- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2023 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 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 Specify the behavior of Alt+Tab while the keyboard is grabbed. 
-  * 
-  * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed 
-  * and your window is full-screen. This prevents the user from getting stuck in 
-  * your application if you've enabled keyboard grab. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - SDL will not handle Alt+Tab. Your application is responsible 
-                  for handling Alt+Tab while the keyboard is grabbed. 
-  *   "1"       - SDL will minimize your window when Alt+Tab is pressed (default) 
- */ 
- #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" 
-   
- /** 
-  *  \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 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 the event loop will block itself when the app is paused. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - Non blocking. 
-  *   "1"       - Blocking. (default) 
-  * 
-  * The value should be set before SDL is initialized. 
-  */ 
- #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" 
-   
- /** 
-  * \brief A variable to control whether SDL will pause audio in background 
-  *        (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - Non paused. 
-  *   "1"       - Paused. (default) 
-  * 
-  * The value should be set before SDL is initialized. 
-  */ 
- #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" 
-   
- /** 
-  * \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 Specify an application name. 
-  * 
-  * This hint lets you specify the application name sent to the OS when 
-  * required. For example, this will often appear in volume control applets for 
-  * audio streams, and in lists of applications which are inhibiting the 
-  * screensaver.  You should use a string that describes your program ("My Game 
-  * 2: The Revenge") 
-  * 
-  * Setting this to "" or leaving it unset will have SDL use a reasonable 
-  * default: probably the application's name or "SDL Application" if SDL 
-  * doesn't have any better information. 
-  * 
-  * Note that, for audio streams, this can be overridden with 
-  * SDL_HINT_AUDIO_DEVICE_APP_NAME. 
-  * 
-  * On targets where this is not supported, this hint does nothing. 
-  */ 
- #define SDL_HINT_APP_NAME "SDL_APP_NAME" 
-   
- /** 
-  *  \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 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 Specify an application name for an audio device. 
-  * 
-  * Some audio backends (such as PulseAudio) allow you to describe your audio 
-  * stream. Among other things, this description might show up in a system 
-  * control panel that lets the user adjust the volume on specific audio 
-  * streams instead of using one giant master volume slider. 
-  * 
-  * This hints lets you transmit that information to the OS. The contents of 
-  * this hint are used while opening an audio device. You should use a string 
-  * that describes your program ("My Game 2: The Revenge") 
-  * 
-  * Setting this to "" or leaving it unset will have SDL use a reasonable 
-  * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is 
-  * set. Otherwise, it'll probably the application's name or "SDL Application" 
-  * if SDL doesn't have any better information. 
-  * 
-  * On targets where this is not supported, this hint does nothing. 
-  */ 
- #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" 
-   
- /** 
-  *  \brief Specify an application name for an audio device. 
-  * 
-  * Some audio backends (such as PulseAudio) allow you to describe your audio 
-  * stream. Among other things, this description might show up in a system 
-  * control panel that lets the user adjust the volume on specific audio 
-  * streams instead of using one giant master volume slider. 
-  * 
-  * This hints lets you transmit that information to the OS. The contents of 
-  * this hint are used while opening an audio device. You should use a string 
-  * that describes your what your program is playing ("audio stream" is 
-  * probably sufficient in many cases, but this could be useful for something 
-  * like "team chat" if you have a headset playing VoIP audio separately). 
-  * 
-  * Setting this to "" or leaving it unset will have SDL use a reasonable 
-  * default: "audio stream" or something similar. 
-  * 
-  * On targets where this is not supported, this hint does nothing. 
-  */ 
- #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" 
-   
- /** 
-  *  \brief Specify an application role for an audio device. 
-  * 
-  * Some audio backends (such as Pipewire) allow you to describe the role of 
-  * your audio stream. Among other things, this description might show up in 
-  * a system control panel or software for displaying and manipulating media 
-  * playback/capture graphs. 
-  * 
-  * This hints lets you transmit that information to the OS. The contents of 
-  * this hint are used while opening an audio device. You should use a string 
-  * that describes your what your program is playing (Game, Music, Movie, 
-  * etc...). 
-  * 
-  * Setting this to "" or leaving it unset will have SDL use a reasonable 
-  * default: "Game" or something similar. 
-  * 
-  * On targets where this is not supported, this hint does nothing. 
-  */ 
- #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" 
-   
- /** 
-  *  \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. 
-  * 
-  *  As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available. 
-  * 
-  *  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 whether SDL updates joystick state when getting input events 
-  * 
-  *  This variable can be set to the following values: 
-  * 
-  *    "0"     - You'll call SDL_JoystickUpdate() manually 
-  *    "1"     - SDL will automatically call SDL_JoystickUpdate() (default) 
-  * 
-  *  This hint can be toggled on and off at runtime. 
-  */ 
- #define SDL_HINT_AUTO_UPDATE_JOYSTICKS  "SDL_AUTO_UPDATE_JOYSTICKS" 
-   
- /** 
-  *  \brief  A variable controlling whether SDL updates sensor state when getting input events 
-  * 
-  *  This variable can be set to the following values: 
-  * 
-  *    "0"     - You'll call SDL_SensorUpdate() manually 
-  *    "1"     - SDL will automatically call SDL_SensorUpdate() (default) 
-  * 
-  *  This hint can be toggled on and off at runtime. 
-  */ 
- #define SDL_HINT_AUTO_UPDATE_SENSORS    "SDL_AUTO_UPDATE_SENSORS" 
-   
- /** 
-  *  \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 Override for SDL_GetDisplayUsableBounds() 
-  * 
-  *  If set, this hint will override the expected results for 
-  *  SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want 
-  *  to do this, but this allows an embedded system to request that some of the 
-  *  screen be reserved for other uses when paired with a well-behaved 
-  *  application. 
-  * 
-  *  The contents of this hint must be 4 comma-separated integers, the first 
-  *  is the bounds x, then y, width and height, in that order. 
-  */ 
- #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" 
-   
- /** 
-  *  \brief Disable giving back control to the browser automatically 
-  *  when running with asyncify 
-  * 
-  * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations 
-  * such as refreshing the screen or polling events. 
-  * 
-  * This hint only applies to the emscripten platform 
-  * 
-  * The variable can be set to the following values: 
-  *    "0"       - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) 
-  *    "1"       - Enable emscripten_sleep calls (the default) 
-  */ 
- #define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY" 
-   
- /** 
-  *  \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  A variable that controls whether the on-screen keyboard should be shown when text input is active 
-  * 
-  *  The variable can be set to the following values: 
-  *    "0"       - Do not show the on-screen keyboard 
-  *    "1"       - Show the on-screen keyboard 
-  * 
-  *  The default value is "1". This hint must be set before text input is activated. 
