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			1841 lines
		
	
	
		
			76 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1841 lines
		
	
	
		
			76 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgment in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be plainly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| /**
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|  *  \file SDL_hints.h
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|  *
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|  *  Official documentation for SDL configuration variables
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|  *
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|  *  This file contains functions to set and get configuration hints,
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|  *  as well as listing each of them alphabetically.
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|  *
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|  *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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|  *  the environment variable that can be used to override the default.
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|  *
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|  *  In general these hints are just that - they may or may not be
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|  *  supported or applicable on any given platform, but they provide
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|  *  a way for an application or user to give the library a hint as
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|  *  to how they would like the library to work.
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|  */
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| 
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| #ifndef SDL_hints_h_
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| #define SDL_hints_h_
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| 
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| #include "SDL_stdinc.h"
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| 
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| #include "begin_code.h"
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| /* Set up for C function definitions, even when using C++ */
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| #ifdef __cplusplus
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| extern "C" {
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| #endif
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| 
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| /**
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|  *  \brief  A variable controlling whether the Android / iOS built-in
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|  *  accelerometer should be listed as a joystick device.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - The accelerometer is not listed as a joystick
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|  *    "1"       - The accelerometer is available as a 3 axis joystick (the default).
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|  */
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| #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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| 
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| /**
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|  *  \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
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|  *
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|  * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
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|  * and your window is full-screen. This prevents the user from getting stuck in
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|  * your application if you've enabled keyboard grab.
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|  *
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|  * The variable can be set to the following values:
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|  *   "0"       - SDL will not handle Alt+Tab. Your application is responsible
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|                  for handling Alt+Tab while the keyboard is grabbed.
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|  *   "1"       - SDL will minimize your window when Alt+Tab is pressed (default)
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| */
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| #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
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| 
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| /**
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|  *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
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|  *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - don't allow topmost
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|  *    "1"       - allow topmost
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|  */
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| #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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| 
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| /**
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|  * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
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|  *
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|  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
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|  *
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|  * If both hints were set then SDL_RWFromFile() will look into expansion files
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|  * after a given relative path was not found in the internal storage and assets.
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|  *
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|  * By default this hint is not set and the APK expansion files are not searched.
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|  */
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| #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
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|  
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| /**
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|  * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
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|  *
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|  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
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|  *
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|  * If both hints were set then SDL_RWFromFile() will look into expansion files
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|  * after a given relative path was not found in the internal storage and assets.
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|  *
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|  * By default this hint is not set and the APK expansion files are not searched.
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|  */
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| #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
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| 
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| /**
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|  * \brief A variable to control whether the event loop will block itself when the app is paused.
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|  *
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|  * The variable can be set to the following values:
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|  *   "0"       - Non blocking.
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|  *   "1"       - Blocking. (default)
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|  *
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|  * The value should be set before SDL is initialized.
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|  */
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| #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
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| 
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| /**
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|  * \brief A variable to control whether SDL will pause audio in background
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|  *        (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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|  *
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|  * The variable can be set to the following values:
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|  *   "0"       - Non paused.
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|  *   "1"       - Paused. (default)
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|  *
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|  * The value should be set before SDL is initialized.
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|  */
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| #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
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| 
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| /**
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|  * \brief A variable to control whether we trap the Android back button to handle it manually.
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|  *        This is necessary for the right mouse button to work on some Android devices, or
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|  *        to be able to trap the back button for use in your code reliably.  If set to true,
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|  *        the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of 
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|  *        SDL_SCANCODE_AC_BACK.
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|  *
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|  * The variable can be set to the following values:
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|  *   "0"       - Back button will be handled as usual for system. (default)
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|  *   "1"       - Back button will be trapped, allowing you to handle the key press
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|  *               manually.  (This will also let right mouse click work on systems 
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|  *               where the right mouse button functions as back.)
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|  *
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|  * The value of this hint is used at runtime, so it can be changed at any time.
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|  */
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| #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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| 
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| /**
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|  *  \brief  A variable controlling whether controllers used with the Apple TV
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|  *  generate UI events.
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|  *
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|  * When UI events are generated by controller input, the app will be
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|  * backgrounded when the Apple TV remote's menu button is pressed, and when the
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|  * pause or B buttons on gamepads are pressed.
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|  *
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|  * More information about properly making use of controllers for the Apple TV
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|  * can be found here:
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|  * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Controller input does not generate UI events (the default).
