  \brief  A variable controlling whether controllers used with the Apple TV
  331.  *  generate UI events.
  332.  *
  333.  * When UI events are generated by controller input, the app will be
  334.  * backgrounded when the Apple TV remote's menu button is pressed, and when the
  335.  * pause or B buttons on gamepads are pressed.
  336.  *
  337.  * More information about properly making use of controllers for the Apple TV
  338.  * can be found here:
  339.  * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
  340.  *
  341.  *  This variable can be set to the following values:
  342.  *    "0"       - Controller input does not generate UI events (the default).
  343.  *    "1"       - Controller input generates UI events.
  344.  */
  345. #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
  346.  
  347. /**
  348.  * \brief  A variable controlling whether the Apple TV remote's joystick axes
  349.  *         will automatically match the rotation of the remote.
  350.  *
  351.  *  This variable can be set to the following values:
  352.  *    "0"       - Remote orientation does not affect joystick axes (the default).
  353.  *    "1"       - Joystick axes are based on the orientation of the remote.
  354.  */
  355. #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
  356.  
  357. /**
  358.  *  \brief  A variable controlling whether the Android / iOS built-in
  359.  *  accelerometer should be listed as a joystick device, rather than listing
  360.  *  actual joysticks only.
  361.  *
  362.  *  This variable can be set to the following values:
  363.  *    "0"       - List only real joysticks and accept input from them
  364.  *    "1"       - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
  365.  */
  366. #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
  367.  
  368. /**
  369.  *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
  370.  *
  371.  *  The variable can be set to the following values:
  372.  *    "0"       - Disable XInput detection (only uses direct input)
  373.  *    "1"       - Enable XInput detection (the default)
  374.  */
  375. #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
  376.  
  377. /**
  378.  *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
  379.  *
  380.  *  This hint is for backwards compatibility only and will be removed in SDL 2.1
  381.  *
  382.  *  The default value is "0".  This hint must be set before SDL_Init()
  383.  */
  384. #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
  385.  
  386. /**
  387.  *  \brief  A variable that lets you manually hint extra gamecontroller db entries.
  388.  *
  389.  *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
  390.  *
  391.  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
  392.  *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
  393.  */
  394. #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
  395.  
  396. /**
  397.  *  \brief  A variable containing a list of devices to skip when scanning for game controllers.
  398.  *
  399.  *  The format of the string is a comma separated list of USB VID/PID pairs
  400.  *  in hexadecimal form, e.g.
  401.  *
  402.  *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
  403.  *
  404.  *  The variable can also take the form of @file, in which case the named
  405.  *  file will be loaded and interpreted as the value of the variable.
  406.  */
  407. #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
  408.  
  409. /**
  410.  *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
  411.  *
  412.  *  The format of the string is a comma separated list of USB VID/PID pairs
  413.  *  in hexadecimal form, e.g.
  414.  *
  415.  *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
  416.  *
  417.  *  The variable can also take the form of @file, in which case the named
  418.  *  file will be loaded and interpreted as the value of the variable.
  419.  */
  420. #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
  421.  
  422. /**
  423.  *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
  424.  *
  425.  *  The variable can be set to the following values:
  426.  *    "0"       - Disable joystick & gamecontroller input events when the
  427.  *                application is in the background.
  428.  *    "1"       - Enable joystick & gamecontroller input events when the
  429.  *                application is in the background.
  430.  *
  431.  *  The default value is "0".  This hint may be set at any time.
  432.  */
  433. #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
  434.  
  435. /**
  436.  *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
  437.  *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
  438.  *
  439.  *  This variable can be set to the following values:
  440.  *    "0"       - don't allow topmost
  441.  *    "1"       - allow topmost
  442.  */
  443. #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
  444.  
  445. /**
  446.  *  \brief A variable that controls the timer resolution, in milliseconds.
  447.  *
  448.  *  The higher resolution the timer, the more frequently the CPU services
  449.  *  timer interrupts, and the more precise delays are, but this takes up
  450.  *  power and CPU time.  This hint is only used on Windows 7 and earlier.
  451.  *
  452.  *  See this blog post for more information:
  453.  *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
  454.  *
  455.  *  If this variable is set to "0", the system timer resolution is not set.
  456.  *
  457.  *  The default value is "1". This hint may be set at any time.
  458.  */
  459. #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
  460.  
  461.  
