native_audio 0.1.0
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- checksums.yaml +7 -0
- data/assets/include/GL/glew.h +26427 -0
- data/assets/include/GLES2/gl2.h +656 -0
- data/assets/include/GLES2/gl2ext.h +3949 -0
- data/assets/include/GLES2/gl2ext_angle.h +701 -0
- data/assets/include/GLES2/gl2platform.h +27 -0
- data/assets/include/GLES3/gl3.h +1192 -0
- data/assets/include/GLES3/gl31.h +1507 -0
- data/assets/include/GLES3/gl32.h +1808 -0
- data/assets/include/GLES3/gl3platform.h +27 -0
- data/assets/include/KHR/khrplatform.h +290 -0
- data/assets/include/SDL2/SDL.h +233 -0
- data/assets/include/SDL2/SDL_assert.h +326 -0
- data/assets/include/SDL2/SDL_atomic.h +415 -0
- data/assets/include/SDL2/SDL_audio.h +1500 -0
- data/assets/include/SDL2/SDL_bits.h +126 -0
- data/assets/include/SDL2/SDL_blendmode.h +198 -0
- data/assets/include/SDL2/SDL_clipboard.h +141 -0
- data/assets/include/SDL2/SDL_config.h +61 -0
- data/assets/include/SDL2/SDL_config_android.h +194 -0
- data/assets/include/SDL2/SDL_config_emscripten.h +218 -0
- data/assets/include/SDL2/SDL_config_iphoneos.h +217 -0
- data/assets/include/SDL2/SDL_config_macosx.h +277 -0
- data/assets/include/SDL2/SDL_config_minimal.h +95 -0
- data/assets/include/SDL2/SDL_config_ngage.h +89 -0
- data/assets/include/SDL2/SDL_config_os2.h +207 -0
- data/assets/include/SDL2/SDL_config_pandora.h +141 -0
- data/assets/include/SDL2/SDL_config_windows.h +331 -0
- data/assets/include/SDL2/SDL_config_wingdk.h +253 -0
- data/assets/include/SDL2/SDL_config_winrt.h +220 -0
- data/assets/include/SDL2/SDL_config_xbox.h +235 -0
- data/assets/include/SDL2/SDL_copying.h +20 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +594 -0
- data/assets/include/SDL2/SDL_egl.h +2352 -0
- data/assets/include/SDL2/SDL_endian.h +348 -0
- data/assets/include/SDL2/SDL_error.h +163 -0
- data/assets/include/SDL2/SDL_events.h +1166 -0
- data/assets/include/SDL2/SDL_filesystem.h +149 -0
- data/assets/include/SDL2/SDL_gamecontroller.h +1074 -0
- data/assets/include/SDL2/SDL_gesture.h +117 -0
- data/assets/include/SDL2/SDL_guid.h +100 -0
- data/assets/include/SDL2/SDL_haptic.h +1341 -0
- data/assets/include/SDL2/SDL_hidapi.h +451 -0
- data/assets/include/SDL2/SDL_hints.h +2569 -0
- data/assets/include/SDL2/SDL_image.h +2173 -0
- data/assets/include/SDL2/SDL_joystick.h +1066 -0
- data/assets/include/SDL2/SDL_keyboard.h +353 -0
- data/assets/include/SDL2/SDL_keycode.h +358 -0
- data/assets/include/SDL2/SDL_loadso.h +115 -0
- data/assets/include/SDL2/SDL_locale.h +103 -0
- data/assets/include/SDL2/SDL_log.h +404 -0
- data/assets/include/SDL2/SDL_main.h +275 -0
- data/assets/include/SDL2/SDL_messagebox.h +193 -0
- data/assets/include/SDL2/SDL_metal.h +113 -0
- data/assets/include/SDL2/SDL_misc.h +79 -0
- data/assets/include/SDL2/SDL_mixer.h +2784 -0
- data/assets/include/SDL2/SDL_mouse.h +465 -0
- data/assets/include/SDL2/SDL_mutex.h +471 -0
- data/assets/include/SDL2/SDL_name.h +33 -0
- data/assets/include/SDL2/SDL_opengl.h +2132 -0
- data/assets/include/SDL2/SDL_opengl_glext.h +13209 -0
- data/assets/include/SDL2/SDL_opengles.h +39 -0
- data/assets/include/SDL2/SDL_opengles2.h +52 -0
- data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -0
- data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -0
- data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -0
- data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -0
- data/assets/include/SDL2/SDL_pixels.h +644 -0
- data/assets/include/SDL2/SDL_platform.h +261 -0
- data/assets/include/SDL2/SDL_power.h +88 -0
- data/assets/include/SDL2/SDL_quit.h +58 -0
- data/assets/include/SDL2/SDL_rect.h +376 -0
- data/assets/include/SDL2/SDL_render.h +1919 -0
- data/assets/include/SDL2/SDL_revision.h +6 -0
- data/assets/include/SDL2/SDL_rwops.h +841 -0
- data/assets/include/SDL2/SDL_scancode.h +438 -0
- data/assets/include/SDL2/SDL_sensor.h +322 -0
- data/assets/include/SDL2/SDL_shape.h +155 -0
- data/assets/include/SDL2/SDL_stdinc.h +830 -0
- data/assets/include/SDL2/SDL_surface.h +997 -0
- data/assets/include/SDL2/SDL_system.h +623 -0
- data/assets/include/SDL2/SDL_syswm.h +386 -0
- data/assets/include/SDL2/SDL_test.h +69 -0
- data/assets/include/SDL2/SDL_test_assert.h +105 -0
- data/assets/include/SDL2/SDL_test_common.h +236 -0
- data/assets/include/SDL2/SDL_test_compare.h +69 -0
- data/assets/include/SDL2/SDL_test_crc32.h +124 -0
- data/assets/include/SDL2/SDL_test_font.h +168 -0
- data/assets/include/SDL2/SDL_test_fuzzer.h +386 -0
- data/assets/include/SDL2/SDL_test_harness.h +134 -0
- data/assets/include/SDL2/SDL_test_images.h +78 -0
- data/assets/include/SDL2/SDL_test_log.h +67 -0
- data/assets/include/SDL2/SDL_test_md5.h +129 -0
- data/assets/include/SDL2/SDL_test_memory.h +63 -0
- data/assets/include/SDL2/SDL_test_random.h +115 -0
- data/assets/include/SDL2/SDL_thread.h +464 -0
- data/assets/include/SDL2/SDL_timer.h +222 -0
- data/assets/include/SDL2/SDL_touch.h +150 -0
- data/assets/include/SDL2/SDL_ttf.h +2316 -0
- data/assets/include/SDL2/SDL_types.h +29 -0
- data/assets/include/SDL2/SDL_version.h +204 -0
- data/assets/include/SDL2/SDL_video.h +2150 -0
- data/assets/include/SDL2/SDL_vulkan.h +215 -0
- data/assets/include/SDL2/begin_code.h +187 -0
- data/assets/include/SDL2/close_code.h +40 -0
- data/assets/macos/universal/lib/libFLAC.a +0 -0
- data/assets/macos/universal/lib/libSDL2.a +0 -0
- data/assets/macos/universal/lib/libSDL2_image.a +0 -0
- data/assets/macos/universal/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/universal/lib/libmodplug.a +0 -0
- data/assets/macos/universal/lib/libmpg123.a +0 -0
- data/assets/macos/universal/lib/libogg.a +0 -0
- data/assets/macos/universal/lib/libvorbis.a +0 -0
- data/assets/macos/universal/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +1 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libssp.a +1 -0
- data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
- data/ext/Makefile +270 -0
- data/ext/audio.c +80 -0
- data/ext/audio.o +0 -0
- data/ext/extconf.h +3 -0
- data/ext/extconf.rb +177 -0
- data/ext/mkmf.log +7 -0
- data/lib/audio.bundle +0 -0
- data/lib/native_audio.rb +50 -0
- metadata +198 -0
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_hints.h
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*
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* Official documentation for SDL configuration variables
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*
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* This file contains functions to set and get configuration hints,
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* as well as listing each of them alphabetically.
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*
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* The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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* the environment variable that can be used to override the default.
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*