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|  *    "1"       - Controller input generates UI events.
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|  */
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| #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
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| 
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| /**
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|  * \brief  A variable controlling whether the Apple TV remote's joystick axes
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|  *         will automatically match the rotation of the remote.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Remote orientation does not affect joystick axes (the default).
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|  *    "1"       - Joystick axes are based on the orientation of the remote.
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|  */
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| #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
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| 
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| /**
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|  *  \brief  A variable controlling the audio category on iOS and Mac OS X
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|  *
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|  *  This variable can be set to the following values:
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|  *
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|  *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
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|  *    "playback"    - Use the AVAudioSessionCategoryPlayback category
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|  *
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|  *  For more information, see Apple's documentation:
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|  *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
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|  */
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| #define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
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| 
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| /**
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|  *  \brief Specify an application name for an audio device.
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|  *
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|  * Some audio backends (such as PulseAudio) allow you to describe your audio
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|  * stream. Among other things, this description might show up in a system
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|  * control panel that lets the user adjust the volume on specific audio
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|  * streams instead of using one giant master volume slider.
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|  *
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|  * This hints lets you transmit that information to the OS. The contents of
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|  * this hint are used while opening an audio device. You should use a string
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|  * that describes your program ("My Game 2: The Revenge")
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|  *
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|  * Setting this to "" or leaving it unset will have SDL use a reasonable
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|  * default: probably the application's name or "SDL Application" if SDL
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|  * doesn't have any better information.
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|  *
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|  * On targets where this is not supported, this hint does nothing.
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|  */
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| #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
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| 
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| /**
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|  *  \brief Specify an application name for an audio device.
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|  *
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|  * Some audio backends (such as PulseAudio) allow you to describe your audio
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|  * stream. Among other things, this description might show up in a system
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|  * control panel that lets the user adjust the volume on specific audio
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|  * streams instead of using one giant master volume slider.
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|  *
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|  * This hints lets you transmit that information to the OS. The contents of
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|  * this hint are used while opening an audio device. You should use a string
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|  * that describes your what your program is playing ("audio stream" is
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|  * probably sufficient in many cases, but this could be useful for something
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|  * like "team chat" if you have a headset playing VoIP audio separately).
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|  *
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|  * Setting this to "" or leaving it unset will have SDL use a reasonable
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|  * default: "audio stream" or something similar.
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|  *
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|  * On targets where this is not supported, this hint does nothing.
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|  */
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| #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
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| 
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| /**
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|  *  \brief Specify an application role for an audio device.
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|  *
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|  * Some audio backends (such as Pipewire) allow you to describe the role of
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|  * your audio stream. Among other things, this description might show up in
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|  * a system control panel or software for displaying and manipulating media
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|  * playback/capture graphs.
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|  *
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|  * This hints lets you transmit that information to the OS. The contents of
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|  * this hint are used while opening an audio device. You should use a string
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|  * that describes your what your program is playing (Game, Music, Movie,
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|  * etc...).
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|  *
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|  * Setting this to "" or leaving it unset will have SDL use a reasonable
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|  * default: "Game" or something similar.
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|  *
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|  * On targets where this is not supported, this hint does nothing.
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|  */
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| #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
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| 
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| /**
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|  *  \brief  A variable controlling speed/quality tradeoff of audio resampling.
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|  *
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|  *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
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|  *  to handle audio resampling. There are different resampling modes available
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|  *  that produce different levels of quality, using more CPU.
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|  *
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|  *  If this hint isn't specified to a valid setting, or libsamplerate isn't
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|  *  available, SDL will use the default, internal resampling algorithm.
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|  *
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|  *  Note that this is currently only applicable to resampling audio that is
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|  *  being written to a device for playback or audio being read from a device
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|  *  for capture. SDL_AudioCVT always uses the default resampler (although this
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|  *  might change for SDL 2.1).
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|  *
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|  *  This hint is currently only checked at audio subsystem initialization.
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|  *
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|  *  This variable can be set to the following values:
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|  *
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|  *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
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|  *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
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|  *    "2" or "medium"  - Use medium quality resampling, if available
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|  *    "3" or "best"    - Use high quality resampling, if available
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|  */
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| #define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
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| 
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| /**
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|  *  \brief  A variable controlling whether SDL updates joystick state when getting input events
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|  *
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|  *  This variable can be set to the following values:
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|  *
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|  *    "0"     - You'll call SDL_JoystickUpdate() manually
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|  *    "1"     - SDL will automatically call SDL_JoystickUpdate() (default)
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|  *
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|  *  This hint can be toggled on and off at runtime.