  462. /**
  463.  *  \brief  A variable describing the content orientation on QtWayland-based platforms.
  464.  *
  465.  *  On QtWayland platforms, windows are rotated client-side to allow for custom
  466.  *  transitions. In order to correctly position overlays (e.g. volume bar) and
  467.  *  gestures (e.g. events view, close/minimize gestures), the system needs to
  468.  *  know in which orientation the application is currently drawing its contents.
  469.  *
  470.  *  This does not cause the window to be rotated or resized, the application
  471.  *  needs to take care of drawing the content in the right orientation (the
  472.  *  framebuffer is always in portrait mode).
  473.  *
  474.  *  This variable can be one of the following values:
  475.  *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
  476.  */
  477. #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
  478.  
  479. /**
  480.  *  \brief  Flags to set on QtWayland windows to integrate with the native window manager.
  481.  *
  482.  *  On QtWayland platforms, this hint controls the flags to set on the windows.
  483.  *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
  484.  *
  485.  *  This variable is a space-separated list of the following values (empty = no flags):
  486.  *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
  487.  */
  488. #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
  489.  
  490. /**
  491. *  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
  492. *
  493. *  Use this hint in case you need to set SDL's threads stack size to other than the default.
  494. *  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
  495. *  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
  496. *  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
  497. */
  498. #define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
  499.  
  500. /**
  501.  *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
  502.  */
  503. #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
  504.  
  505. /**
  506.  *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
  507.  *
  508.  *  If present, holding ctrl while left clicking will generate a right click
  509.  *  event when on Mac.
  510.  */
  511. #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
  512.  
  513. /**
  514. *  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
  515. *
  516. *  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
  517. *  can use two different sets of binaries, those compiled by the user from source
  518. *  or those provided by the Chrome browser. In the later case, these binaries require
  519. *  that SDL loads a DLL providing the shader compiler.
  520. *
  521. *  This variable can be set to the following values:
  522. *    "d3dcompiler_46.dll" - default, best for Vista or later.
  523. *    "d3dcompiler_43.dll" - for XP support.
  524. *    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
  525. *
  526. */
  527. #define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
  528.  
  529. /**
  530. *  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
  531. *  
  532. *  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
  533. *  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
  534. *  created SDL_Window:
  535. *
  536. *  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
  537. *  needed for example when sharing an OpenGL context across multiple windows.
  538. *
  539. *  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
  540. *  OpenGL rendering.
  541. *
  542. *  This variable can be set to the following values:
  543. *    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
  544. *    share a pixel format with.
  545. */
  546. #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
  547.  
  548. /**
  549.  *  \brief A URL to a WinRT app's privacy policy
  550.  *
  551.  *  All network-enabled WinRT apps must make a privacy policy available to its
  552.  *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
  553.  *  be available in the Windows Settings charm, as accessed from within the app.
  554.  *  SDL provides code to add a URL-based link there, which can point to the app's
  555.  *  privacy policy.
  556.  *
  557.  *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
  558.  *  before calling any SDL_Init() functions.  The contents of the hint should
  559.  *  be a valid URL.  For example, "http://www.example.com".
  560.  *
  561.  *  The default value is "", which will prevent SDL from adding a privacy policy
  562.  *  link to the Settings charm.  This hint should only be set during app init.
  563.  *
  564.  *  The label text of an app's "Privacy Policy" link may be customized via another
  565.  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
  566.  *
  567.  *  Please note that on Windows Phone, Microsoft does not provide standard UI
  568.  *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
  569.  *  will not get used on that platform.  Network-enabled phone apps should display
  570.  *  their privacy policy through some other, in-app means.
  571.  */
  572. #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
  573.  
  574. /** \brief Label text for a WinRT app's privacy policy link
  575.  *
  576.  *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
  577.  *  Microsoft mandates that this policy be available via the Windows Settings charm.
  578.  *  SDL provides code to add a link there, with its label text being set via the
  579.  *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
  580.  *
  581.  *  Please note that a privacy policy's contents are not set via this hint.  A separate
  582.  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
  583.  *  policy.
  584.  *
  585.  *  The contents of this hint should be encoded as a UTF8 string.
  586.  *
  587.  *  The default value is "Privacy Policy".  This hint should only be set during app
  588.  *  initialization, preferably before any calls to SDL_Init().
