| 1 | /* |
| 2 | Simple DirectMedia Layer |
| 3 | Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> |
| 4 | |
| 5 | This software is provided 'as-is', without any express or implied |
| 6 | warranty. In no event will the authors be held liable for any damages |
| 7 | arising from the use of this software. |
| 8 | |
| 9 | Permission is granted to anyone to use this software for any purpose, |
| 10 | including commercial applications, and to alter it and redistribute it |
| 11 | freely, subject to the following restrictions: |
| 12 | |
| 13 | 1. The origin of this software must not be misrepresented; you must not |
| 14 | claim that you wrote the original software. If you use this software |
| 15 | in a product, an acknowledgment in the product documentation would be |
| 16 | appreciated but is not required. |
| 17 | 2. Altered source versions must be plainly marked as such, and must not be |
| 18 | misrepresented as being the original software. |
| 19 | 3. This notice may not be removed or altered from any source distribution. |
| 20 | */ |
| 21 | |
| 22 | /** |
| 23 | * \file SDL_hints.h |
| 24 | * |
| 25 | * Official documentation for SDL configuration variables |
| 26 | * |
| 27 | * This file contains functions to set and get configuration hints, |
| 28 | * as well as listing each of them alphabetically. |
| 29 | * |
| 30 | * The convention for naming hints is SDL_HINT_X, where "SDL_X" is |
| 31 | * the environment variable that can be used to override the default. |
| 32 | * |
| 33 | * In general these hints are just that - they may or may not be |
| 34 | * supported or applicable on any given platform, but they provide |
| 35 | * a way for an application or user to give the library a hint as |
| 36 | * to how they would like the library to work. |
| 37 | */ |
| 38 | |
| 39 | #ifndef SDL_hints_h_ |
| 40 | #define SDL_hints_h_ |
| 41 | |
| 42 | #include "SDL_stdinc.h" |
| 43 | |
| 44 | #include "begin_code.h" |
| 45 | /* Set up for C function definitions, even when using C++ */ |
| 46 | #ifdef __cplusplus |
| 47 | extern "C" { |
| 48 | #endif |
| 49 | |
| 50 | /** |
| 51 | * \brief A variable controlling whether the Android / iOS built-in |
| 52 | * accelerometer should be listed as a joystick device. |
| 53 | * |
| 54 | * This variable can be set to the following values: |
| 55 | * "0" - The accelerometer is not listed as a joystick |
| 56 | * "1" - The accelerometer is available as a 3 axis joystick (the default). |
| 57 | */ |
| 58 | #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" |
| 59 | |
| 60 | /** |
| 61 | * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed. |
| 62 | * |
| 63 | * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed |
| 64 | * and your window is full-screen. This prevents the user from getting stuck in |
| 65 | * your application if you've enabled keyboard grab. |
| 66 | * |
| 67 | * The variable can be set to the following values: |
| 68 | * "0" - SDL will not handle Alt+Tab. Your application is responsible |
| 69 | for handling Alt+Tab while the keyboard is grabbed. |
| 70 | * "1" - SDL will minimize your window when Alt+Tab is pressed (default) |
| 71 | */ |
| 72 | #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" |
| 73 | |
| 74 | /** |
| 75 | * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. |
| 76 | * This is a debugging aid for developers and not expected to be used by end users. The default is "1" |
| 77 | * |
| 78 | * This variable can be set to the following values: |
| 79 | * "0" - don't allow topmost |
| 80 | * "1" - allow topmost |
| 81 | */ |
| 82 | #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" |
| 83 | |
| 84 | /** |
| 85 | * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. |
| 86 | * |
| 87 | * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. |
| 88 | * |
| 89 | * If both hints were set then SDL_RWFromFile() will look into expansion files |
| 90 | * after a given relative path was not found in the internal storage and assets. |
| 91 | * |
| 92 | * By default this hint is not set and the APK expansion files are not searched. |
| 93 | */ |
| 94 | #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" |
| 95 | |
| 96 | /** |
| 97 | * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. |
| 98 | * |
| 99 | * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. |
| 100 | * |
| 101 | * If both hints were set then SDL_RWFromFile() will look into expansion files |
| 102 | * after a given relative path was not found in the internal storage and assets. |
| 103 | * |
| 104 | * By default this hint is not set and the APK expansion files are not searched. |
| 105 | */ |
| 106 | #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" |
| 107 | |
| 108 | /** |
| 109 | * \brief A variable to control whether the event loop will block itself when the app is paused. |
| 110 | * |
| 111 | * The variable can be set to the following values: |
| 112 | * "0" - Non blocking. |
| 113 | * "1" - Blocking. (default) |
| 114 | * |
| 115 | * The value should be set before SDL is initialized. |
| 116 | */ |
| 117 | #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" |
| 118 | |
| 119 | /** |
| 120 | * \brief A variable to control whether SDL will pause audio in background |
| 121 | * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") |
| 122 | * |
| 123 | * The variable can be set to the following values: |
| 124 | * "0" - Non paused. |
| 125 | * "1" - Paused. (default) |
| 126 | * |
| 127 | * The value should be set before SDL is initialized. |
| 128 | */ |
| 129 | #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" |
| 130 | |
| 131 | /** |
| 132 | * \brief A variable to control whether we trap the Android back button to handle it manually. |
| 133 | * This is necessary for the right mouse button to work on some Android devices, or |
| 134 | * to be able to trap the back button for use in your code reliably. If set to true, |
| 135 | * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of |
| 136 | * SDL_SCANCODE_AC_BACK. |
| 137 | * |
| 138 | * The variable can be set to the following values: |
| 139 | * "0" - Back button will be handled as usual for system. (default) |
| 140 | * "1" - Back button will be trapped, allowing you to handle the key press |
| 141 | * manually. (This will also let right mouse click work on systems |
| 142 | * where the right mouse button functions as back.) |
| 143 | * |
| 144 | * The value of this hint is used at runtime, so it can be changed at any time. |
| 145 | */ |
| 146 | #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" |
| 147 | |
| 148 | /** |
| 149 | * \brief Specify an application name. |
| 150 | * |
| 151 | * This hint lets you specify the application name sent to the OS when |
| 152 | * required. For example, this will often appear in volume control applets for |
| 153 | * audio streams, and in lists of applications which are inhibiting the |
| 154 | * screensaver. You should use a string that describes your program ("My Game |
| 155 | * 2: The Revenge") |
| 156 | * |
| 157 | * Setting this to "" or leaving it unset will have SDL use a reasonable |
| 158 | * default: probably the application's name or "SDL Application" if SDL |
| 159 | * doesn't have any better information. |
| 160 | * |
| 161 | * Note that, for audio streams, this can be overridden with |
| 162 | * SDL_HINT_AUDIO_DEVICE_APP_NAME. |
| 163 | * |
| 164 | * On targets where this is not supported, this hint does nothing. |
| 165 | */ |
| 166 | #define SDL_HINT_APP_NAME "SDL_APP_NAME" |
| 167 | |
| 168 | /** |
| 169 | * \brief A variable controlling whether controllers used with the Apple TV |
| 170 | * generate UI events. |
| 171 | * |
| 172 | * When UI events are generated by controller input, the app will be |
| 173 | * backgrounded when the Apple TV remote's menu button is pressed, and when the |
| 174 | * pause or B buttons on gamepads are pressed. |
| 175 | * |
| 176 | * More information about properly making use of controllers for the Apple TV |
| 177 | * can be found here: |
| 178 | * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ |
| 179 | * |
| 180 | * This variable can be set to the following values: |
| 181 | * "0" - Controller input does not generate UI events (the default). |
| 182 | * "1" - Controller input generates UI events. |
| 183 | */ |
| 184 | #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" |
| 185 | |
| 186 | /** |
| 187 | * \brief A variable controlling whether the Apple TV remote's joystick axes |
| 188 | * will automatically match the rotation of the remote. |
| 189 | * |
| 190 | * This variable can be set to the following values: |
| 191 | * "0" - Remote orientation does not affect joystick axes (the default). |
| 192 | * "1" - Joystick axes are based on the orientation of the remote. |
| 193 | */ |
| 194 | #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" |
| 195 | |
| 196 | /** |
| 197 | * \brief A variable controlling the audio category on iOS and Mac OS X |
| 198 | * |
| 199 | * This variable can be set to the following values: |
| 200 | * |
| 201 | * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) |
| 202 | * "playback" - Use the AVAudioSessionCategoryPlayback category |
| 203 | * |
| 204 | * For more information, see Apple's documentation: |
| 205 | * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html |
| 206 | */ |
| 207 | #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
| 208 | |
| 209 | /** |
| 210 | * \brief Specify an application name for an audio device. |
| 211 | * |
| 212 | * Some audio backends (such as PulseAudio) allow you to describe your audio |
| 213 | * stream. Among other things, this description might show up in a system |
| 214 | * control panel that lets the user adjust the volume on specific audio |
| 215 | * streams instead of using one giant master volume slider. |
| 216 | * |
| 217 | * This hints lets you transmit that information to the OS. The contents of |
| 218 | * this hint are used while opening an audio device. You should use a string |
| 219 | * that describes your program ("My Game 2: The Revenge") |
| 220 | * |
| 221 | * Setting this to "" or leaving it unset will have SDL use a reasonable |
| 222 | * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is |
| 223 | * set. Otherwise, it'll probably the application's name or "SDL Application" |
| 224 | * if SDL doesn't have any better information. |
| 225 | * |
| 226 | * On targets where this is not supported, this hint does nothing. |
| 227 | */ |
| 228 | #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" |
| 229 | |
| 230 | /** |
| 231 | * \brief Specify an application name for an audio device. |
| 232 | * |
| 233 | * Some audio backends (such as PulseAudio) allow you to describe your audio |
| 234 | * stream. Among other things, this description might show up in a system |
| 235 | * control panel that lets the user adjust the volume on specific audio |
| 236 | * streams instead of using one giant master volume slider. |
| 237 | * |
| 238 | * This hints lets you transmit that information to the OS. The contents of |
| 239 | * this hint are used while opening an audio device. You should use a string |
| 240 | * that describes your what your program is playing ("audio stream" is |
| 241 | * probably sufficient in many cases, but this could be useful for something |