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|  */
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| #define SDL_HINT_AUTO_UPDATE_JOYSTICKS  "SDL_AUTO_UPDATE_JOYSTICKS"
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| 
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| /**
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|  *  \brief  A variable controlling whether SDL updates sensor state when getting input events
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|  *
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|  *  This variable can be set to the following values:
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|  *
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|  *    "0"     - You'll call SDL_SensorUpdate() manually
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|  *    "1"     - SDL will automatically call SDL_SensorUpdate() (default)
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|  *
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|  *  This hint can be toggled on and off at runtime.
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|  */
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| #define SDL_HINT_AUTO_UPDATE_SENSORS    "SDL_AUTO_UPDATE_SENSORS"
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| 
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| /**
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|  *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
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|  *
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|  * The bitmap header version 4 is required for proper alpha channel support and
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|  * SDL will use it when required. Should this not be desired, this hint can
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|  * force the use of the 40 byte header version which is supported everywhere.
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|  *
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|  * The variable can be set to the following values:
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|  *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
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|  *               32-bit BMP file with an alpha mask. SDL will use the bitmap
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|  *               header version 4 and set the alpha mask accordingly.
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|  *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
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|  *               32-bit BMP file without an alpha mask. The alpha channel data
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|  *               will be in the file, but applications are going to ignore it.
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|  *
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|  * The default value is "0".
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|  */
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| #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
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| 
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| /**
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|  *  \brief Override for SDL_GetDisplayUsableBounds()
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|  *
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|  *  If set, this hint will override the expected results for
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|  *  SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
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|  *  to do this, but this allows an embedded system to request that some of the
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|  *  screen be reserved for other uses when paired with a well-behaved
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|  *  application.
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|  *
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|  *  The contents of this hint must be 4 comma-separated integers, the first
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|  *  is the bounds x, then y, width and height, in that order.
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|  */
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| #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
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| 
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| /**
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|  *  \brief Disable giving back control to the browser automatically
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|  *  when running with asyncify
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|  *
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|  * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
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|  * such as refreshing the screen or polling events.
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|  *
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|  * This hint only applies to the emscripten platform
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|  *
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|  * The variable can be set to the following values:
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|  *    "0"       - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
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|  *    "1"       - Enable emscripten_sleep calls (the default)
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|  */
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| #define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"
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| 
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| /**
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|  *  \brief override the binding element for keyboard inputs for Emscripten builds
 | |
|  *
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|  * This hint only applies to the emscripten platform
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|  *
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|  * The variable can be one of
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|  *    "#window"      - The javascript window object (this is the default)
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|  *    "#document"    - The javascript document object
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|  *    "#screen"      - the javascript window.screen object
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|  *    "#canvas"      - the WebGL canvas element
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|  *    any other string without a leading # sign applies to the element on the page with that ID.
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|  */
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| #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
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| 
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| /**
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|  *  \brief  A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
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|  *
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|  *  The variable can be set to the following values:
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|  *    "0"       - Do not scan for Steam Controllers
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|  *    "1"       - Scan for Steam Controllers (the default)
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|  *
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|  *  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"
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| 
 | |
| /**
 | |
|  *  \brief  A variable controlling whether SDL logs all events pushed onto its internal queue.
 | |
|  *
 | |
|  *  This variable can be set to the following values:
 | |
|  *
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|  *    "0"     - Don't log any events (default)
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|  *    "1"     - Log all events except mouse and finger motion, which are pretty spammy.