-  */ 
- #define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" 
-   
- /** 
-  *  \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  A variable controlling verbosity of the logging of SDL events pushed onto the internal queue. 
-  * 
-  *  This variable can be set to the following values, from least to most verbose: 
-  * 
-  *    "0"     - Don't log any events (default) 
-  *    "1"     - Log most events (other than the really spammy ones). 
-  *    "2"     - Include mouse and finger motion events. 
-  *    "3"     - Include SDL_SysWMEvent events. 
-  * 
-  *  This is generally meant to be used to debug SDL itself, but can be useful 
-  *  for application developers that need better visibility into what is going 
-  *  on in the event queue. Logged events are sent through SDL_Log(), which 
-  *  means by default they appear on stdout on most platforms or maybe 
-  *  OutputDebugString() on Windows, and can be funneled by the app with 
-  *  SDL_LogSetOutputFunction(), etc. 
-  * 
-  *  This hint can be toggled on and off at runtime, if you only need to log 
-  *  events for a small subset of program execution. 
-  */ 
- #define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING" 
-   
- /** 
-  *  \brief  A variable controlling whether raising the window should be done more forcefully 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - No forcing (the default) 
-  *    "1"       - Extra level of forcing 
-  * 
-  *  At present, this is only an issue under MS Windows, which makes it nearly impossible to 
-  *  programmatically move a window to the foreground, for "security" reasons. See 
-  *  http://stackoverflow.com/a/34414846 for a discussion. 
-  */ 
- #define SDL_HINT_FORCE_RAISEWINDOW    "SDL_HINT_FORCE_RAISEWINDOW" 
-   
- /** 
-  *  \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 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 that lets you provide a file with extra gamecontroller db entries. 
-  * 
-  *  The file should contain lines 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_FILE "SDL_GAMECONTROLLERCONFIG_FILE" 
-   
- /** 
-  *  \brief  A variable that overrides the automatic controller type detection 
-  * 
-  *  The variable should be comma separated entries, in the form: VID/PID=type 
-  * 
-  *  The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd 
-  * 
-  *  The type should be one of: 
-  *      Xbox360 
-  *      XboxOne 
-  *      PS3 
-  *      PS4 
-  *      PS5 
-  *      SwitchPro 
-  * 
-  *  This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) 
-  */ 
- #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" 
-   
- /** 
-  *  \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  If set, game controller face buttons report their values according to their labels instead of their positional layout. 
-  * 
-  *  For example, on Nintendo Switch controllers, normally you'd get: 
-  * 
-  *      (Y) 
-  *  (X)     (B) 
-  *      (A) 
-  * 
-  *  but if this hint is set, you'll get: 
-  * 
-  *      (X) 
-  *  (Y)     (A) 
-  *      (B) 
-  * 
-  *  The variable can be set to the following values: 
-  *    "0"       - Report the face buttons by position, as though they were on an Xbox controller. 
-  *    "1"       - Report the face buttons by label instead of position 
-  * 
-  *  The default value is "1".  This hint may be set at any time. 
-  */ 
- #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" 
-   
- /** 
-  *  \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 containing a list of devices to ignore in SDL_hid_enumerate() 
-  * 
-  *  For example, to ignore the Shanwan DS3 controller and any Valve controller, you might 
-  *  have the string "0x2563/0x0523,0x28de/0x0000" 
-  */ 
- #define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" 
-   
- /** 
-  *  \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 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 certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - Native UI components are not display. (default) 
-  *   "1"       - Native UI components are displayed. 
-  */ 
- #define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI" 
-   
- /** 
-  * \brief A variable to control if extended IME text support is enabled. 
-  * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise. 
-  * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated. 
-  * 
-  * The variable can be set to the following values: 
-  *   "0"       - Legacy behavior. Text can be truncated, no heap allocations. (default) 
-  *   "1"       - Modern behavior. 
-  */ 
- #define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT" 
-   
- /** 
-  * \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 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 Nintendo GameCube 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_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" 
-   
- /** 
-  *  \brief  A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement 
-  *          the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2) 
-  *          this is useful for applications that need full compatibility for things like ADSR envelopes. 
-  *          Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0" 
-  *          Rumble is both at any arbitrary value, 
-  *          StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0" 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Normal rumble behavior is behavior is used (default) 
-  *    "1"       - Proper GameCube controller rumble behavior is used 
-  * 
-  */ 
- #define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE" 
-   
- /** 
-   *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons 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_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" 
-   
- /** 
-   *  \brief  A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad 
-   *    "1"       - Left and right Joy-Con controllers will be combined into a single controller (the default) 
-   */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS" 
-   
- /** 
-   *  \brief  A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - Left and right Joy-Con controllers will not be in vertical mode (the default) 
-   *    "1"       - Left and right Joy-Con controllers will be in vertical mode 
-   * 
-   *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) 
-   */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" 
-   
- /** 
-   *  \brief  A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth 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_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" 
-   
- /** 
-   *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Online classic 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_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC" 
-   
- /** 
-   *  \brief  A variable controlling whether the HIDAPI driver for NVIDIA SHIELD 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_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for PS3 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 on macOS, and "0" on other platforms. 
-  * 
-  *  It is not possible to use this driver on Windows, due to limitations in the default drivers 
-  *  installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows. 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" 
-   
- /** 
-  *  \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. 
-  * 
-  *  For compatibility with applications written for versions of SDL prior 
-  *  to the introduction of PS5 controller support, this value will also 
-  *  control the state of extended reports on PS5 controllers when the 
-  *  SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for PS5 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_PS5 "SDL_JOYSTICK_HIDAPI_PS5" 
-   
- /** 
-  *  \brief  A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - player LEDs are not enabled 
-  *    "1"       - player LEDs are enabled (the default) 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" 
-   
- /** 
-  *  \brief  A variable controlling whether extended input reports should be used for PS5 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 PS5 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. 
-  * 
-  *  For compatibility with applications written for versions of SDL prior 
-  *  to the introduction of PS5 controller support, this value defaults to 
-  *  the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for Google Stadia 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_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for Bluetooth 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 for Steam Controllers, which requires Bluetooth access 
-  *                and may prompt the user for permission on iOS and Android. 