| 242 | * like "team chat" if you have a headset playing VoIP audio separately). |
| 243 | * |
| 244 | * Setting this to "" or leaving it unset will have SDL use a reasonable |
| 245 | * default: "audio stream" or something similar. |
| 246 | * |
| 247 | * On targets where this is not supported, this hint does nothing. |
| 248 | */ |
| 249 | #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" |
| 250 | |
| 251 | /** |
| 252 | * \brief Specify an application role for an audio device. |
| 253 | * |
| 254 | * Some audio backends (such as Pipewire) allow you to describe the role of |
| 255 | * your audio stream. Among other things, this description might show up in |
| 256 | * a system control panel or software for displaying and manipulating media |
| 257 | * playback/capture graphs. |
| 258 | * |
| 259 | * This hints lets you transmit that information to the OS. The contents of |
| 260 | * this hint are used while opening an audio device. You should use a string |
| 261 | * that describes your what your program is playing (Game, Music, Movie, |
| 262 | * etc...). |
| 263 | * |
| 264 | * Setting this to "" or leaving it unset will have SDL use a reasonable |
| 265 | * default: "Game" or something similar. |
| 266 | * |
| 267 | * On targets where this is not supported, this hint does nothing. |
| 268 | */ |
| 269 | #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" |
| 270 | |
| 271 | /** |
| 272 | * \brief A variable controlling speed/quality tradeoff of audio resampling. |
| 273 | * |
| 274 | * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) |
| 275 | * to handle audio resampling. There are different resampling modes available |
| 276 | * that produce different levels of quality, using more CPU. |
| 277 | * |
| 278 | * If this hint isn't specified to a valid setting, or libsamplerate isn't |
| 279 | * available, SDL will use the default, internal resampling algorithm. |
| 280 | * |
| 281 | * Note that this is currently only applicable to resampling audio that is |
| 282 | * being written to a device for playback or audio being read from a device |
| 283 | * for capture. SDL_AudioCVT always uses the default resampler (although this |
| 284 | * might change for SDL 2.1). |
| 285 | * |
| 286 | * This hint is currently only checked at audio subsystem initialization. |
| 287 | * |
| 288 | * This variable can be set to the following values: |
| 289 | * |
| 290 | * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) |
| 291 | * "1" or "fast" - Use fast, slightly higher quality resampling, if available |
| 292 | * "2" or "medium" - Use medium quality resampling, if available |
| 293 | * "3" or "best" - Use high quality resampling, if available |
| 294 | */ |
| 295 | #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" |
| 296 | |
| 297 | /** |
| 298 | * \brief A variable controlling whether SDL updates joystick state when getting input events |
| 299 | * |
| 300 | * This variable can be set to the following values: |
| 301 | * |
| 302 | * "0" - You'll call SDL_JoystickUpdate() manually |
| 303 | * "1" - SDL will automatically call SDL_JoystickUpdate() (default) |
| 304 | * |
| 305 | * This hint can be toggled on and off at runtime. |
| 306 | */ |
| 307 | #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" |
| 308 | |
| 309 | /** |
| 310 | * \brief A variable controlling whether SDL updates sensor state when getting input events |
| 311 | * |
| 312 | * This variable can be set to the following values: |
| 313 | * |
| 314 | * "0" - You'll call SDL_SensorUpdate() manually |
| 315 | * "1" - SDL will automatically call SDL_SensorUpdate() (default) |
| 316 | * |
| 317 | * This hint can be toggled on and off at runtime. |
| 318 | */ |
| 319 | #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" |
| 320 | |
| 321 | /** |
| 322 | * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. |
| 323 | * |
| 324 | * The bitmap header version 4 is required for proper alpha channel support and |
| 325 | * SDL will use it when required. Should this not be desired, this hint can |
| 326 | * force the use of the 40 byte header version which is supported everywhere. |
| 327 | * |
| 328 | * The variable can be set to the following values: |
| 329 | * "0" - Surfaces with a colorkey or an alpha channel are saved to a |
| 330 | * 32-bit BMP file with an alpha mask. SDL will use the bitmap |
| 331 | * header version 4 and set the alpha mask accordingly. |
| 332 | * "1" - Surfaces with a colorkey or an alpha channel are saved to a |
| 333 | * 32-bit BMP file without an alpha mask. The alpha channel data |
| 334 | * will be in the file, but applications are going to ignore it. |
| 335 | * |
| 336 | * The default value is "0". |
| 337 | */ |
| 338 | #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" |
| 339 | |
| 340 | /** |
| 341 | * \brief Override for SDL_GetDisplayUsableBounds() |
| 342 | * |
| 343 | * If set, this hint will override the expected results for |
| 344 | * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want |
| 345 | * to do this, but this allows an embedded system to request that some of the |
| 346 | * screen be reserved for other uses when paired with a well-behaved |
| 347 | * application. |
| 348 | * |
| 349 | * The contents of this hint must be 4 comma-separated integers, the first |
| 350 | * is the bounds x, then y, width and height, in that order. |
| 351 | */ |
| 352 | #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" |
| 353 | |
| 354 | /** |
| 355 | * \brief Disable giving back control to the browser automatically |
| 356 | * when running with asyncify |
| 357 | * |
| 358 | * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations |
| 359 | * such as refreshing the screen or polling events. |
| 360 | * |
| 361 | * This hint only applies to the emscripten platform |
| 362 | * |
| 363 | * The variable can be set to the following values: |
| 364 | * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) |
| 365 | * "1" - Enable emscripten_sleep calls (the default) |
| 366 | */ |
| 367 | #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" |
| 368 | |
| 369 | /** |
| 370 | * \brief override the binding element for keyboard inputs for Emscripten builds |
| 371 | * |
| 372 | * This hint only applies to the emscripten platform |
| 373 | * |
| 374 | * The variable can be one of |
| 375 | * "#window" - The javascript window object (this is the default) |
| 376 | * "#document" - The javascript document object |
| 377 | * "#screen" - the javascript window.screen object |
| 378 | * "#canvas" - the WebGL canvas element |
| 379 | * any other string without a leading # sign applies to the element on the page with that ID. |
| 380 | */ |
| 381 | #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
| 382 | |
| 383 | /** |
| 384 | * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs |
| 385 | * |
| 386 | * The variable can be set to the following values: |
| 387 | * "0" - Do not scan for Steam Controllers |
| 388 | * "1" - Scan for Steam Controllers (the default) |
| 389 | * |
| 390 | * The default value is "1". This hint must be set before initializing the joystick subsystem. |
| 391 | */ |
| 392 | #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" |
| 393 | |
| 394 | /** |
| 395 | * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. |
| 396 | * |
| 397 | * This variable can be set to the following values: |
| 398 | * |
| 399 | * "0" - Don't log any events (default) |
| 400 | * "1" - Log all events except mouse and finger motion, which are pretty spammy. |
| 401 | * "2" - Log all events. |
| 402 | * |
| 403 | * This is generally meant to be used to debug SDL itself, but can be useful |
| 404 | * for application developers that need better visibility into what is going |
| 405 | * on in the event queue. Logged events are sent through SDL_Log(), which |
| 406 | * means by default they appear on stdout on most platforms or maybe |
| 407 | * OutputDebugString() on Windows, and can be funneled by the app with |
| 408 | * SDL_LogSetOutputFunction(), etc. |
| 409 | * |
| 410 | * This hint can be toggled on and off at runtime, if you only need to log |
| 411 | * events for a small subset of program execution. |
| 412 | */ |
| 413 | #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" |
| 414 | |
| 415 | /** |
| 416 | * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. |
| 417 | * |
| 418 | * SDL can try to accelerate the SDL screen surface by using streaming |
| 419 | * textures with a 3D rendering engine. This variable controls whether and |
| 420 | * how this is done. |
| 421 | * |
| 422 | * This variable can be set to the following values: |
| 423 | * "0" - Disable 3D acceleration |
| 424 | * "1" - Enable 3D acceleration, using the default renderer. |
| 425 | * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) |
| 426 | * |
| 427 | * By default SDL tries to make a best guess for each platform whether |
| 428 | * to use acceleration or not. |
| 429 | */ |
| 430 | #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" |
| 431 | |
| 432 | /** |
| 433 | * \brief A variable that lets you manually hint extra gamecontroller db entries. |
| 434 | * |
| 435 | * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h |
| 436 | * |
| 437 | * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
| 438 | * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() |
| 439 | */ |
| 440 | #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
| 441 | |
| 442 | /** |
| 443 | * \brief A variable that lets you provide a file with extra gamecontroller db entries. |
| 444 | * |
| 445 | * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h |
| 446 | * |
| 447 | * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
| 448 | * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() |
| 449 | */ |
| 450 | #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" |
| 451 | |
| 452 | /** |
| 453 | * \brief A variable that overrides the automatic controller type detection |
| 454 | * |
| 455 | * The variable should be comma separated entries, in the form: VID/PID=type |
| 456 | * |
| 457 | * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd |
| 458 | * |
| 459 | * The type should be one of: |
| 460 | * Xbox360 |
| 461 | * XboxOne |
| 462 | * PS3 |
| 463 | * PS4 |
| 464 | * PS5 |
| 465 | * SwitchPro |
| 466 | * |
| 467 | * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
| 468 | */ |
| 469 | #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" |
| 470 | |
| 471 | /** |
| 472 | * \brief A variable containing a list of devices to skip when scanning for game controllers. |
| 473 | * |
| 474 | * The format of the string is a comma separated list of USB VID/PID pairs |
| 475 | * in hexadecimal form, e.g. |
| 476 | * |
| 477 | * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| 478 | * |
| 479 | * The variable can also take the form of @file, in which case the named |
| 480 | * file will be loaded and interpreted as the value of the variable. |
| 481 | */ |
| 482 | #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
| 483 | |
| 484 | /** |
| 485 | * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. |
| 486 | * |
| 487 | * The format of the string is a comma separated list of USB VID/PID pairs |
| 488 | * in hexadecimal form, e.g. |
| 489 | * |