  589.  *
  590.  *  For additional information on linking to a privacy policy, see the documentation for
  591.  *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
  592.  */
  593. #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
  594.  
  595. /** \brief Allows back-button-press events on Windows Phone to be marked as handled
  596.  *
  597.  *  Windows Phone devices typically feature a Back button.  When pressed,
  598.  *  the OS will emit back-button-press events, which apps are expected to
  599.  *  handle in an appropriate manner.  If apps do not explicitly mark these
  600.  *  events as 'Handled', then the OS will invoke its default behavior for
  601.  *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
  602.  *  terminate the app (and attempt to switch to the previous app, or to the
  603.  *  device's home screen).
  604.  *
  605.  *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
  606.  *  to mark back-button-press events as Handled, if and when one is sent to
  607.  *  the app.
  608.  *
  609.  *  Internally, Windows Phone sends back button events as parameters to
  610.  *  special back-button-press callback functions.  Apps that need to respond
  611.  *  to back-button-press events are expected to register one or more
  612.  *  callback functions for such, shortly after being launched (during the
  613.  *  app's initialization phase).  After the back button is pressed, the OS
  614.  *  will invoke these callbacks.  If the app's callback(s) do not explicitly
  615.  *  mark the event as handled by the time they return, or if the app never
  616.  *  registers one of these callback, the OS will consider the event
  617.  *  un-handled, and it will apply its default back button behavior (terminate
  618.  *  the app).
  619.  *
  620.  *  SDL registers its own back-button-press callback with the Windows Phone
  621.  *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
  622.  *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
  623.  *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
  624.  *  If the hint's value is set to "1", the back button event's Handled
  625.  *  property will get set to 'true'.  If the hint's value is set to something
  626.  *  else, or if it is unset, SDL will leave the event's Handled property
  627.  *  alone.  (By default, the OS sets this property to 'false', to note.)
  628.  *
  629.  *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
  630.  *  back button is pressed, or can set it in direct-response to a back button
  631.  *  being pressed.
  632.  *
  633.  *  In order to get notified when a back button is pressed, SDL apps should
  634.  *  register a callback function with SDL_AddEventWatch(), and have it listen
  635.  *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
  636.  *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
  637.  *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
  638.  *  set by such a callback, will be applied to the OS' current
  639.  *  back-button-press event.
  640.  *
  641.  *  More details on back button behavior in Windows Phone apps can be found
  642.  *  at the following page, on Microsoft's developer site:
  643.  *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
  644.  */
  645. #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
  646.  
  647. /**
  648.  *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
  649.  *
  650.  *  This hint only applies to Mac OS X.
  651.  *
  652.  *  The variable can be set to the following values:
  653.  *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
  654.  *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
  655.  *                button on their titlebars).
  656.  *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
  657.  *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
  658.  *                button on their titlebars).
  659.  *
  660.  *  The default value is "1". Spaces are disabled regardless of this hint if
  661.  *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
  662.  *   any windows are created.
  663.  */
  664. #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
  665.  
  666. /**
  667. *  \brief  When set don't force the SDL app to become a foreground process
  668. *
  669. *  This hint only applies to Mac OS X.
  670. *
  671. */
  672. #define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
  673.  
  674. /**
  675.  * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
  676.  *
  677.  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
  678.  *
  679.  * If both hints were set then SDL_RWFromFile() will look into expansion files
  680.  * after a given relative path was not found in the internal storage and assets.
  681.  *
  682.  * By default this hint is not set and the APK expansion files are not searched.
  683.  */
  684. #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
  685.  
  686. /**
  687.  * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
  688.  *
  689.  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
  690.  *
  691.  * If both hints were set then SDL_RWFromFile() will look into expansion files
  692.  * after a given relative path was not found in the internal storage and assets.
  693.  *
  694.  * By default this hint is not set and the APK expansion files are not searched.
  695.  */
  696. #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
  697.  
  698. /**
  699.  * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
  700.  *
  701.  * The variable can be set to the following values:
  702.  *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
  703.  *               responsibility to render the text from these events and
  704.  *               differentiate it somehow from committed text. (default)
  705.  *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent,
  706.  *               and text that is being composed will be rendered in its own UI.
  707.  */
  708. #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
  709.  