-  * 
-  *  The default is "0" 
-  */ 
- #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 Home button LED should be turned on when a Nintendo Switch Pro controller is opened 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - home button LED is turned off 
-  *    "1"       - home button LED is turned on 
-  * 
-  *  By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" 
-   
- /** 
-  *  \brief  A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - home button LED is turned off 
-  *    "1"       - home button LED is turned on 
-  * 
-  *  By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED" 
-   
- /** 
-  *  \brief  A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - player LEDs are not enabled 
-  *    "1"       - player LEDs are enabled (the default) 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - HIDAPI driver is not used 
-  *    "1"       - HIDAPI driver is used 
-  * 
-  *  This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now. 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII" 
-   
- /** 
-  *  \brief  A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - player LEDs are not enabled 
-  *    "1"       - player LEDs are enabled (the default) 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED" 
-   
- /** 
-  *  \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 "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for XBox 360 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_XBOX 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360   "SDL_JOYSTICK_HIDAPI_XBOX_360" 
-   
- /** 
-  *  \brief  A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - player LEDs are not enabled 
-  *    "1"       - player LEDs are enabled (the default) 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for XBox 360 wireless 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_XBOX_360 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS   "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS" 
-   
- /** 
-  *  \brief  A variable controlling whether the HIDAPI driver for XBox One 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_XBOX 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE   "SDL_JOYSTICK_HIDAPI_XBOX_ONE" 
-   
- /** 
-  *  \brief  A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - home button LED is turned off 
-  *    "1"       - home button LED is turned on 
-  * 
-  *  By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4. 
-  */ 
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED" 
-   
- /** 
-   *  \brief  A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - RAWINPUT drivers are not used 
-   *    "1"       - RAWINPUT drivers are used (the default) 
-   */ 
- #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" 
-   
- /** 
-   *  \brief  A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - RAWINPUT driver will only use data from raw input APIs 
-   *    "1"       - RAWINPUT driver will also pull data from XInput, providing 
-   *                better trigger axes, guide button presses, and rumble support 
-   *                for Xbox controllers 
-   * 
-   *  The default is "1".  This hint applies to any joysticks opened after setting the hint. 
-   */ 
- #define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT   "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" 
-   
- /** 
-   *  \brief  A variable controlling whether the ROG Chakram mice should show up as joysticks 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - ROG Chakram mice do not show up as joysticks (the default) 
-   *    "1"       - ROG Chakram mice show up as joysticks 
-   */ 
- #define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM" 
-   
- /** 
-   *  \brief  A variable controlling whether a separate thread should be used 
-   *          for handling joystick detection and raw input messages on Windows 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - A separate thread is not used (the default) 
-   *    "1"       - A separate thread is used for handling raw input messages 
-   * 
-   */ 
- #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" 
-   
- /** 
-   *  \brief  A variable controlling whether Windows.Gaming.Input should be used for controller handling. 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - WGI is not used 
-   *    "1"       - WGI is used (the default) 
-   */ 
- #define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" 
-   
- /** 
-  * \brief Determines whether SDL enforces that DRM master is required in order 
-  *        to initialize the KMSDRM video backend. 
-  * 
-  * The DRM subsystem has a concept of a "DRM master" which is a DRM client that 
-  * has the ability to set planes, set cursor, etc. When SDL is DRM master, it 
-  * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL 
-  * is still able to process input and query attributes of attached displays, 
-  * but it cannot change display state or draw to the screen directly. 
-  * 
-  * In some cases, it can be useful to have the KMSDRM backend even if it cannot 
-  * be used for rendering. An app may want to use SDL for input processing while 
-  * using another rendering API (such as an MMAL overlay on Raspberry Pi) or 
-  * using its own code to render to DRM overlays that SDL doesn't support. 
-  * 
-  * This hint must be set before initializing the video subsystem. 
-  * 
-  * This variable can be set to the following values: 
-  *    "0"       - SDL will allow usage of the KMSDRM backend without DRM master 
-  *    "1"       - SDL Will require DRM master to use the KMSDRM backend (default) 
-  */ 
- #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER      "SDL_KMSDRM_REQUIRE_DRM_MASTER" 
-   
- /** 
-   *  \brief  A comma separated list of devices to open as joysticks 
-   * 
-   *  This variable is currently only used by the Linux joystick driver. 
-   */ 
- #define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" 
-   
- /** 
-   *  \brief  A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog. 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default) 
-   *    "1"       - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats 
-   */ 
- #define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS" 
-   
- /** 
-   *  \brief  A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values. 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - Return digital hat values based on unfiltered input axis values 
-   *    "1"       - Return digital hat values with deadzones on the input axes taken into account (the default) 
-   */ 
- #define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES" 
-   
- /** 
-   *  \brief  A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - Use /dev/input/event* 
-   *    "1"       - Use /dev/input/js* 
-   * 
-   *  By default the /dev/input/event* interfaces are used 
-   */ 
- #define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC" 
-   
- /** 
-   *  \brief  A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. 
-   * 
-   *  This variable can be set to the following values: 
-   *    "0"       - Return unfiltered joystick axis values (the default) 
-   *    "1"       - Return axis values with deadzones taken into account 
-   */ 
- #define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES" 
-   
- /** 
- *  \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 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 controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default). 
-  *    "1"       - Dispatching OpenGL context updates will allow the dispatching thread to continue execution. 
-  * 
-  *  Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread 
-  *  hangs because it's waiting for that background thread, but that background thread is also hanging because it's 
-  *  waiting for the main thread to do an update, this might fix your issue. 
-  * 
-  *  This hint only applies to macOS. 
-  * 
-  *  This hint is available since SDL 2.24.0. 
-  * 
-  */ 
- #define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH" 
-   
- /** 
-  *  \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 double click time, in milliseconds. 
-  */ 
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME    "SDL_MOUSE_DOUBLE_CLICK_TIME" 
-   
- /** 
-  *  \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 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 controlling whether relative mouse mode constrains the mouse to the center of the window 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Relative mouse mode constrains the mouse to the window 
-  *    "1"       - Relative mouse mode constrains the mouse to the center of the window 
-  * 
-  *  Constraining to the center of the window works better for FPS games and when the 
-  *  application is running over RDP. Constraining to the whole window works better 
-  *  for 2D games and increases the chance that the mouse will be in the correct 
-  *  position when using high DPI mice. 