| 490 | * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| 491 | * |
| 492 | * The variable can also take the form of @file, in which case the named |
| 493 | * file will be loaded and interpreted as the value of the variable. |
| 494 | */ |
| 495 | #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" |
| 496 | |
| 497 | /** |
| 498 | * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. |
| 499 | * |
| 500 | * For example, on Nintendo Switch controllers, normally you'd get: |
| 501 | * |
| 502 | * (Y) |
| 503 | * (X) (B) |
| 504 | * (A) |
| 505 | * |
| 506 | * but if this hint is set, you'll get: |
| 507 | * |
| 508 | * (X) |
| 509 | * (Y) (A) |
| 510 | * (B) |
| 511 | * |
| 512 | * The variable can be set to the following values: |
| 513 | * "0" - Report the face buttons by position, as though they were on an Xbox controller. |
| 514 | * "1" - Report the face buttons by label instead of position |
| 515 | * |
| 516 | * The default value is "1". This hint may be set at any time. |
| 517 | */ |
| 518 | #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" |
| 519 | |
| 520 | /** |
| 521 | * \brief A variable controlling whether grabbing input grabs the keyboard |
| 522 | * |
| 523 | * This variable can be set to the following values: |
| 524 | * "0" - Grab will affect only the mouse |
| 525 | * "1" - Grab will affect mouse and keyboard |
| 526 | * |
| 527 | * By default SDL will not grab the keyboard so system shortcuts still work. |
| 528 | */ |
| 529 | #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" |
| 530 | |
| 531 | /** |
| 532 | * \brief A variable controlling whether the idle timer is disabled on iOS. |
| 533 | * |
| 534 | * When an iOS app does not receive touches for some time, the screen is |
| 535 | * dimmed automatically. For games where the accelerometer is the only input |
| 536 | * this is problematic. This functionality can be disabled by setting this |
| 537 | * hint. |
| 538 | * |
| 539 | * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() |
| 540 | * accomplish the same thing on iOS. They should be preferred over this hint. |
| 541 | * |
| 542 | * This variable can be set to the following values: |
| 543 | * "0" - Enable idle timer |
| 544 | * "1" - Disable idle timer |
| 545 | */ |
| 546 | #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" |
| 547 | |
| 548 | /** |
| 549 | * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. |
| 550 | * |
| 551 | * The variable can be set to the following values: |
| 552 | * "0" - SDL_TEXTEDITING events are sent, and it is the application's |
| 553 | * responsibility to render the text from these events and |
| 554 | * differentiate it somehow from committed text. (default) |
| 555 | * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, |
| 556 | * and text that is being composed will be rendered in its own UI. |
| 557 | */ |
| 558 | #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" |
| 559 | |
| 560 | /** |
| 561 | * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them. |
| 562 | * |
| 563 | * The variable can be set to the following values: |
| 564 | * "0" - Native UI components are not display. (default) |
| 565 | * "1" - Native UI components are displayed. |
| 566 | */ |
| 567 | #define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI" |
| 568 | |
| 569 | /** |
| 570 | * \brief A variable controlling whether the home indicator bar on iPhone X |
| 571 | * should be hidden. |
| 572 | * |
| 573 | * This variable can be set to the following values: |
| 574 | * "0" - The indicator bar is not hidden (default for windowed applications) |
| 575 | * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) |
| 576 | * "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) |
| 577 | */ |
| 578 | #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" |
| 579 | |
| 580 | /** |
| 581 | * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. |
| 582 | * |
| 583 | * The variable can be set to the following values: |
| 584 | * "0" - Disable joystick & gamecontroller input events when the |
| 585 | * application is in the background. |
| 586 | * "1" - Enable joystick & gamecontroller input events when the |
| 587 | * application is in the background. |
| 588 | * |
| 589 | * The default value is "0". This hint may be set at any time. |
| 590 | */ |
| 591 | #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
| 592 | |
| 593 | /** |
| 594 | * \brief A variable controlling whether the HIDAPI joystick drivers should be used. |
| 595 | * |
| 596 | * This variable can be set to the following values: |
| 597 | * "0" - HIDAPI drivers are not used |
| 598 | * "1" - HIDAPI drivers are used (the default) |
| 599 | * |
| 600 | * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. |
| 601 | */ |
| 602 | #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
| 603 | |
| 604 | /** |
| 605 | * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. |
| 606 | * |
| 607 | * This variable can be set to the following values: |
| 608 | * "0" - HIDAPI driver is not used |
| 609 | * "1" - HIDAPI driver is used |
| 610 | * |
| 611 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| 612 | */ |
| 613 | #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" |
| 614 | |
| 615 | /** |
| 616 | * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver. |
| 617 | * |
| 618 | * This variable can be set to the following values: |
| 619 | * "0" - basic Joy-Con support with no analog input (the default) |
| 620 | * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors |
| 621 | * |
| 622 | * This does not combine Joy-Cons into a single controller. That's up to the user. |
| 623 | */ |
| 624 | #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" |
| 625 | |
| 626 | /** |
| 627 | * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used. |
| 628 | * |
| 629 | * This variable can be set to the following values: |
| 630 | * "0" - HIDAPI driver is not used |
| 631 | * "1" - HIDAPI driver is used |
| 632 | * |
| 633 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| 634 | */ |
| 635 | #define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" |
| 636 | |
| 637 | /** |
| 638 | * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. |
| 639 | * |
| 640 | * This variable can be set to the following values: |
| 641 | * "0" - HIDAPI driver is not used |
| 642 | * "1" - HIDAPI driver is used |
| 643 | * |
| 644 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| 645 | */ |
| 646 | #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
| 647 | |
| 648 | /** |
| 649 | * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. |
| 650 | * |
| 651 | * This variable can be set to the following values: |
| 652 | * "0" - extended reports are not enabled (the default) |
| 653 | * "1" - extended reports |
| 654 | * |
| 655 | * Extended input reports allow rumble on Bluetooth PS4 controllers, but |
| 656 | * break DirectInput handling for applications that don't use SDL. |
| 657 | * |
| 658 | * Once extended reports are enabled, they can not be disabled without |
| 659 | * power cycling the controller. |
| 660 | * |
| 661 | * For compatibility with applications written for versions of SDL prior |
| 662 | * to the introduction of PS5 controller support, this value will also |
| 663 | * control the state of extended reports on PS5 controllers when the |
| 664 | * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. |
| 665 | */ |
| 666 | #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" |
| 667 | |
| 668 | /** |
| 669 | * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used. |
| 670 | * |
| 671 | * This variable can be set to the following values: |
| 672 | * "0" - HIDAPI driver is not used |
| 673 | * "1" - HIDAPI driver is used |
| 674 | * |
| 675 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| 676 | */ |
| 677 | #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" |
| 678 | |
| 679 | /** |
| 680 | * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. |
| 681 | * |
| 682 | * This variable can be set to the following values: |
| 683 | * "0" - player LEDs are not enabled |
| 684 | * "1" - player LEDs are enabled (the default) |
| 685 | */ |
| 686 | #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" |
| 687 | |
| 688 | /** |
| 689 | * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. |
| 690 | * |
| 691 | * This variable can be set to the following values: |
| 692 | * "0" - extended reports are not enabled (the default) |
| 693 | * "1" - extended reports |
| 694 | * |
| 695 | * Extended input reports allow rumble on Bluetooth PS5 controllers, but |
| 696 | * break DirectInput handling for applications that don't use SDL. |
| 697 | * |
| 698 | * Once extended reports are enabled, they can not be disabled without |
| 699 | * power cycling the controller. |
| 700 | * |
| 701 | * For compatibility with applications written for versions of SDL prior |
| 702 | * to the introduction of PS5 controller support, this value defaults to |
| 703 | * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. |
| 704 | */ |
| 705 | #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" |
| 706 | |
| 707 | /** |
| 708 | * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. |
| 709 | * |
| 710 | * This variable can be set to the following values: |
| 711 | * "0" - HIDAPI driver is not used |
| 712 | * "1" - HIDAPI driver is used |
| 713 | * |
| 714 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| 715 | */ |
| 716 | #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" |
| 717 | |
| 718 | /** |
| 719 | * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. |
| 720 | * |
| 721 | * This variable can be set to the following values: |
| 722 | * "0" - HIDAPI driver is not used |
| 723 | * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access |
| 724 | * and may prompt the user for permission on iOS and Android. |
| 725 | * |
| 726 | * The default is "0" |
| 727 | */ |
| 728 | #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
| 729 | |
| 730 | /** |
| 731 | * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. |
| 732 | * |
| 733 | * This variable can be set to the following values: |
| 734 | * "0" - HIDAPI driver is not used |
| 735 | * "1" - HIDAPI driver is used |
| 736 | * |
| 737 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| 738 | */ |
| 739 | #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
| 740 | |
| 741 | /** |
| 742 | * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened |
| 743 | * |
| 744 | * This variable can be set to the following values: |
| 745 | * "0" - home button LED is turned off |
| 746 | * "1" - home button LED is turned on |
| 747 | * |
| 748 | * By default the Home button LED state is not changed. |
| 749 | */ |
| 750 | #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" |
| 751 | |
| 752 | /** |
| 753 | * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. |
| 754 | * |
| 755 | * This variable can be set to the following values: |
| 756 | * "0" - HIDAPI driver is not used |
| 757 | * "1" - HIDAPI driver is used |
| 758 | * |
| 759 | * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI |
| 760 | */ |
| 761 | #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
| 762 | |
| 763 | /** |
| 764 | * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. |
| 765 | * |