  710.  /**
  711.  * \brief A variable to control whether mouse and touch events are to be treated together or separately
  712.  *
  713.  * The variable can be set to the following values:
  714.  *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse
  715.  *               events. This is the behaviour of SDL <= 2.0.3. (default)
  716.  *   "1"       - Mouse events will be handled separately from pure touch events.
  717.  *
  718.  * The value of this hint is used at runtime, so it can be changed at any time.
  719.  */
  720. #define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
  721.  
  722. /**
  723.  *  \brief override the binding element for keyboard inputs for Emscripten builds
  724.  *
  725.  * This hint only applies to the emscripten platform
  726.  *
  727.  * The variable can be one of
  728.  *    "#window"      - The javascript window object (this is the default)
  729.  *    "#document"    - The javascript document object
  730.  *    "#screen"      - the javascript window.screen object
  731.  *    "#canvas"      - the WebGL canvas element
  732.  *    any other string without a leading # sign applies to the element on the page with that ID.
  733.  */
  734. #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
  735.  
  736. /**
  737.  *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
  738.  *
  739.  * This hint only applies to Unix-like platforms.
  740.  *
  741.  * The variable can be set to the following values:
  742.  *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
  743.  *               catches a signal, convert it into an SDL_QUIT event.
  744.  *   "1"       - SDL will not install a signal handler at all.
  745.  */
  746. #define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
  747.  
  748. /**
  749.  *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
  750.  *
  751.  * The variable can be set to the following values:
  752.  *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
  753.  *   "1"       - SDL will only do normal key handling for Alt+F4.
  754.  */
  755. #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4     "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
  756.  
  757. /**
  758.  *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
  759.  *
  760.  * The bitmap header version 4 is required for proper alpha channel support and
  761.  * SDL will use it when required. Should this not be desired, this hint can
  762.  * force the use of the 40 byte header version which is supported everywhere.
  763.  *
  764.  * The variable can be set to the following values:
  765.  *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
  766.  *               32-bit BMP file with an alpha mask. SDL will use the bitmap
  767.  *               header version 4 and set the alpha mask accordingly.
  768.  *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
  769.  *               32-bit BMP file without an alpha mask. The alpha channel data
  770.  *               will be in the file, but applications are going to ignore it.
  771.  *
  772.  * The default value is "0".
  773.  */
  774. #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
  775.  
  776. /**
  777.  * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
  778.  *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a
  779.  *        thread's name, but it tends to cause problems with other debuggers,
  780.  *        and the .NET runtime. Note that SDL 2.0.6 and later will still use
  781.  *        the (safer) SetThreadDescription API, introduced in the Windows 10
  782.  *        Creators Update, if available.
  783.  *
  784.  * The variable can be set to the following values:
  785.  *   "0"       - SDL will raise the 0x406D1388 Exception to name threads.
  786.  *               This is the default behavior of SDL <= 2.0.4.
  787.  *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default)
  788.  *               This is necessary with .NET languages or debuggers that aren't Visual Studio.
  789.  */
  790. #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
  791.  
  792. /**
  793.  * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
  794.  *
  795.  * Also known as Z-order. The variable can take a negative or positive value.
  796.  * The default is 10000.
  797.  */
  798. #define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
  799.  
  800. /**
  801.  *  \brief  A variable controlling what driver to use for OpenGL ES contexts.
  802.  *
  803.  *  On some platforms, currently Windows and X11, OpenGL drivers may support
  804.  *  creating contexts with an OpenGL ES profile. By default SDL uses these
  805.  *  profiles, when available, otherwise it attempts to load an OpenGL ES
  806.  *  library, e.g. that provided by the ANGLE project. This variable controls
  807.  *  whether SDL follows this default behaviour or will always load an
  808.  *  OpenGL ES library.
  809.  *
  810.  *  Circumstances where this is useful include
  811.  *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
  812.  *    or emulator, e.g. those from ARM, Imagination or Qualcomm.
  813.  *  - Resolving OpenGL ES function addresses at link time by linking with
  814.  *    the OpenGL ES library instead of querying them at run time with
  815.  *    SDL_GL_GetProcAddress().
  816.  *
  817.  *  Caution: for an application to work with the default behaviour across
  818.  *  different OpenGL drivers it must query the OpenGL ES function
  819.  *  addresses at run time using SDL_GL_GetProcAddress().
  820.  *
  821.  *  This variable is ignored on most platforms because OpenGL ES is native
  822.  *  or not supported.