-  * 
-  *  By default SDL will constrain the mouse to the center of the window 
-  */ 
- #define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER    "SDL_MOUSE_RELATIVE_MODE_CENTER" 
-   
- /** 
-  *  \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  A variable controlling whether relative mouse motion is affected by renderer scaling 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Relative motion is unaffected by DPI or renderer's logical size 
-  *    "1"       - Relative motion is scaled according to DPI scaling and logical size 
-  * 
-  *  By default relative mouse deltas are affected by DPI and renderer scaling 
-  */ 
- #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING" 
-   
- /** 
-  *  \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 the system mouse acceleration curve is used for relative mouse motion. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Relative mouse motion will be unscaled (the default) 
-  *    "1"       - Relative mouse motion will be scaled using the system mouse acceleration curve. 
-  * 
-  *    If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale. 
-  */ 
- #define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE    "SDL_MOUSE_RELATIVE_SYSTEM_SCALE" 
-   
- /** 
-  *  \brief  A variable controlling whether a motion event should be generated for mouse warping in relative mode. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Warping the mouse will not generate a motion event in relative mode 
-  *    "1"       - Warping the mouse will generate a motion event in relative mode 
-  * 
-  *  By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping. 
-  */ 
- #define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION  "SDL_MOUSE_RELATIVE_WARP_MOTION" 
-   
- /** 
-  *  \brief  A variable controlling whether mouse events should generate synthetic touch events 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Mouse events will not generate touch events (default for desktop platforms) 
-  *    "1"       - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) 
-  */ 
- #define SDL_HINT_MOUSE_TOUCH_EVENTS    "SDL_MOUSE_TOUCH_EVENTS" 
-   
- /** 
-  *  \brief  A variable controlling whether the mouse is captured while mouse buttons are pressed 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - The mouse is not captured while mouse buttons are pressed 
-  *    "1"       - The mouse is captured while mouse buttons are pressed 
-  * 
-  *  By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged 
-  *  outside the window, the application continues to receive mouse events until the button is 
-  *  released. 
-  */ 
- #define SDL_HINT_MOUSE_AUTO_CAPTURE    "SDL_MOUSE_AUTO_CAPTURE" 
-   
- /** 
-  *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals. 
-  * 
-  * This hint only applies to Unix-like platforms, and should set before 
-  * any calls to SDL_Init() 
-  * 
-  * 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  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 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 the use of a sentinel event when polling the event queue 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Disable poll sentinels 
-  *    "1"       - Enable poll sentinels 
-  * 
-  *  When polling for events, SDL_PumpEvents is used to gather new events from devices. 
-  *  If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will 
-  *  become stuck until the new events stop. 
-  *  This is most noticeable when moving a high frequency mouse. 
-  * 
-  *  By default, poll sentinels are enabled. 
-  */ 
- #define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" 
-   
- /** 
-  *  \brief Override for SDL_GetPreferredLocales() 
-  * 
-  *  If set, this will be favored over anything the OS might report for the 
-  *  user's preferred locales. Changing this hint at runtime will not generate 
-  *  a SDL_LOCALECHANGED event (but if you can change the hint, you can push 
-  *  your own event, if you want). 
-  * 
-  *  The format of this hint is a comma-separated list of language and locale, 
-  *  combined with an underscore, as is a common format: "en_GB". Locale is 
-  *  optional: "en". So you might have a list like this: "en_GB,jp,es_PT" 
-  */ 
- #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" 
-   
- /** 
-  *  \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" 
-  * 
-  *  Since SDL 2.0.22 this variable accepts a comma-separated list of values above. 
-  */ 
- #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 variable controlling whether the 2D render API is compatible or efficient. 
-  * 
-  *  This variable can be set to the following values: 
-  * 
-  *    "0"     - Don't use batching to make rendering more efficient. 
-  *    "1"     - Use batching, but might cause problems if app makes its own direct OpenGL calls. 
-  * 
-  *  Up to SDL 2.0.9, the render API would draw immediately when requested. Now 
-  *  it batches up draw requests and sends them all to the GPU only when forced 
-  *  to (during SDL_RenderPresent, when changing render targets, by updating a 
-  *  texture that the batch needs, etc). This is significantly more efficient, 
-  *  but it can cause problems for apps that expect to render on top of the 
-  *  render API's output. As such, SDL will disable batching if a specific 
-  *  render backend is requested (since this might indicate that the app is 
-  *  planning to use the underlying graphics API directly). This hint can 
-  *  be used to explicitly request batching in this instance. It is a contract 
-  *  that you will either never use the underlying graphics API directly, or 
-  *  if you do, you will call SDL_RenderFlush() before you do so any current 
-  *  batch goes to the GPU before your work begins. Not following this contract 
-  *  will result in undefined behavior. 
-  */ 
- #define SDL_HINT_RENDER_BATCHING  "SDL_RENDER_BATCHING" 
-   
- /** 
-  *  \brief  A variable controlling how the 2D render API renders lines 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"     - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) 
-  *    "1"     - Use the driver point API using Bresenham's line algorithm (correct, draws many points) 
-  *    "2"     - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) 
-  *    "3"     - Use the driver geometry API (correct, draws thicker diagonal lines) 
-  * 
-  *  This variable should be set when the renderer is created. 
-  */ 
- #define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" 
-   
- /** 
-  *  \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 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 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" 
-  *    "direct3d11" 
-  *    "direct3d12" 
-  *    "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 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 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 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 Metal render driver select low power device over default one 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Use the prefered OS device 
-  *    "1"       - Select a low power one 
-  * 
-  *  By default the prefered OS device is used. 
-  */ 
- #define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE" 
-   
- /** 
-  *  \brief  A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - It will be using VSYNC as defined in the main flag. Default 
-  *    "1"       - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed 
-  * 
-  *  By default SDL does not enable the automatic VSYNC 
-  */ 
- #define SDL_HINT_PS2_DYNAMIC_VSYNC    "SDL_PS2_DYNAMIC_VSYNC" 
-   
- /** 
-  * \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 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 Specify an "activity name" for screensaver inhibition. 
-  * 
-  * Some platforms, notably Linux desktops, list the applications which are 
-  * inhibiting the screensaver or other power-saving features. 
-  * 
-  * This hint lets you specify the "activity name" sent to the OS when 
-  * SDL_DisableScreenSaver() is used (or the screensaver is automatically 
-  * disabled). The contents of this hint are used when the screensaver is 
-  * disabled. You should use a string that describes what your program is doing 
-  * (and, therefore, why the screensaver is disabled).  For example, "Playing a 
-  * game" or "Watching a video". 
-  * 
-  * Setting this to "" or leaving it unset will have SDL use a reasonable 
-  * default: "Playing a game" or something similar. 