| 766 | * This variable can be set to the following values: |
| 767 | * "0" - RAWINPUT drivers are not used |
| 768 | * "1" - RAWINPUT drivers are used (the default) |
| 769 | * |
| 770 | */ |
| 771 | #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" |
| 772 | |
| 773 | /** |
| 774 | * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. |
| 775 | * |
| 776 | * This variable can be set to the following values: |
| 777 | * "0" - RAWINPUT driver will only use data from raw input APIs |
| 778 | * "1" - RAWINPUT driver will also pull data from XInput, providing |
| 779 | * better trigger axes, guide button presses, and rumble support |
| 780 | * for Xbox controllers |
| 781 | * |
| 782 | * The default is "1". This hint applies to any joysticks opened after setting the hint. |
| 783 | */ |
| 784 | #define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" |
| 785 | |
| 786 | /** |
| 787 | * \brief A variable controlling whether a separate thread should be used |
| 788 | * for handling joystick detection and raw input messages on Windows |
| 789 | * |
| 790 | * This variable can be set to the following values: |
| 791 | * "0" - A separate thread is not used (the default) |
| 792 | * "1" - A separate thread is used for handling raw input messages |
| 793 | * |
| 794 | */ |
| 795 | #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" |
| 796 | |
| 797 | /** |
| 798 | * \brief Determines whether SDL enforces that DRM master is required in order |
| 799 | * to initialize the KMSDRM video backend. |
| 800 | * |
| 801 | * The DRM subsystem has a concept of a "DRM master" which is a DRM client that |
| 802 | * has the ability to set planes, set cursor, etc. When SDL is DRM master, it |
| 803 | * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL |
| 804 | * is still able to process input and query attributes of attached displays, |
| 805 | * but it cannot change display state or draw to the screen directly. |
| 806 | * |
| 807 | * In some cases, it can be useful to have the KMSDRM backend even if it cannot |
| 808 | * be used for rendering. An app may want to use SDL for input processing while |
| 809 | * using another rendering API (such as an MMAL overlay on Raspberry Pi) or |
| 810 | * using its own code to render to DRM overlays that SDL doesn't support. |
| 811 | * |
| 812 | * This hint must be set before initializing the video subsystem. |
| 813 | * |
| 814 | * This variable can be set to the following values: |
| 815 | * "0" - SDL will allow usage of the KMSDRM backend without DRM master |
| 816 | * "1" - SDL Will require DRM master to use the KMSDRM backend (default) |
| 817 | */ |
| 818 | #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" |
| 819 | |
| 820 | /** |
| 821 | * \brief A comma separated list of devices to open as joysticks |
| 822 | * |
| 823 | * This variable is currently only used by the Linux joystick driver. |
| 824 | */ |
| 825 | #define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" |
| 826 | |
| 827 | /** |
| 828 | * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux |
| 829 | * |
| 830 | * This variable can be set to the following values: |
| 831 | * "0" - Use /dev/input/event* |
| 832 | * "1" - Use /dev/input/js* |
| 833 | * |
| 834 | * By default the /dev/input/event* interfaces are used |
| 835 | */ |
| 836 | #define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC" |
| 837 | |
| 838 | /** |
| 839 | * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. |
| 840 | * |
| 841 | * This variable can be set to the following values: |
| 842 | * "0" - Return unfiltered joystick axis values (the default) |
| 843 | * "1" - Return axis values with deadzones taken into account |
| 844 | */ |
| 845 | #define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES" |
| 846 | |
| 847 | /** |
| 848 | * \brief When set don't force the SDL app to become a foreground process |
| 849 | * |
| 850 | * This hint only applies to Mac OS X. |
| 851 | * |
| 852 | */ |
| 853 | #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
| 854 | |
| 855 | /** |
| 856 | * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac |
| 857 | * |
| 858 | * If present, holding ctrl while left clicking will generate a right click |
| 859 | * event when on Mac. |
| 860 | */ |
| 861 | #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" |
| 862 | |
| 863 | /** |
| 864 | * \brief A variable setting the double click radius, in pixels. |
| 865 | */ |
| 866 | #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
| 867 | |
| 868 | /** |
| 869 | * \brief A variable setting the double click time, in milliseconds. |
| 870 | */ |
| 871 | #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
| 872 | |
| 873 | /** |
| 874 | * \brief Allow mouse click events when clicking to focus an SDL window |
| 875 | * |
| 876 | * This variable can be set to the following values: |
| 877 | * "0" - Ignore mouse clicks that activate a window |
| 878 | * "1" - Generate events for mouse clicks that activate a window |
| 879 | * |
| 880 | * By default SDL will ignore mouse clicks that activate a window |
| 881 | */ |
| 882 | #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
| 883 | |
| 884 | /** |
| 885 | * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode |
| 886 | */ |
| 887 | #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" |
| 888 | |
| 889 | /** |
| 890 | * \brief A variable controlling whether relative mouse mode is implemented using mouse warping |
| 891 | * |
| 892 | * This variable can be set to the following values: |
| 893 | * "0" - Relative mouse mode uses raw input |
| 894 | * "1" - Relative mouse mode uses mouse warping |
| 895 | * |
| 896 | * By default SDL will use raw input for relative mouse mode |
| 897 | */ |
| 898 | #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" |
| 899 | |
| 900 | /** |
| 901 | * \brief A variable controlling whether relative mouse motion is affected by renderer scaling |
| 902 | * |
| 903 | * This variable can be set to the following values: |
| 904 | * "0" - Relative motion is unaffected by DPI or renderer's logical size |
| 905 | * "1" - Relative motion is scaled according to DPI scaling and logical size |
| 906 | * |
| 907 | * By default relative mouse deltas are affected by DPI and renderer scaling |
| 908 | */ |
| 909 | #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING" |
| 910 | |
| 911 | /** |
| 912 | * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode |
| 913 | */ |
| 914 | #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" |
| 915 | |
| 916 | /** |
| 917 | * \brief A variable controlling whether mouse events should generate synthetic touch events |
| 918 | * |
| 919 | * This variable can be set to the following values: |
| 920 | * "0" - Mouse events will not generate touch events (default for desktop platforms) |
| 921 | * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) |
| 922 | */ |
| 923 | #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" |
| 924 | |
| 925 | /** |
| 926 | * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. |
| 927 | * |
| 928 | * This hint only applies to Unix-like platforms, and should set before |
| 929 | * any calls to SDL_Init() |
| 930 | * |
| 931 | * The variable can be set to the following values: |
| 932 | * "0" - SDL will install a SIGINT and SIGTERM handler, and when it |
| 933 | * catches a signal, convert it into an SDL_QUIT event. |
| 934 | * "1" - SDL will not install a signal handler at all. |
| 935 | */ |
| 936 | #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
| 937 | |
| 938 | /** |
| 939 | * \brief A variable controlling what driver to use for OpenGL ES contexts. |
| 940 | * |
| 941 | * On some platforms, currently Windows and X11, OpenGL drivers may support |
| 942 | * creating contexts with an OpenGL ES profile. By default SDL uses these |
| 943 | * profiles, when available, otherwise it attempts to load an OpenGL ES |
| 944 | * library, e.g. that provided by the ANGLE project. This variable controls |
| 945 | * whether SDL follows this default behaviour or will always load an |
| 946 | * OpenGL ES library. |
| 947 | * |
| 948 | * Circumstances where this is useful include |
| 949 | * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, |
| 950 | * or emulator, e.g. those from ARM, Imagination or Qualcomm. |
| 951 | * - Resolving OpenGL ES function addresses at link time by linking with |
| 952 | * the OpenGL ES library instead of querying them at run time with |
| 953 | * SDL_GL_GetProcAddress(). |
| 954 | * |
| 955 | * Caution: for an application to work with the default behaviour across |
| 956 | * different OpenGL drivers it must query the OpenGL ES function |
| 957 | * addresses at run time using SDL_GL_GetProcAddress(). |
| 958 | * |
| 959 | * This variable is ignored on most platforms because OpenGL ES is native |
| 960 | * or not supported. |
| 961 | * |
| 962 | * This variable can be set to the following values: |
| 963 | * "0" - Use ES profile of OpenGL, if available. (Default when not set.) |
| 964 | * "1" - Load OpenGL ES library using the default library names. |
| 965 | * |
| 966 | */ |
| 967 | #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
| 968 | |
| 969 | /** |
| 970 | * \brief A variable controlling which orientations are allowed on iOS/Android. |
| 971 | * |
| 972 | * In some circumstances it is necessary to be able to explicitly control |
| 973 | * which UI orientations are allowed. |
| 974 | * |
| 975 | * This variable is a space delimited list of the following values: |
| 976 | * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" |
| 977 | */ |
| 978 | #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" |
| 979 | |
| 980 | /** |
| 981 | * \brief A variable controlling the use of a sentinel event when polling the event queue |
| 982 | * |
| 983 | * This variable can be set to the following values: |
| 984 | * "0" - Disable poll sentinels |
| 985 | * "1" - Enable poll sentinels |
| 986 | * |
| 987 | * When polling for events, SDL_PumpEvents is used to gather new events from devices. |
| 988 | * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will |
| 989 | * become stuck until the new events stop. |
| 990 | * This is most noticable when moving a high frequency mouse. |
| 991 | * |
| 992 | * By default, poll sentinels are enabled. |
| 993 | */ |
| 994 | #define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" |
| 995 | |
| 996 | /** |
| 997 | * \brief Override for SDL_GetPreferredLocales() |
| 998 | * |
| 999 | * If set, this will be favored over anything the OS might report for the |
| 1000 | * user's preferred locales. Changing this hint at runtime will not generate |
| 1001 | * a SDL_LOCALECHANGED event (but if you can change the hint, you can push |
| 1002 | * your own event, if you want). |
| 1003 | * |
| 1004 | * The format of this hint is a comma-separated list of language and locale, |
| 1005 | * combined with an underscore, as is a common format: "en_GB". Locale is |
| 1006 | * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" |
| 1007 | */ |
| 1008 | #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" |
| 1009 | |
| 1010 | /** |
| 1011 | * \brief A variable describing the content orientation on QtWayland-based platforms. |
| 1012 | * |
| 1013 | * On QtWayland platforms, windows are rotated client-side to allow for custom |