  823.  *
  824.  *  This variable can be set to the following values:
  825.  *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.)
  826.  *    "1"       - Load OpenGL ES library using the default library names.
  827.  *
  828.  */
  829. #define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
  830.  
  831. /**
  832.  *  \brief  A variable controlling speed/quality tradeoff of audio resampling.
  833.  *
  834.  *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
  835.  *  to handle audio resampling. There are different resampling modes available
  836.  *  that produce different levels of quality, using more CPU.
  837.  *
  838.  *  If this hint isn't specified to a valid setting, or libsamplerate isn't
  839.  *  available, SDL will use the default, internal resampling algorithm.
  840.  *
  841.  *  Note that this is currently only applicable to resampling audio that is
  842.  *  being written to a device for playback or audio being read from a device
  843.  *  for capture. SDL_AudioCVT always uses the default resampler (although this
  844.  *  might change for SDL 2.1).
  845.  *
  846.  *  This hint is currently only checked at audio subsystem initialization.
  847.  *
  848.  *  This variable can be set to the following values:
  849.  *
  850.  *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
  851.  *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
  852.  *    "2" or "medium"  - Use medium quality resampling, if available
  853.  *    "3" or "best"    - Use high quality resampling, if available
  854.  */
  855. #define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
  856.  
  857. /**
  858.  *  \brief  A variable controlling the audio category on iOS and Mac OS X
  859.  *
  860.  *  This variable can be set to the following values:
  861.  *
  862.  *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
  863.  *    "playback"    - Use the AVAudioSessionCategoryPlayback category
  864.  *
  865.  *  For more information, see Apple's documentation:
  866.  *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
  867.  */
  868. #define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
  869.  
  870. /**
  871.  *  \brief  An enumeration of hint priorities
  872.  */
  873. typedef enum
  874. {
  875.     SDL_HINT_DEFAULT,
  876.     SDL_HINT_NORMAL,
  877.     SDL_HINT_OVERRIDE
  878. } SDL_HintPriority;
  879.  
  880.  
  881. /**
  882.  *  \brief Set a hint with a specific priority
  883.  *
  884.  *  The priority controls the behavior when setting a hint that already
  885.  *  has a value.  Hints will replace existing hints of their priority and
  886.  *  lower.  Environment variables are considered to have override priority.
  887.  *
  888.  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
  889.  */
  890. extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
  891.                                                          const char *value,
  892.                                                          SDL_HintPriority priority);
  893.  
  894. /**
  895.  *  \brief Set a hint with normal priority
  896.  *
  897.  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
  898.  */
  899. extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
  900.                                              const char *value);
  901.  
  902. /**
  903.  *  \brief Get a hint
  904.  *
  905.  *  \return The string value of a hint variable.
  906.  */
  907. extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
  908.  
  909. /**
  910.  *  \brief Get a hint
  911.  *
  912.  *  \return The boolean value of a hint variable.
  913.  */
  914. extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
  915.  
  916. /**
  917.  * \brief type definition of the hint callback function.
  918.  */
  919. typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
  920.  
  921. /**
  922.  *  \brief Add a function to watch a particular hint
  923.  *
  924.  *  \param name The hint to watch
  925.  *  \param callback The function to call when the hint value changes
  926.  *  \param userdata A pointer to pass to the callback function
  927.  */
  928. extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
  929.                                                  SDL_HintCallback callback,
  930.                                                  void *userdata);
  931.  
  932. /**
  933.  *  \brief Remove a function watching a particular hint
  934.  *
  935.  *  \param name The hint being watched
  936.  *  \param callback The function being called when the hint value changes
  937.  *  \param userdata A pointer being passed to the callback function
  938.  */
  939. extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
  940.                                                  SDL_HintCallback callback,
  941.                                                  void *userdata);
  942.  
  943. /**
  944.  *  \brief  Clear all hints
  945.  *
  946.  *  This function is called during SDL_Quit() to free stored hints.
  947.  */
  948. extern DECLSPEC void SDLCALL SDL_ClearHints(void);
  949.  
  950.  
  951. /* Ends C function definitions when using C++ */
  952. #ifdef __cplusplus
  953. }
  954. #endif
  955. #include "close_code.h"
  956.  
  957. #endif /* SDL_hints_h_ */
  958.  
  959. /* vi: set ts=4 sw=4 expandtab: */
  960.