-  * 
-  * On targets where this is not supported, this hint does nothing. 
-  */ 
- #define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" 
-   
- /** 
-  *  \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. 
-  * 
-  *  On some platforms, like Linux, a realtime priority thread may be subject to restrictions 
-  *  that require special handling by the application. This hint exists to let SDL know that 
-  *  the app is prepared to handle said restrictions. 
-  * 
-  *  On Linux, SDL will apply the following configuration to any thread that becomes realtime: 
-  *   * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, 
-  *   * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. 
-  *     * Exceeding this limit will result in the kernel sending SIGKILL to the app, 
-  *     * Refer to the man pages for more information. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - default platform specific behaviour 
-  *    "1"       - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy 
-  */ 
- #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" 
-   
- /** 
- *  \brief  A string specifying additional information to use with SDL_SetThreadPriority. 
- * 
- *  By default SDL_SetThreadPriority will make appropriate system changes in order to 
- *  apply a thread priority.  For example on systems using pthreads the scheduler policy 
- *  is changed automatically to a policy that works well with a given priority. 
- *  Code which has specific requirements can override SDL's default behavior with this hint. 
- * 
- *  pthread hint values are "current", "other", "fifo" and "rr". 
- *  Currently no other platform hint values are defined but may be in the future. 
- * 
- *  \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro 
- *  configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME 
- *  after calling SDL_SetThreadPriority(). 
- */ 
- #define SDL_HINT_THREAD_PRIORITY_POLICY         "SDL_THREAD_PRIORITY_POLICY" 
-   
- /** 
- *  \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 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. 
-  * 
-  *  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 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  A variable controlling which touchpad should generate synthetic mouse events 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Only front touchpad should generate mouse events. Default 
-  *    "1"       - Only back touchpad should generate mouse events. 
-  *    "2"       - Both touchpads should generate mouse events. 
-  * 
-  *  By default SDL will generate mouse events for all touch devices 
-  */ 
- #define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE    "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE" 
-   
- /** 
-  *  \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 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 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 whether the EGL window is allowed to be 
-  * composited as transparent, rather than opaque. 
-  * 
-  * Most window systems will always render windows opaque, even if the surface 
-  * format has an alpha channel. This is not always true, however, so by default 
-  * SDL will try to enforce opaque composition. To override this behavior, you 
-  * can set this hint to "1". 
-  */ 
- #define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY" 
-   
- /** 
-  * \brief A variable controlling whether the graphics context is externally managed. 
-  * 
-  * This variable can be set to the following values: 
-  *  "0"         - SDL will manage graphics contexts that are attached to windows. 
-  *  "1"         - Disable graphics context management on windows. 
-  * 
-  * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the 
-  * context will be automatically saved and restored when pausing the application. Additionally, some 
-  * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this 
-  * behavior, which is desireable when the application manages the graphics context, such as 
-  * an externally managed OpenGL context or attaching a Vulkan surface to the window. 
-  */ 
- #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT    "SDL_VIDEO_EXTERNAL_CONTEXT" 
-   
- /** 
-  *  \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 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". This hint must be set before any windows are created. 
-  */ 
- #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES" 
-   
- /** 
-  *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. 
-  *  \warning  Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're 
-  *            seeing if "true" causes more problems than it solves in modern times. 
-  * 
-  */ 
- #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" 
-   
- /** 
-  *  \brief  A variable controlling whether the libdecor Wayland backend is allowed to be used. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - libdecor use is disabled. 
-  *    "1"       - libdecor use is enabled (default). 
-  * 
-  *  libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. 
-  */ 
- #define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" 
-   
- /** 
-  *  \brief  A variable controlling whether the libdecor Wayland backend is preferred over native decrations. 
-  * 
-  *  When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is 
-  *  available. (Note that, by default, libdecor will use xdg-decoration itself if available). 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - libdecor is enabled only if server-side decorations are unavailable. 
-  *    "1"       - libdecor is always enabled if available. 
-  * 
-  *  libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. 
-  */ 
- #define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR" 
-   
- /** 
-  *  \brief  A variable controlling whether video mode emulation is enabled under Wayland. 
-  * 
-  *  When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application. 
-  *  If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled 
-  *  desktop, the native display resolution. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Video mode emulation is disabled. 
-  *    "1"       - Video mode emulation is enabled. 
-  * 
-  *  By default video mode emulation is enabled. 
-  */ 
- #define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" 
-   
- /** 
-  *  \brief  Enable or disable mouse pointer warp emulation, needed by some older games. 
-  * 
-  *  When this hint is set, any SDL will emulate mouse warps using relative mouse mode. 
-  *  This is required for some older games (such as Source engine games), which warp the 
-  *  mouse to the centre of the screen rather than using relative mouse motion. Note that 
-  *  relative mouse mode may have different mouse acceleration behaviour than pointer warps. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - All mouse warps fail, as mouse warping is not available under wayland. 
-  *    "1"       - Some mouse warps will be emulated by forcing relative mouse mode. 
-  * 
-  *  If not set, this is automatically enabled unless an application uses relative mouse 
-  *  mode directly. 
-  */ 
- #define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP" 
-   
- /** 
- *  \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  When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL. 
-  * 
-  * This variable can be set to the following values: 
-  * "0" - Don't add any graphics flags to the SDL_WindowFlags 
-  * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags 
-  * 
-  * By default SDL will not make the foreign window compatible with OpenGL. 
-  */ 
- #define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL" 
-   
- /** 
-  *  \brief  When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan. 
-  * 
-  * This variable can be set to the following values: 
-  * "0" - Don't add any graphics flags to the SDL_WindowFlags 
-  * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags 
-  * 
-  * By default SDL will not make the foreign window compatible with Vulkan. 
-  */ 
- #define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN" 
-   
- /** 
- *  \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 controlling whether X11 should use GLX or EGL by default 
-  * 
-  * This variable can be set to the following values: 
-  * "0" - Use GLX 
-  * "1" - Use EGL 
-  * 
-  * By default SDL will use GLX when both are present. 
-  */ 
- #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" 
-   
- /** 
-  * \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 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 forcing the visual ID chosen for new X11 windows 
-  * 
-  */ 
- #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID      "SDL_VIDEO_X11_WINDOW_VISUALID" 
-   
- /** 
-  *  \brief  A no-longer-used variable controlling whether the X11 Xinerama extension should be used. 
-  * 
-  * Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11. 
-  *  Now SDL never uses Xinerama, and does not check for this hint at all. 
-  *  The preprocessor define is left here for source compatibility. 