| 1014 | * transitions. In order to correctly position overlays (e.g. volume bar) and |
| 1015 | * gestures (e.g. events view, close/minimize gestures), the system needs to |
| 1016 | * know in which orientation the application is currently drawing its contents. |
| 1017 | * |
| 1018 | * This does not cause the window to be rotated or resized, the application |
| 1019 | * needs to take care of drawing the content in the right orientation (the |
| 1020 | * framebuffer is always in portrait mode). |
| 1021 | * |
| 1022 | * This variable can be one of the following values: |
| 1023 | * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" |
| 1024 | */ |
| 1025 | #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" |
| 1026 | |
| 1027 | /** |
| 1028 | * \brief Flags to set on QtWayland windows to integrate with the native window manager. |
| 1029 | * |
| 1030 | * On QtWayland platforms, this hint controls the flags to set on the windows. |
| 1031 | * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. |
| 1032 | * |
| 1033 | * This variable is a space-separated list of the following values (empty = no flags): |
| 1034 | * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" |
| 1035 | */ |
| 1036 | #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" |
| 1037 | |
| 1038 | /** |
| 1039 | * \brief A variable controlling whether the 2D render API is compatible or efficient. |
| 1040 | * |
| 1041 | * This variable can be set to the following values: |
| 1042 | * |
| 1043 | * "0" - Don't use batching to make rendering more efficient. |
| 1044 | * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. |
| 1045 | * |
| 1046 | * Up to SDL 2.0.9, the render API would draw immediately when requested. Now |
| 1047 | * it batches up draw requests and sends them all to the GPU only when forced |
| 1048 | * to (during SDL_RenderPresent, when changing render targets, by updating a |
| 1049 | * texture that the batch needs, etc). This is significantly more efficient, |
| 1050 | * but it can cause problems for apps that expect to render on top of the |
| 1051 | * render API's output. As such, SDL will disable batching if a specific |
| 1052 | * render backend is requested (since this might indicate that the app is |
| 1053 | * planning to use the underlying graphics API directly). This hint can |
| 1054 | * be used to explicitly request batching in this instance. It is a contract |
| 1055 | * that you will either never use the underlying graphics API directly, or |
| 1056 | * if you do, you will call SDL_RenderFlush() before you do so any current |
| 1057 | * batch goes to the GPU before your work begins. Not following this contract |
| 1058 | * will result in undefined behavior. |
| 1059 | */ |
| 1060 | #define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" |
| 1061 | |
| 1062 | /** |
| 1063 | * \brief A variable controlling how the 2D render API renders lines |
| 1064 | * |
| 1065 | * This variable can be set to the following values: |
| 1066 | * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) |
| 1067 | * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points) |
| 1068 | * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) |
| 1069 | * "3" - Use the driver geometry API (correct, draws thicker diagonal lines) |
| 1070 | * |
| 1071 | * This variable should be set when the renderer is created. |
| 1072 | */ |
| 1073 | #define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" |
| 1074 | |
| 1075 | /** |
| 1076 | * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. |
| 1077 | * |
| 1078 | * This variable does not have any effect on the Direct3D 9 based renderer. |
| 1079 | * |
| 1080 | * This variable can be set to the following values: |
| 1081 | * "0" - Disable Debug Layer use |
| 1082 | * "1" - Enable Debug Layer use |
| 1083 | * |
| 1084 | * By default, SDL does not use Direct3D Debug Layer. |
| 1085 | */ |
| 1086 | #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" |
| 1087 | |
| 1088 | /** |
| 1089 | * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. |
| 1090 | * |
| 1091 | * This variable can be set to the following values: |
| 1092 | * "0" - Thread-safety is not enabled (faster) |
| 1093 | * "1" - Thread-safety is enabled |
| 1094 | * |
| 1095 | * By default the Direct3D device is created with thread-safety disabled. |
| 1096 | */ |
| 1097 | #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" |
| 1098 | |
| 1099 | /** |
| 1100 | * \brief A variable specifying which render driver to use. |
| 1101 | * |
| 1102 | * If the application doesn't pick a specific renderer to use, this variable |
| 1103 | * specifies the name of the preferred renderer. If the preferred renderer |
| 1104 | * can't be initialized, the normal default renderer is used. |
| 1105 | * |
| 1106 | * This variable is case insensitive and can be set to the following values: |
| 1107 | * "direct3d" |
| 1108 | * "opengl" |
| 1109 | * "opengles2" |
| 1110 | * "opengles" |
| 1111 | * "metal" |
| 1112 | * "software" |
| 1113 | * |
| 1114 | * The default varies by platform, but it's the first one in the list that |
| 1115 | * is available on the current platform. |
| 1116 | */ |
| 1117 | #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" |
| 1118 | |
| 1119 | /** |
| 1120 | * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. |
| 1121 | * |
| 1122 | * This variable can be set to the following values: |
| 1123 | * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen |
| 1124 | * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen |
| 1125 | * |
| 1126 | * By default letterbox is used |
| 1127 | */ |
| 1128 | #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" |
| 1129 | |
| 1130 | /** |
| 1131 | * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. |
| 1132 | * |
| 1133 | * This variable can be set to the following values: |
| 1134 | * "0" - Disable shaders |
| 1135 | * "1" - Enable shaders |
| 1136 | * |
| 1137 | * By default shaders are used if OpenGL supports them. |
| 1138 | */ |
| 1139 | #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" |
| 1140 | |
| 1141 | /** |
| 1142 | * \brief A variable controlling the scaling quality |
| 1143 | * |
| 1144 | * This variable can be set to the following values: |
| 1145 | * "0" or "nearest" - Nearest pixel sampling |
| 1146 | * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) |
| 1147 | * "2" or "best" - Currently this is the same as "linear" |
| 1148 | * |
| 1149 | * By default nearest pixel sampling is used |
| 1150 | */ |
| 1151 | #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" |
| 1152 | |
| 1153 | /** |
| 1154 | * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. |
| 1155 | * |
| 1156 | * This variable can be set to the following values: |
| 1157 | * "0" - Disable vsync |
| 1158 | * "1" - Enable vsync |
| 1159 | * |
| 1160 | * By default SDL does not sync screen surface updates with vertical refresh. |
| 1161 | */ |
| 1162 | #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" |
| 1163 | |
| 1164 | /** |
| 1165 | * \brief A variable to control whether the return key on the soft keyboard |
| 1166 | * should hide the soft keyboard on Android and iOS. |
| 1167 | * |
| 1168 | * The variable can be set to the following values: |
| 1169 | * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) |
| 1170 | * "1" - The return key will hide the keyboard. |
| 1171 | * |
| 1172 | * The value of this hint is used at runtime, so it can be changed at any time. |
| 1173 | */ |
| 1174 | #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" |
| 1175 | |
| 1176 | /** |
| 1177 | * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI |
| 1178 | * |
| 1179 | * Also known as Z-order. The variable can take a negative or positive value. |
| 1180 | * The default is 10000. |
| 1181 | */ |
| 1182 | #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
| 1183 | |
| 1184 | /** |
| 1185 | * \brief Specify an "activity name" for screensaver inhibition. |
| 1186 | * |
| 1187 | * Some platforms, notably Linux desktops, list the applications which are |
| 1188 | * inhibiting the screensaver or other power-saving features. |
| 1189 | * |
| 1190 | * This hint lets you specify the "activity name" sent to the OS when |
| 1191 | * SDL_DisableScreenSaver() is used (or the screensaver is automatically |
| 1192 | * disabled). The contents of this hint are used when the screensaver is |
| 1193 | * disabled. You should use a string that describes what your program is doing |
| 1194 | * (and, therefore, why the screensaver is disabled). For example, "Playing a |
| 1195 | * game" or "Watching a video". |
| 1196 | * |
| 1197 | * Setting this to "" or leaving it unset will have SDL use a reasonable |
| 1198 | * default: "Playing a game" or something similar. |
| 1199 | * |
| 1200 | * On targets where this is not supported, this hint does nothing. |
| 1201 | */ |
| 1202 | #define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" |
| 1203 | |
| 1204 | /** |
| 1205 | * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. |
| 1206 | * |
| 1207 | * On some platforms, like Linux, a realtime priority thread may be subject to restrictions |
| 1208 | * that require special handling by the application. This hint exists to let SDL know that |
| 1209 | * the app is prepared to handle said restrictions. |
| 1210 | * |
| 1211 | * On Linux, SDL will apply the following configuration to any thread that becomes realtime: |
| 1212 | * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, |
| 1213 | * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. |
| 1214 | * * Exceeding this limit will result in the kernel sending SIGKILL to the app, |
| 1215 | * * Refer to the man pages for more information. |
| 1216 | * |
| 1217 | * This variable can be set to the following values: |
| 1218 | * "0" - default platform specific behaviour |
| 1219 | * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy |
| 1220 | */ |
| 1221 | #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" |
| 1222 | |
| 1223 | /** |
| 1224 | * \brief A string specifying additional information to use with SDL_SetThreadPriority. |
| 1225 | * |
| 1226 | * By default SDL_SetThreadPriority will make appropriate system changes in order to |
| 1227 | * apply a thread priority. For example on systems using pthreads the scheduler policy |
| 1228 | * is changed automatically to a policy that works well with a given priority. |
| 1229 | * Code which has specific requirements can override SDL's default behavior with this hint. |
| 1230 | * |
| 1231 | * pthread hint values are "current", "other", "fifo" and "rr". |
| 1232 | * Currently no other platform hint values are defined but may be in the future. |
| 1233 | * |
| 1234 | * \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro |
| 1235 | * configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME |
| 1236 | * after calling SDL_SetThreadPriority(). |
| 1237 | */ |
| 1238 | #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" |
| 1239 | |
| 1240 | /** |
| 1241 | * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size |
| 1242 | * |
| 1243 | * Use this hint in case you need to set SDL's threads stack size to other than the default. |
| 1244 | * This is specially useful if you build SDL against a non glibc libc library (such as musl) which |