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|  *    "2"     - Log all events.
 | |
|  *
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|  *  This is generally meant to be used to debug SDL itself, but can be useful
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|  *  for application developers that need better visibility into what is going
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|  *  on in the event queue. Logged events are sent through SDL_Log(), which
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|  *  means by default they appear on stdout on most platforms or maybe
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|  *  OutputDebugString() on Windows, and can be funneled by the app with
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|  *  SDL_LogSetOutputFunction(), etc.
 | |
|  *
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|  *  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"
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| 
 | |
| /**
 | |
|  *  \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.)
 | |
|  *
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|  *  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.
 | |
|  *
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|  *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
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|  *
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|  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
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|  *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
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|  */
 | |
| #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
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|  *
 | |
|  *  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 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 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 Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
 | |
|   *
 | |
|   *  This variable can be set to the following values:
 | |
|   *    "0"       - basic Joy-Con support with no analog input (the default)
 | |
|   *    "1"       - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
 | |
|   *
 | |
|   *  This does not combine Joy-Cons into a single controller. That's up to the user.
 | |
|   */
 | |
| #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_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 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 Steam Controllers should be used.
 | |
|  *
 | |
|  *  This variable can be set to the following values:
 | |
|  *    "0"       - HIDAPI driver is not used
 | |
|  *    "1"       - HIDAPI driver is used
 | |
|  *
 | |
|  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | |
|  */
 | |
| #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
 | |
| 
 | |
| /**
 | |
|  *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
 | |
|  *
 | |
|  *  This variable can be set to the following values:
 | |
|  *    "0"       - HIDAPI driver is not used
 | |
|  *    "1"       - HIDAPI driver is used
 | |
|  *
 | |
|  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | |
|  */
 | |
| #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
 | |
| 
 | |
| /**
 | |
|  *  \brief  A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
 | |
|  *
 | |
|  *  This variable can be set to the following values:
 | |
|  *    "0"       - home button LED is left off
 | |
|  *    "1"       - home button LED is turned on (the default)
 | |
|  */
 | |
| #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_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 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 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 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 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 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 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 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 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 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"
 | |
|  */
 | |
| #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 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"
 | |
|  *    "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 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 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 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 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". Spaces are disabled regardless of this hint if
 | |
|  *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
 | |
|  *   any windows are created.
 | |
|  */
 | |
| #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
 | |
| 
 | |
| /**
 | |
|  *  \brief 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 that is the address of another SDL_Window* (as a hex string formatted with "%p").
 | |
| *  
 | |
| *  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
 | |
| *  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
 | |
| *  created SDL_Window:
 | |
| *
 | |
| *  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
 | |
| *  needed for example when sharing an OpenGL context across multiple windows.
 | |
| *
 | |
| *  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
 | |
| *  OpenGL rendering.
 | |
| *
 | |
| *  This variable can be set to the following values:
 | |
| *    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
 | |
| *    share a pixel format with.
 | |
| */
 | |
| #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
 | |
| 
 | |
| /**
 | |
| *  \brief  A 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 variable controlling whether the X11 Xinerama extension should be used.
 | |
|  *
 | |
|  *  This variable can be set to the following values:
 | |
|  *    "0"       - Disable Xinerama
 | |
|  *    "1"       - Enable Xinerama
 | |
|  *
 | |
|  *  By default SDL will use Xinerama if it is available.
 | |
|  */
 | |
| #define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
 | |
| 
 | |
| /**
 | |
|  *  \brief  A variable controlling whether the X11 XRandR extension should be used.
 | |
|  *
 | |
|  *  This variable can be set to the following values:
 | |
|  *    "0"       - Disable XRandR
 | |
|  *    "1"       - Enable XRandR
 | |
|  *
 | |
|  *  By default SDL will not use XRandR because of window manager issues.
 | |
|  */
 | |
| #define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
 | |
| 
 | |
| /**
 | |
|  *  \brief  A variable controlling whether the X11 VidMode extension should be used.
 | |
|  *
 | |
|  *  This variable can be set to the following values:
 | |
|  *    "0"       - Disable XVidMode
 | |
|  *    "1"       - Enable XVidMode
 | |
|  *
 | |
|  *  By default SDL will use XVidMode if it is available.
 | |
|  */
 | |
| #define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
 | |
| 
 | |
| /**
 | |
|  *  \brief  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  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 also affects Condition Variables. When SRW mutexes are used,
 | |
|  *        SDL will use Windows Condition Variables as well. Else, a generic
 | |
|  *        SDL_cond implementation will be used that works with all mutexes.
 | |
|  *
 | |
|  *  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  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 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 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  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.
 | |
|  *
 | |
|  * \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.
 | |
|  *
 | |
|  * \sa SDL_GetHint
 | |
|  * \sa SDL_SetHintWithPriority
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
 | |
|                                              const char *value);
 | |
| 
 | |
| /**
 | |
|  * 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.
 | |
|  *
 | |
|  * \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().
 | |
|  */
 | |
| 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: */
 | 