-  */ 
- #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 use XRandR. 
-  */ 
- #define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR" 
-   
- /** 
-  *  \brief  A no-longer-used variable controlling whether the X11 VidMode extension should be used. 
-  * 
-  * Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11. 
-  *  Now SDL never uses XVidMode, and does not check for this hint at all. 
-  *  The preprocessor define is left here for source compatibility. 
-  */ 
- #define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE" 
-   
- /** 
-  *  \brief  Controls how the fact chunk affects the loading of a WAVE file. 
-  * 
-  *  The fact chunk stores information about the number of samples of a WAVE 
-  *  file. The Standards Update from Microsoft notes that this value can be used 
-  *  to 'determine the length of the data in seconds'. This is especially useful 
-  *  for compressed formats (for which this is a mandatory chunk) if they produce 
-  *  multiple sample frames per block and truncating the block is not allowed. 
-  *  The fact chunk can exactly specify how many sample frames there should be 
-  *  in this case. 
-  * 
-  *  Unfortunately, most application seem to ignore the fact chunk and so SDL 
-  *  ignores it by default as well. 
-  * 
-  *  This variable can be set to the following values: 
-  * 
-  *    "truncate"    - Use the number of samples to truncate the wave data if 
-  *                    the fact chunk is present and valid 
-  *    "strict"      - Like "truncate", but raise an error if the fact chunk 
-  *                    is invalid, not present for non-PCM formats, or if the 
-  *                    data chunk doesn't have that many samples 
-  *    "ignorezero"  - Like "truncate", but ignore fact chunk if the number of 
-  *                    samples is zero 
-  *    "ignore"      - Ignore fact chunk entirely (default) 
-  */ 
- #define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK" 
-   
- /** 
-  *  \brief  Controls how the size of the RIFF chunk affects the loading of a WAVE file. 
-  * 
-  *  The size of the RIFF chunk (which includes all the sub-chunks of the WAVE 
-  *  file) is not always reliable. In case the size is wrong, it's possible to 
-  *  just ignore it and step through the chunks until a fixed limit is reached. 
-  * 
-  *  Note that files that have trailing data unrelated to the WAVE file or 
-  *  corrupt files may slow down the loading process without a reliable boundary. 
-  *  By default, SDL stops after 10000 chunks to prevent wasting time. Use the 
-  *  environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. 
-  * 
-  *  This variable can be set to the following values: 
-  * 
-  *    "force"        - Always use the RIFF chunk size as a boundary for the chunk search 
-  *    "ignorezero"   - Like "force", but a zero size searches up to 4 GiB (default) 
-  *    "ignore"       - Ignore the RIFF chunk size and always search up to 4 GiB 
-  *    "maximum"      - Search for chunks until the end of file (not recommended) 
-  */ 
- #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE" 
-   
- /** 
-  *  \brief  Controls how a truncated WAVE file is handled. 
-  * 
-  *  A WAVE file is considered truncated if any of the chunks are incomplete or 
-  *  the data chunk size is not a multiple of the block size. By default, SDL 
-  *  decodes until the first incomplete block, as most applications seem to do. 
-  * 
-  *  This variable can be set to the following values: 
-  * 
-  *    "verystrict" - Raise an error if the file is truncated 
-  *    "strict"     - Like "verystrict", but the size of the RIFF chunk is ignored 
-  *    "dropframe"  - Decode until the first incomplete sample frame 
-  *    "dropblock"  - Decode until the first incomplete block (default) 
-  */ 
- #define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION" 
-   
- /** 
-  * \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 Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic). 
-  * 
-  *  If the mnemonics are enabled, then menus can be opened by pressing the Alt 
-  *  key and the corresponding mnemonic (for example, Alt+F opens the File menu). 
-  *  However, in case an invalid mnemonic is pressed, Windows makes an audible 
-  *  beep to convey that nothing happened. This is true even if the window has 
-  *  no menu at all! 
-  * 
-  *  Because most SDL applications don't have menus, and some want to use the Alt 
-  *  key for other purposes, SDL disables mnemonics (and the beeping) by default. 
-  * 
-  *  Note: This also affects keyboard events: with mnemonics enabled, when a 
-  *  menu is opened from the keyboard, you will not receive a KEYUP event for 
-  *  the mnemonic key, and *might* not receive one for Alt. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Alt+mnemonic does nothing, no beeping. (default) 
-  *    "1"       - Alt+mnemonic opens menus, invalid mnemonics produce a beep. 
-  */ 
- #define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS" 
-   
- /** 
-  *  \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 Force SDL to use Critical Sections for mutexes on Windows. 
-  *        On Windows 7 and newer, Slim Reader/Writer Locks are available. 
-  *        They offer better performance, allocate no kernel ressources and 
-  *        use less memory. SDL will fall back to Critical Sections on older 
-  *        OS versions or if forced to by this hint. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Use SRW Locks when available. If not, fall back to Critical Sections. (default) 
-  *    "1"       - Force the use of Critical Sections in all cases. 
-  * 
-  */ 
- #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" 
-   
- /** 
-  * \brief Force SDL to use Kernel Semaphores on Windows. 
-  *        Kernel Semaphores are inter-process and require a context 
-  *        switch on every interaction. On Windows 8 and newer, the 
-  *        WaitOnAddress API is available. Using that and atomics to 
-  *        implement semaphores increases performance. 
-  *        SDL will fall back to Kernel Objects on older OS versions 
-  *        or if forced to by this hint. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) 
-  *    "1"       - Force the use of Kernel Objects in all cases. 
-  * 
-  */ 
- #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" 
-   
- /** 
-  * \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 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 Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. 
-  *        Direct3D 9Ex contains changes to state management that can eliminate device 
-  *        loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require 
-  *        some changes to your application to cope with the new behavior, so this 
-  *        is disabled by default. 
-  * 
-  *  This hint must be set before initializing the video subsystem. 
-  * 
-  *  For more information on Direct3D 9Ex, see: 
-  *    - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex 
-  *    - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - Use the original Direct3D 9 API (default) 
-  *    "1"       - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable) 
-  * 
-  */ 
- #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" 
-   
- /** 
-  * \brief Controls whether SDL will declare the process to be DPI aware. 
-  * 
-  *  This hint must be set before initializing the video subsystem. 
-  * 
-  *  The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with 
-  *  a DPI scale factor. 
-  * 
-  *  This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext) 
-  *  and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel 
-  *  even on high-DPI displays. 