| 1245 | * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). |
| 1246 | * Support for this hint is currently available only in the pthread, Windows, and PSP backend. |
| 1247 | * |
| 1248 | * Instead of this hint, in 2.0.9 and later, you can use |
| 1249 | * SDL_CreateThreadWithStackSize(). This hint only works with the classic |
| 1250 | * SDL_CreateThread(). |
| 1251 | */ |
| 1252 | #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" |
| 1253 | |
| 1254 | /** |
| 1255 | * \brief A variable that controls the timer resolution, in milliseconds. |
| 1256 | * |
| 1257 | * The higher resolution the timer, the more frequently the CPU services |
| 1258 | * timer interrupts, and the more precise delays are, but this takes up |
| 1259 | * power and CPU time. This hint is only used on Windows. |
| 1260 | * |
| 1261 | * See this blog post for more information: |
| 1262 | * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ |
| 1263 | * |
| 1264 | * If this variable is set to "0", the system timer resolution is not set. |
| 1265 | * |
| 1266 | * The default value is "1". This hint may be set at any time. |
| 1267 | */ |
| 1268 | #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" |
| 1269 | |
| 1270 | /** |
| 1271 | * \brief A variable controlling whether touch events should generate synthetic mouse events |
| 1272 | * |
| 1273 | * This variable can be set to the following values: |
| 1274 | * "0" - Touch events will not generate mouse events |
| 1275 | * "1" - Touch events will generate mouse events |
| 1276 | * |
| 1277 | * By default SDL will generate mouse events for touch events |
| 1278 | */ |
| 1279 | #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
| 1280 | |
| 1281 | /** |
| 1282 | * \brief A variable controlling whether the Android / tvOS remotes |
| 1283 | * should be listed as joystick devices, instead of sending keyboard events. |
| 1284 | * |
| 1285 | * This variable can be set to the following values: |
| 1286 | * "0" - Remotes send enter/escape/arrow key events |
| 1287 | * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). |
| 1288 | */ |
| 1289 | #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" |
| 1290 | |
| 1291 | /** |
| 1292 | * \brief A variable controlling whether the screensaver is enabled. |
| 1293 | * |
| 1294 | * This variable can be set to the following values: |
| 1295 | * "0" - Disable screensaver |
| 1296 | * "1" - Enable screensaver |
| 1297 | * |
| 1298 | * By default SDL will disable the screensaver. |
| 1299 | */ |
| 1300 | #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" |
| 1301 | |
| 1302 | /** |
| 1303 | * \brief Tell the video driver that we only want a double buffer. |
| 1304 | * |
| 1305 | * By default, most lowlevel 2D APIs will use a triple buffer scheme that |
| 1306 | * wastes no CPU time on waiting for vsync after issuing a flip, but |
| 1307 | * introduces a frame of latency. On the other hand, using a double buffer |
| 1308 | * scheme instead is recommended for cases where low latency is an important |
| 1309 | * factor because we save a whole frame of latency. |
| 1310 | * We do so by waiting for vsync immediately after issuing a flip, usually just |
| 1311 | * after eglSwapBuffers call in the backend's *_SwapWindow function. |
| 1312 | * |
| 1313 | * Since it's driver-specific, it's only supported where possible and |
| 1314 | * implemented. Currently supported the following drivers: |
| 1315 | * |
| 1316 | * - KMSDRM (kmsdrm) |
| 1317 | * - Raspberry Pi (raspberrypi) |
| 1318 | */ |
| 1319 | #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
| 1320 | |
| 1321 | /** |
| 1322 | * \brief A variable controlling whether the EGL window is allowed to be |
| 1323 | * composited as transparent, rather than opaque. |
| 1324 | * |
| 1325 | * Most window systems will always render windows opaque, even if the surface |
| 1326 | * format has an alpha channel. This is not always true, however, so by default |
| 1327 | * SDL will try to enforce opaque composition. To override this behavior, you |
| 1328 | * can set this hint to "1". |
| 1329 | */ |
| 1330 | #define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY" |
| 1331 | |
| 1332 | /** |
| 1333 | * \brief A variable controlling whether the graphics context is externally managed. |
| 1334 | * |
| 1335 | * This variable can be set to the following values: |
| 1336 | * "0" - SDL will manage graphics contexts that are attached to windows. |
| 1337 | * "1" - Disable graphics context management on windows. |
| 1338 | * |
| 1339 | * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the |
| 1340 | * context will be automatically saved and restored when pausing the application. Additionally, some |
| 1341 | * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this |
| 1342 | * behavior, which is desireable when the application manages the graphics context, such as |
| 1343 | * an externally managed OpenGL context or attaching a Vulkan surface to the window. |
| 1344 | */ |
| 1345 | #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" |
| 1346 | |
| 1347 | /** |
| 1348 | * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) |
| 1349 | */ |
| 1350 | #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" |
| 1351 | |
| 1352 | /** |
| 1353 | * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. |
| 1354 | * |
| 1355 | * This hint only applies to Mac OS X. |
| 1356 | * |
| 1357 | * The variable can be set to the following values: |
| 1358 | * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and |
| 1359 | * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" |
| 1360 | * button on their titlebars). |
| 1361 | * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and |
| 1362 | * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" |
| 1363 | * button on their titlebars). |
| 1364 | * |
| 1365 | * The default value is "1". Spaces are disabled regardless of this hint if |
| 1366 | * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before |
| 1367 | * any windows are created. |
| 1368 | */ |
| 1369 | #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
| 1370 | |
| 1371 | /** |
| 1372 | * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. |
| 1373 | * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're |
| 1374 | * seeing if "true" causes more problems than it solves in modern times. |
| 1375 | * |
| 1376 | */ |
| 1377 | #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
| 1378 | |
| 1379 | /** |
| 1380 | * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used. |
| 1381 | * |
| 1382 | * This variable can be set to the following values: |
| 1383 | * "0" - libdecor use is disabled. |
| 1384 | * "1" - libdecor use is enabled (default). |
| 1385 | * |
| 1386 | * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. |
| 1387 | */ |
| 1388 | #define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" |
| 1389 | |
| 1390 | /** |
| 1391 | * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). |
| 1392 | * |
| 1393 | * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has |
| 1394 | * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly |
| 1395 | * created SDL_Window: |
| 1396 | * |
| 1397 | * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is |
| 1398 | * needed for example when sharing an OpenGL context across multiple windows. |
| 1399 | * |
| 1400 | * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for |
| 1401 | * OpenGL rendering. |
| 1402 | * |
| 1403 | * This variable can be set to the following values: |
| 1404 | * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should |
| 1405 | * share a pixel format with. |
| 1406 | */ |
| 1407 | #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" |
| 1408 | |
| 1409 | /** |
| 1410 | * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries |
| 1411 | * |
| 1412 | * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It |
| 1413 | * can use two different sets of binaries, those compiled by the user from source |
| 1414 | * or those provided by the Chrome browser. In the later case, these binaries require |
| 1415 | * that SDL loads a DLL providing the shader compiler. |
| 1416 | * |
| 1417 | * This variable can be set to the following values: |
| 1418 | * "d3dcompiler_46.dll" - default, best for Vista or later. |
| 1419 | * "d3dcompiler_43.dll" - for XP support. |
| 1420 | * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. |
| 1421 | * |
| 1422 | */ |
| 1423 | #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
| 1424 | |
| 1425 | /** |
| 1426 | * \brief A variable controlling whether X11 should use GLX or EGL by default |
| 1427 | * |
| 1428 | * This variable can be set to the following values: |
| 1429 | * "0" - Use GLX |
| 1430 | * "1" - Use EGL |
| 1431 | * |
| 1432 | * By default SDL will use GLX when both are present. |
| 1433 | */ |
| 1434 | #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" |
| 1435 | |
| 1436 | /** |
| 1437 | * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. |
| 1438 | * |
| 1439 | * This variable can be set to the following values: |
| 1440 | * "0" - Disable _NET_WM_BYPASS_COMPOSITOR |
| 1441 | * "1" - Enable _NET_WM_BYPASS_COMPOSITOR |
| 1442 | * |
| 1443 | * By default SDL will use _NET_WM_BYPASS_COMPOSITOR |
| 1444 | * |
| 1445 | */ |
| 1446 | #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" |
| 1447 | |
| 1448 | /** |
| 1449 | * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. |
| 1450 | * |
| 1451 | * This variable can be set to the following values: |
| 1452 | * "0" - Disable _NET_WM_PING |
| 1453 | * "1" - Enable _NET_WM_PING |
| 1454 | * |
| 1455 | * By default SDL will use _NET_WM_PING, but for applications that know they |
| 1456 | * will not always be able to respond to ping requests in a timely manner they can |
| 1457 | * turn it off to avoid the window manager thinking the app is hung. |
| 1458 | * The hint is checked in CreateWindow. |
| 1459 | */ |
| 1460 | #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" |
| 1461 | |
| 1462 | /** |
| 1463 | * \brief A variable forcing the visual ID chosen for new X11 windows |
| 1464 | * |
| 1465 | */ |
| 1466 | #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" |
| 1467 | |
| 1468 | /** |
| 1469 | * \brief A variable controlling whether the X11 Xinerama extension should be used. |
| 1470 | * |
| 1471 | * This variable can be set to the following values: |
| 1472 | * "0" - Disable Xinerama |
| 1473 | * "1" - Enable Xinerama |
| 1474 | * |
| 1475 | * By default SDL will use Xinerama if it is available. |
| 1476 | */ |
| 1477 | #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" |
| 1478 | |
| 1479 | /** |
| 1480 | * \brief A variable controlling whether the X11 XRandR extension should be used. |
| 1481 | * |
| 1482 | * This variable can be set to the following values: |
| 1483 | * "0" - Disable XRandR |
| 1484 | * "1" - Enable XRandR |
| 1485 | * |
| 1486 | * By default SDL will not use XRandR because of window manager issues. |
| 1487 | */ |
| 1488 | #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" |
| 1489 | |
| 1490 | /** |
| 1491 | * \brief A variable controlling whether the X11 VidMode extension should be used. |
| 1492 | * |
| 1493 | * This variable can be set to the following values: |
| 1494 | * "0" - Disable XVidMode |
| 1495 | * "1" - Enable XVidMode |