-  * 
-  *  For more information, see: 
-  *  https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows 
-  * 
-  *  This variable can be set to the following values: 
-  *    ""             - Do not change the DPI awareness (default). 
-  *    "unaware"      - Declare the process as DPI unaware. (Windows 8.1 and later). 
-  *    "system"       - Request system DPI awareness. (Vista and later). 
-  *    "permonitor"   - Request per-monitor DPI awareness. (Windows 8.1 and later). 
-  *    "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later). 
-  *                     The most visible difference from "permonitor" is that window title bar will be scaled 
-  *                     to the visually correct size when dragging between monitors with different scale factors. 
-  *                     This is the preferred DPI awareness level. 
-  * 
-  * If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best 
-  * available match. 
-  */ 
- #define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS" 
-   
- /** 
-  * \brief Uses DPI-scaled points as the SDL coordinate system on Windows. 
-  * 
-  *  This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere. 
-  *  This means windows will be appropriately sized, even when created on high-DPI displays with scaling. 
-  * 
-  *  e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings, 
-  *  will create a window with an 800x600 client area (in pixels). 
-  * 
-  *  Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary), 
-  *  and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows. 
-  * 
-  *  This variable can be set to the following values: 
-  *    "0"       - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging 
-  *                between monitors with different scale factors (unless this is performed by 
-  *                Windows itself, which is the case when the process is DPI unaware). 
-  *    "1"       - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on 
-  *                displays with non-100% scale factors. 
-  */ 
- #define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING" 
-   
- /** 
-  *  \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 controlling whether the window is activated when the SDL_ShowWindow function is called 
- * 
- *  This variable can be set to the following values: 
- *    "0"       - The window is activated when the SDL_ShowWindow function is called 
- *    "1"       - The window is not activated when the SDL_ShowWindow function is called 
- * 
- *  By default SDL will activate the window when the SDL_ShowWindow function is called 
- */ 
- #define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN    "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN" 
-   
- /** \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 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 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 Mark X11 windows as override-redirect. 
-  * 
-  *  If set, this _might_ increase framerate at the expense of the desktop 
-  *  not working as expected. Override-redirect windows aren't noticed by the 
-  *  window manager at all. 
-  * 
-  *  You should probably only use this for fullscreen windows, and you probably 
-  *  shouldn't even use it for that. But it's here if you want to try! 
-  */ 
- #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" 
-   
- /** 
-  *  \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 lets you disable the detection and use of DirectInput gamepad devices 
-   * 
-   *  The variable can be set to the following values: 
-   *    "0"       - Disable DirectInput detection (only uses XInput) 
-   *    "1"       - Enable DirectInput detection (the default) 
-   */ 
- #define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_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 causes SDL to not ignore audio "monitors" 
-  * 
-  *  This is currently only used for PulseAudio and ignored elsewhere. 
-  * 
-  *  By default, SDL ignores audio devices that aren't associated with physical 
-  *  hardware. Changing this hint to "1" will expose anything SDL sees that 
-  *  appears to be an audio source or sink. This will add "devices" to the list 
-  *  that the user probably doesn't want or need, but it can be useful in 
-  *  scenarios where you want to hook up SDL to some sort of virtual device, 
-  *  etc. 
-  * 
-  *  The default value is "0".  This hint must be set before SDL_Init(). 
-  * 
-  *  This hint is available since SDL 2.0.16. Before then, virtual devices are 
-  *  always ignored. 
-  */ 
- #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" 
-   
- /** 
-  *  \brief  A variable that forces X11 windows to create as a custom type. 
-  * 
-  *  This is currently only used for X11 and ignored elsewhere. 
-  * 
-  *  During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property 
-  *  to report to the window manager the type of window it wants to create. 
-  *  This might be set to various things if SDL_WINDOW_TOOLTIP or 
-  *  SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that 
-  *  haven't set a specific type, this hint can be used to specify a custom 
-  *  type. For example, a dock window might set this to 
-  *  "_NET_WM_WINDOW_TYPE_DOCK". 
-  * 
-  *  If not set or set to "", this hint is ignored. This hint must be set 
-  *  before the SDL_CreateWindow() call that it is intended to affect. 
-  * 
-  *  This hint is available since SDL 2.0.22. 
-  */ 
- #define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" 
-   
- /** 
-  *  \brief  A variable that decides whether to send SDL_QUIT when closing the final window. 
-  * 
-  *  By default, SDL sends an SDL_QUIT event when there is only one window 
-  *  and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most 
-  *  apps would also take the loss of this window as a signal to terminate the 
-  *  program. 
-  * 
-  *  However, it's not unreasonable in some cases to have the program continue 
-  *  to live on, perhaps to create new windows later. 
-  * 
-  *  Changing this hint to "0" will cause SDL to not send an SDL_QUIT event 
-  *  when the final window is requesting to close. Note that in this case, 
-  *  there are still other legitimate reasons one might get an SDL_QUIT 
-  *  event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) 
-  *  on Unix, etc. 
-  * 
-  *  The default value is "1".  This hint can be changed at any time. 
-  * 
-  *  This hint is available since SDL 2.0.22. Before then, you always get 
-  *  an SDL_QUIT event when closing the final window. 
-  */ 
- #define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" 
-   
-   
- /** 
-  *  \brief  A variable that decides what video backend to use. 
-  * 
-  *  By default, SDL will try all available video backends in a reasonable 
-  *  order until it finds one that can work, but this hint allows the app 
-  *  or user to force a specific target, such as "x11" if, say, you are 
-  *  on Wayland but want to try talking to the X server instead. 
-  * 
-  *  This functionality has existed since SDL 2.0.0 (indeed, before that) 
-  *  but before 2.0.22 this was an environment variable only. In 2.0.22, 
-  *  it was upgraded to a full SDL hint, so you can set the environment 
-  *  variable as usual or programatically set the hint with SDL_SetHint, 
-  *  which won't propagate to child processes. 
-  * 
-  *  The default value is unset, in which case SDL will try to figure out 
-  *  the best video backend on your behalf. This hint needs to be set 
-  *  before SDL_Init() is called to be useful. 
-  * 
-  *  This hint is available since SDL 2.0.22. Before then, you could set 
-  *  the environment variable to get the same effect. 
-  */ 
- #define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER" 
-   
- /** 
-  *  \brief  A variable that decides what audio backend to use. 
-  * 
-  *  By default, SDL will try all available audio backends in a reasonable 
-  *  order until it finds one that can work, but this hint allows the app 
-  *  or user to force a specific target, such as "alsa" if, say, you are 
-  *  on PulseAudio but want to try talking to the lower level instead. 