| 1496 | * |
| 1497 | * By default SDL will use XVidMode if it is available. |
| 1498 | */ |
| 1499 | #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" |
| 1500 | |
| 1501 | /** |
| 1502 | * \brief Controls how the fact chunk affects the loading of a WAVE file. |
| 1503 | * |
| 1504 | * The fact chunk stores information about the number of samples of a WAVE |
| 1505 | * file. The Standards Update from Microsoft notes that this value can be used |
| 1506 | * to 'determine the length of the data in seconds'. This is especially useful |
| 1507 | * for compressed formats (for which this is a mandatory chunk) if they produce |
| 1508 | * multiple sample frames per block and truncating the block is not allowed. |
| 1509 | * The fact chunk can exactly specify how many sample frames there should be |
| 1510 | * in this case. |
| 1511 | * |
| 1512 | * Unfortunately, most application seem to ignore the fact chunk and so SDL |
| 1513 | * ignores it by default as well. |
| 1514 | * |
| 1515 | * This variable can be set to the following values: |
| 1516 | * |
| 1517 | * "truncate" - Use the number of samples to truncate the wave data if |
| 1518 | * the fact chunk is present and valid |
| 1519 | * "strict" - Like "truncate", but raise an error if the fact chunk |
| 1520 | * is invalid, not present for non-PCM formats, or if the |
| 1521 | * data chunk doesn't have that many samples |
| 1522 | * "ignorezero" - Like "truncate", but ignore fact chunk if the number of |
| 1523 | * samples is zero |
| 1524 | * "ignore" - Ignore fact chunk entirely (default) |
| 1525 | */ |
| 1526 | #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" |
| 1527 | |
| 1528 | /** |
| 1529 | * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. |
| 1530 | * |
| 1531 | * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE |
| 1532 | * file) is not always reliable. In case the size is wrong, it's possible to |
| 1533 | * just ignore it and step through the chunks until a fixed limit is reached. |
| 1534 | * |
| 1535 | * Note that files that have trailing data unrelated to the WAVE file or |
| 1536 | * corrupt files may slow down the loading process without a reliable boundary. |
| 1537 | * By default, SDL stops after 10000 chunks to prevent wasting time. Use the |
| 1538 | * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. |
| 1539 | * |
| 1540 | * This variable can be set to the following values: |
| 1541 | * |
| 1542 | * "force" - Always use the RIFF chunk size as a boundary for the chunk search |
| 1543 | * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) |
| 1544 | * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB |
| 1545 | * "maximum" - Search for chunks until the end of file (not recommended) |
| 1546 | */ |
| 1547 | #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" |
| 1548 | |
| 1549 | /** |
| 1550 | * \brief Controls how a truncated WAVE file is handled. |
| 1551 | * |
| 1552 | * A WAVE file is considered truncated if any of the chunks are incomplete or |
| 1553 | * the data chunk size is not a multiple of the block size. By default, SDL |
| 1554 | * decodes until the first incomplete block, as most applications seem to do. |
| 1555 | * |
| 1556 | * This variable can be set to the following values: |
| 1557 | * |
| 1558 | * "verystrict" - Raise an error if the file is truncated |
| 1559 | * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored |
| 1560 | * "dropframe" - Decode until the first incomplete sample frame |
| 1561 | * "dropblock" - Decode until the first incomplete block (default) |
| 1562 | */ |
| 1563 | #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" |
| 1564 | |
| 1565 | /** |
| 1566 | * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. |
| 1567 | * The 0x406D1388 Exception is a trick used to inform Visual Studio of a |
| 1568 | * thread's name, but it tends to cause problems with other debuggers, |
| 1569 | * and the .NET runtime. Note that SDL 2.0.6 and later will still use |
| 1570 | * the (safer) SetThreadDescription API, introduced in the Windows 10 |
| 1571 | * Creators Update, if available. |
| 1572 | * |
| 1573 | * The variable can be set to the following values: |
| 1574 | * "0" - SDL will raise the 0x406D1388 Exception to name threads. |
| 1575 | * This is the default behavior of SDL <= 2.0.4. |
| 1576 | * "1" - SDL will not raise this exception, and threads will be unnamed. (default) |
| 1577 | * This is necessary with .NET languages or debuggers that aren't Visual Studio. |
| 1578 | */ |
| 1579 | #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" |
| 1580 | |
| 1581 | /** |
| 1582 | * \brief A variable controlling whether the windows message loop is processed by SDL |
| 1583 | * |
| 1584 | * This variable can be set to the following values: |
| 1585 | * "0" - The window message loop is not run |
| 1586 | * "1" - The window message loop is processed in SDL_PumpEvents() |
| 1587 | * |
| 1588 | * By default SDL will process the windows message loop |
| 1589 | */ |
| 1590 | #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" |
| 1591 | |
| 1592 | /** |
| 1593 | * \brief Force SDL to use Critical Sections for mutexes on Windows. |
| 1594 | * On Windows 7 and newer, Slim Reader/Writer Locks are available. |
| 1595 | * They offer better performance, allocate no kernel ressources and |
| 1596 | * use less memory. SDL will fall back to Critical Sections on older |
| 1597 | * OS versions or if forced to by this hint. |
| 1598 | * |
| 1599 | * This variable can be set to the following values: |
| 1600 | * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) |
| 1601 | * "1" - Force the use of Critical Sections in all cases. |
| 1602 | * |
| 1603 | */ |
| 1604 | #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" |
| 1605 | |
| 1606 | /** |
| 1607 | * \brief Force SDL to use Kernel Semaphores on Windows. |
| 1608 | * Kernel Semaphores are inter-process and require a context |
| 1609 | * switch on every interaction. On Windows 8 and newer, the |
| 1610 | * WaitOnAddress API is available. Using that and atomics to |
| 1611 | * implement semaphores increases performance. |
| 1612 | * SDL will fall back to Kernel Objects on older OS versions |
| 1613 | * or if forced to by this hint. |
| 1614 | * |
| 1615 | * This variable can be set to the following values: |
| 1616 | * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) |
| 1617 | * "1" - Force the use of Kernel Objects in all cases. |
| 1618 | * |
| 1619 | */ |
| 1620 | #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" |
| 1621 | |
| 1622 | /** |
| 1623 | * \brief A variable to specify custom icon resource id from RC file on Windows platform |
| 1624 | */ |
| 1625 | #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" |
| 1626 | #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" |
| 1627 | |
| 1628 | /** |
| 1629 | * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. |
| 1630 | * |
| 1631 | * The variable can be set to the following values: |
| 1632 | * "0" - SDL will generate a window-close event when it sees Alt+F4. |
| 1633 | * "1" - SDL will only do normal key handling for Alt+F4. |
| 1634 | */ |
| 1635 | #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" |
| 1636 | |
| 1637 | /** |
| 1638 | * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. |
| 1639 | * Direct3D 9Ex contains changes to state management that can eliminate device |
| 1640 | * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require |
| 1641 | * some changes to your application to cope with the new behavior, so this |
| 1642 | * is disabled by default. |
| 1643 | * |
| 1644 | * This hint must be set before initializing the video subsystem. |
| 1645 | * |
| 1646 | * For more information on Direct3D 9Ex, see: |
| 1647 | * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex |
| 1648 | * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements |
| 1649 | * |
| 1650 | * This variable can be set to the following values: |
| 1651 | * "0" - Use the original Direct3D 9 API (default) |
| 1652 | * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable) |
| 1653 | * |
| 1654 | */ |
| 1655 | #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" |
| 1656 | |
| 1657 | /** |
| 1658 | * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden |
| 1659 | * |
| 1660 | * This variable can be set to the following values: |
| 1661 | * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) |
| 1662 | * "1" - The window frame is interactive when the cursor is hidden |
| 1663 | * |
| 1664 | * By default SDL will allow interaction with the window frame when the cursor is hidden |
| 1665 | */ |
| 1666 | #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" |
| 1667 | |
| 1668 | /** |
| 1669 | * \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called |
| 1670 | * |
| 1671 | * This variable can be set to the following values: |
| 1672 | * "0" - The window is activated when the SDL_ShowWindow function is called |
| 1673 | * "1" - The window is not activated when the SDL_ShowWindow function is called |
| 1674 | * |
| 1675 | * By default SDL will activate the window when the SDL_ShowWindow function is called |
| 1676 | */ |
| 1677 | #define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN" |
| 1678 | |
| 1679 | /** \brief Allows back-button-press events on Windows Phone to be marked as handled |
| 1680 | * |
| 1681 | * Windows Phone devices typically feature a Back button. When pressed, |
| 1682 | * the OS will emit back-button-press events, which apps are expected to |
| 1683 | * handle in an appropriate manner. If apps do not explicitly mark these |
| 1684 | * events as 'Handled', then the OS will invoke its default behavior for |
| 1685 | * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to |
| 1686 | * terminate the app (and attempt to switch to the previous app, or to the |
| 1687 | * device's home screen). |
| 1688 | * |
| 1689 | * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL |
| 1690 | * to mark back-button-press events as Handled, if and when one is sent to |
| 1691 | * the app. |
| 1692 | * |
| 1693 | * Internally, Windows Phone sends back button events as parameters to |
| 1694 | * special back-button-press callback functions. Apps that need to respond |
| 1695 | * to back-button-press events are expected to register one or more |
| 1696 | * callback functions for such, shortly after being launched (during the |
| 1697 | * app's initialization phase). After the back button is pressed, the OS |
| 1698 | * will invoke these callbacks. If the app's callback(s) do not explicitly |
| 1699 | * mark the event as handled by the time they return, or if the app never |
| 1700 | * registers one of these callback, the OS will consider the event |
| 1701 | * un-handled, and it will apply its default back button behavior (terminate |
| 1702 | * the app). |
| 1703 | * |
| 1704 | * SDL registers its own back-button-press callback with the Windows Phone |
| 1705 | * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN |
| 1706 | * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which |
| 1707 | * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. |
| 1708 | * If the hint's value is set to "1", the back button event's Handled |
| 1709 | * property will get set to 'true'. If the hint's value is set to something |
| 1710 | * else, or if it is unset, SDL will leave the event's Handled property |
| 1711 | * alone. (By default, the OS sets this property to 'false', to note.) |
| 1712 | * |
| 1713 | * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a |
| 1714 | * back button is pressed, or can set it in direct-response to a back button |
| 1715 | * being pressed. |
| 1716 | * |
| 1717 | * In order to get notified when a back button is pressed, SDL apps should |
| 1718 | * register a callback function with SDL_AddEventWatch(), and have it listen |
| 1719 | * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. |
| 1720 | * (Alternatively, SDL_KEYUP events can be listened-for. Listening for |
| 1721 | * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON |
| 1722 | * set by such a callback, will be applied to the OS' current |
| 1723 | * back-button-press event. |
| 1724 | * |
| 1725 | * More details on back button behavior in Windows Phone apps can be found |
| 1726 | * at the following page, on Microsoft's developer site: |
| 1727 | * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx |
| 1728 | */ |
| 1729 | #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" |
| 1730 | |
| 1731 | /** \brief Label text for a WinRT app's privacy policy link |
| 1732 | * |
| 1733 | * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, |
| 1734 | * Microsoft mandates that this policy be available via the Windows Settings charm. |
| 1735 | * SDL provides code to add a link there, with its label text being set via the |
| 1736 | * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
| 1737 | * |
| 1738 | * Please note that a privacy policy's contents are not set via this hint. A separate |
| 1739 | * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the |
| 1740 | * policy. |
| 1741 | * |
| 1742 | * The contents of this hint should be encoded as a UTF8 string. |
| 1743 | * |
| 1744 | * The default value is "Privacy Policy". This hint should only be set during app |
| 1745 | * initialization, preferably before any calls to SDL_Init(). |
| 1746 | * |
| 1747 | * For additional information on linking to a privacy policy, see the documentation for |
| 1748 | * SDL_HINT_WINRT_PRIVACY_POLICY_URL. |
| 1749 | */ |
| 1750 | #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" |
| 1751 | |
| 1752 | /** |
| 1753 | * \brief A URL to a WinRT app's privacy policy |
| 1754 | * |
| 1755 | * All network-enabled WinRT apps must make a privacy policy available to its |
| 1756 | * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be |
| 1757 | * be available in the Windows Settings charm, as accessed from within the app. |
| 1758 | * SDL provides code to add a URL-based link there, which can point to the app's |
| 1759 | * privacy policy. |
| 1760 | * |
| 1761 | * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL |
| 1762 | * before calling any SDL_Init() functions. The contents of the hint should |
| 1763 | * be a valid URL. For example, "http://www.example.com". |
| 1764 | * |
| 1765 | * The default value is "", which will prevent SDL from adding a privacy policy |
| 1766 | * link to the Settings charm. This hint should only be set during app init. |
| 1767 | * |
| 1768 | * The label text of an app's "Privacy Policy" link may be customized via another |
| 1769 | * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
| 1770 | * |
| 1771 | * Please note that on Windows Phone, Microsoft does not provide standard UI |
| 1772 | * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL |
| 1773 | * will not get used on that platform. Network-enabled phone apps should display |
| 1774 | * their privacy policy through some other, in-app means. |
| 1775 | */ |
| 1776 | #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" |
| 1777 | |
| 1778 | /** |
| 1779 | * \brief Mark X11 windows as override-redirect. |
| 1780 | * |
| 1781 | * If set, this _might_ increase framerate at the expense of the desktop |
| 1782 | * not working as expected. Override-redirect windows aren't noticed by the |
| 1783 | * window manager at all. |
| 1784 | * |
| 1785 | * You should probably only use this for fullscreen windows, and you probably |
| 1786 | * shouldn't even use it for that. But it's here if you want to try! |
| 1787 | */ |
| 1788 | #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" |
| 1789 | |
| 1790 | /** |
| 1791 | * \brief A variable that lets you disable the detection and use of Xinput gamepad devices |
| 1792 | * |
| 1793 | * The variable can be set to the following values: |
| 1794 | * "0" - Disable XInput detection (only uses direct input) |
| 1795 | * "1" - Enable XInput detection (the default) |
| 1796 | */ |
| 1797 | #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
| 1798 | |
| 1799 | /** |
| 1800 | * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. |
| 1801 | * |
| 1802 | * This hint is for backwards compatibility only and will be removed in SDL 2.1 |
| 1803 | * |
| 1804 | * The default value is "0". This hint must be set before SDL_Init() |
| 1805 | */ |
| 1806 | #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" |
| 1807 | |
| 1808 | /** |
| 1809 | * \brief A variable that causes SDL to not ignore audio "monitors" |
| 1810 | * |
| 1811 | * This is currently only used for PulseAudio and ignored elsewhere. |
| 1812 | * |
| 1813 | * By default, SDL ignores audio devices that aren't associated with physical |
| 1814 | * hardware. Changing this hint to "1" will expose anything SDL sees that |
| 1815 | * appears to be an audio source or sink. This will add "devices" to the list |
| 1816 | * that the user probably doesn't want or need, but it can be useful in |
| 1817 | * scenarios where you want to hook up SDL to some sort of virtual device, |
| 1818 | * etc. |
| 1819 | * |
| 1820 | * The default value is "0". This hint must be set before SDL_Init(). |
| 1821 | * |
| 1822 | * This hint is available since SDL 2.0.16. Before then, virtual devices are |
| 1823 | * always ignored. |
| 1824 | */ |
| 1825 | #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" |
| 1826 | |
| 1827 | |
| 1828 | /** |
| 1829 | * \brief An enumeration of hint priorities |
| 1830 | */ |
| 1831 | typedef enum |
| 1832 | { |
| 1833 | SDL_HINT_DEFAULT, |
| 1834 | SDL_HINT_NORMAL, |
| 1835 | SDL_HINT_OVERRIDE |
| 1836 | } SDL_HintPriority; |
| 1837 | |
| 1838 | |
| 1839 | /** |
| 1840 | * Set a hint with a specific priority. |
| 1841 | * |
| 1842 | * The priority controls the behavior when setting a hint that already has a |
| 1843 | * value. Hints will replace existing hints of their priority and lower. |
| 1844 | * Environment variables are considered to have override priority. |
| 1845 | * |
| 1846 | * \param name the hint to set |
| 1847 | * \param value the value of the hint variable |
| 1848 | * \param priority the SDL_HintPriority level for the hint |
| 1849 | * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. |
| 1850 | * |
| 1851 | * \since This function is available since SDL 2.0.0. |
| 1852 | * |
| 1853 | * \sa SDL_GetHint |
| 1854 | * \sa SDL_SetHint |
| 1855 | */ |
| 1856 | extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, |
| 1857 | const char *value, |
| 1858 | SDL_HintPriority priority); |
| 1859 | |
| 1860 | /** |
| 1861 | * Set a hint with normal priority. |
| 1862 | * |
| 1863 | * Hints will not be set if there is an existing override hint or environment |
| 1864 | * variable that takes precedence. You can use SDL_SetHintWithPriority() to |
| 1865 | * set the hint with override priority instead. |
| 1866 | * |
| 1867 | * \param name the hint to set |
| 1868 | * \param value the value of the hint variable |
| 1869 | * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. |
| 1870 | * |
| 1871 | * \since This function is available since SDL 2.0.0. |
| 1872 | * |
| 1873 | * \sa SDL_GetHint |
| 1874 | * \sa SDL_SetHintWithPriority |
| 1875 | */ |
| 1876 | extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, |
| 1877 | const char *value); |
| 1878 | |
| 1879 | /** |
| 1880 | * Get the value of a hint. |
| 1881 | * |
| 1882 | * \param name the hint to query |
| 1883 | * \returns the string value of a hint or NULL if the hint isn't set. |
| 1884 | * |
| 1885 | * \since This function is available since SDL 2.0.0. |
| 1886 | * |
| 1887 | * \sa SDL_SetHint |
| 1888 | * \sa SDL_SetHintWithPriority |
| 1889 | */ |
| 1890 | extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); |
| 1891 | |
| 1892 | /** |
| 1893 | * Get the boolean value of a hint variable. |
| 1894 | * |
| 1895 | * \param name the name of the hint to get the boolean value from |
| 1896 | * \param default_value the value to return if the hint does not exist |
| 1897 | * \returns the boolean value of a hint or the provided default value if the |
| 1898 | * hint does not exist. |
| 1899 | * |
| 1900 | * \since This function is available since SDL 2.0.5. |
| 1901 | * |
| 1902 | * \sa SDL_GetHint |
| 1903 | * \sa SDL_SetHint |
| 1904 | */ |
| 1905 | extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); |
| 1906 | |
| 1907 | /** |
| 1908 | * Type definition of the hint callback function. |
| 1909 | * |
| 1910 | * \param userdata what was passed as `userdata` to SDL_AddHintCallback() |
| 1911 | * \param name what was passed as `name` to SDL_AddHintCallback() |
| 1912 | * \param oldValue the previous hint value |
| 1913 | * \param newValue the new value hint is to be set to |
| 1914 | */ |
| 1915 | typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); |
| 1916 | |
| 1917 | /** |
| 1918 | * Add a function to watch a particular hint. |
| 1919 | * |
| 1920 | * \param name the hint to watch |
| 1921 | * \param callback An SDL_HintCallback function that will be called when the |
| 1922 | * hint value changes |
| 1923 | * \param userdata a pointer to pass to the callback function |
| 1924 | * |
| 1925 | * \since This function is available since SDL 2.0.0. |
| 1926 | * |
| 1927 | * \sa SDL_DelHintCallback |
| 1928 | */ |
| 1929 | extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, |
| 1930 | SDL_HintCallback callback, |
| 1931 | void *userdata); |
| 1932 | |
| 1933 | /** |
| 1934 | * Remove a function watching a particular hint. |
| 1935 | * |
| 1936 | * \param name the hint being watched |
| 1937 | * \param callback An SDL_HintCallback function that will be called when the |
| 1938 | * hint value changes |
| 1939 | * \param userdata a pointer being passed to the callback function |
| 1940 | * |
| 1941 | * \since This function is available since SDL 2.0.0. |
| 1942 | * |
| 1943 | * \sa SDL_AddHintCallback |
| 1944 | */ |
| 1945 | extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, |
| 1946 | SDL_HintCallback callback, |
| 1947 | void *userdata); |
| 1948 | |
| 1949 | /** |
| 1950 | * Clear all hints. |
| 1951 | * |
| 1952 | * This function is automatically called during SDL_Quit(). |
| 1953 | * |
| 1954 | * \since This function is available since SDL 2.0.0. |
| 1955 | */ |
| 1956 | extern DECLSPEC void SDLCALL SDL_ClearHints(void); |
| 1957 | |
| 1958 | |
| 1959 | /* Ends C function definitions when using C++ */ |
| 1960 | #ifdef __cplusplus |
| 1961 | } |
| 1962 | #endif |
| 1963 | #include "close_code.h" |
| 1964 | |
| 1965 | #endif /* SDL_hints_h_ */ |
| 1966 | |
| 1967 | /* vi: set ts=4 sw=4 expandtab: */ |
| 1968 | |