-  * 
-  *  This functionality has existed since SDL 2.0.0 (indeed, before that) 
-  *  but before 2.0.22 this was an environment variable only. In 2.0.22, 
-  *  it was upgraded to a full SDL hint, so you can set the environment 
-  *  variable as usual or programatically set the hint with SDL_SetHint, 
-  *  which won't propagate to child processes. 
-  * 
-  *  The default value is unset, in which case SDL will try to figure out 
-  *  the best audio backend on your behalf. This hint needs to be set 
-  *  before SDL_Init() is called to be useful. 
-  * 
-  *  This hint is available since SDL 2.0.22. Before then, you could set 
-  *  the environment variable to get the same effect. 
-  */ 
- #define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER" 
-   
- /** 
-  *  \brief  A variable that decides what KMSDRM device to use. 
-  * 
-  *  Internally, SDL might open something like "/dev/dri/cardNN" to 
-  *  access KMSDRM functionality, where "NN" is a device index number. 
-  * 
-  *  SDL makes a guess at the best index to use (usually zero), but the 
-  *  app or user can set this hint to a number between 0 and 99 to 
-  *  force selection. 
-  * 
-  *  This hint is available since SDL 2.24.0. 
-  */ 
- #define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" 
-   
-   
- /** 
-  *  \brief  A variable that treats trackpads as touch devices. 
-  * 
-  *  On macOS (and possibly other platforms in the future), SDL will report 
-  *  touches on a trackpad as mouse input, which is generally what users 
-  *  expect from this device; however, these are often actually full 
-  *  multitouch-capable touch devices, so it might be preferable to some apps 
-  *  to treat them as such. 
-  * 
-  *  Setting this hint to true will make the trackpad input report as a 
-  *  multitouch device instead of a mouse. The default is false. 
-  * 
-  *  Note that most platforms don't support this hint. As of 2.24.0, it 
-  *  only supports MacBooks' trackpads on macOS. Others may follow later. 
-  * 
-  *  This hint is checked during SDL_Init and can not be changed after. 
-  * 
-  *  This hint is available since SDL 2.24.0. 
-  */ 
- #define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" 
-   
-   
- /** 
-  *  \brief  An enumeration of hint priorities 
-  */ 
- typedef enum 
- { 
-     SDL_HINT_DEFAULT, 
-     SDL_HINT_NORMAL, 
-     SDL_HINT_OVERRIDE 
- } SDL_HintPriority; 
-   
-   
- /** 
-  * 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. 
-  * 
-  * \param name the hint to set 
-  * \param value the value of the hint variable 
-  * \param priority the SDL_HintPriority level for the hint 
-  * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetHint 
-  * \sa SDL_SetHint 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, 
-                                                          const char *value, 
-                                                          SDL_HintPriority priority); 
-   
- /** 
-  * Set a hint with normal priority. 
-  * 
-  * Hints will not be set if there is an existing override hint or environment 
-  * variable that takes precedence. You can use SDL_SetHintWithPriority() to 
-  * set the hint with override priority instead. 
-  * 
-  * \param name the hint to set 
-  * \param value the value of the hint variable 
-  * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetHint 
-  * \sa SDL_SetHintWithPriority 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, 
-                                              const char *value); 
-   
- /** 
-  * Reset a hint to the default value. 
-  * 
-  * This will reset a hint to the value of the environment variable, or NULL if 
-  * the environment isn't set. Callbacks will be called normally with this 
-  * change. 
-  * 
-  * \param name the hint to set 
-  * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. 
-  * 
-  * \since This function is available since SDL 2.24.0. 
-  * 
-  * \sa SDL_GetHint 
-  * \sa SDL_SetHint 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name); 
-   
- /** 
-  * Reset all hints to the default values. 
-  * 
-  * This will reset all hints to the value of the associated environment 
-  * variable, or NULL if the environment isn't set. Callbacks will be called 
-  * normally with this change. 
-  * 
-  * \since This function is available since SDL 2.26.0. 
-  * 
-  * \sa SDL_GetHint 
-  * \sa SDL_SetHint 
-  * \sa SDL_ResetHint 
-  */ 
- extern DECLSPEC void SDLCALL SDL_ResetHints(void); 
-   
- /** 
-  * Get the value of a hint. 
-  * 
-  * \param name the hint to query 
-  * \returns the string value of a hint or NULL if the hint isn't set. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetHint 
-  * \sa SDL_SetHintWithPriority 
-  */ 
- extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); 
-   
- /** 
-  * Get the boolean value of a hint variable. 
-  * 
-  * \param name the name of the hint to get the boolean value from 
-  * \param default_value the value to return if the hint does not exist 
-  * \returns the boolean value of a hint or the provided default value if the 
-  *          hint does not exist. 
-  * 
-  * \since This function is available since SDL 2.0.5. 
-  * 
-  * \sa SDL_GetHint 
-  * \sa SDL_SetHint 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); 
-   
- /** 
-  * Type definition of the hint callback function. 
-  * 
-  * \param userdata what was passed as `userdata` to SDL_AddHintCallback() 
-  * \param name what was passed as `name` to SDL_AddHintCallback() 
-  * \param oldValue the previous hint value 
-  * \param newValue the new value hint is to be set to 
-  */ 
- typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); 
-   
- /** 
-  * Add a function to watch a particular hint. 
-  * 
-  * \param name the hint to watch 
-  * \param callback An SDL_HintCallback function that will be called when the 
-  *                 hint value changes 
-  * \param userdata a pointer to pass to the callback function 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_DelHintCallback 
-  */ 
- extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, 
-                                                  SDL_HintCallback callback, 
-                                                  void *userdata); 
-   
- /** 
-  * Remove a function watching a particular hint. 
-  * 
-  * \param name the hint being watched 
-  * \param callback An SDL_HintCallback function that will be called when the 
-  *                 hint value changes 
-  * \param userdata a pointer being passed to the callback function 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_AddHintCallback 
-  */ 
- extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, 
-                                                  SDL_HintCallback callback, 
-                                                  void *userdata); 
-   
- /** 
-  * Clear all hints. 
-  * 
-  * This function is automatically called during SDL_Quit(), and deletes all 
-  * callbacks without calling them and frees all memory associated with hints. 
-  * If you're calling this from application code you probably want to call 
-  * SDL_ResetHints() instead. 
-  * 
-  * This function will be removed from the API the next time we rev the ABI. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_ResetHints 
-  */ 
- 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: */ 
-