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* In general these hints are just that - they may or may not be
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* supported or applicable on any given platform, but they provide
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* a way for an application or user to give the library a hint as
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* to how they would like the library to work.
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*/
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#ifndef SDL_hints_h_
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#define SDL_hints_h_
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#include "SDL_stdinc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief A variable controlling whether the Android / iOS built-in
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* accelerometer should be listed as a joystick device.
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*
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* This variable can be set to the following values:
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* "0" - The accelerometer is not listed as a joystick
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* "1" - The accelerometer is available as a 3 axis joystick (the default).
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*/
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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* \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
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*
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* By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
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* and your window is full-screen. This prevents the user from getting stuck in
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* your application if you've enabled keyboard grab.
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*
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* The variable can be set to the following values:
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* "0" - SDL will not handle Alt+Tab. Your application is responsible
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for handling Alt+Tab while the keyboard is grabbed.
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* "1" - SDL will minimize your window when Alt+Tab is pressed (default)
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*/
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#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
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/**
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* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
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* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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*
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* This variable can be set to the following values:
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* "0" - don't allow topmost
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* "1" - allow topmost
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*/
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#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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/**
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* \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
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*
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* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
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*
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* If both hints were set then SDL_RWFromFile() will look into expansion files
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* after a given relative path was not found in the internal storage and assets.
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*
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* By default this hint is not set and the APK expansion files are not searched.
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*/
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#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
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/**
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* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
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*
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* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
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*
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* If both hints were set then SDL_RWFromFile() will look into expansion files
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* after a given relative path was not found in the internal storage and assets.
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*
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* By default this hint is not set and the APK expansion files are not searched.
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*/
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#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
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/**
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* \brief A variable to control whether the event loop will block itself when the app is paused.
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*
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* The variable can be set to the following values:
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* "0" - Non blocking.
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* "1" - Blocking. (default)
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*
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* The value should be set before SDL is initialized.
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*/
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
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/**
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* \brief A variable to control whether SDL will pause audio in background
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* (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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*
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* The variable can be set to the following values:
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* "0" - Non paused.
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* "1" - Paused. (default)
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*
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* The value should be set before SDL is initialized.
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*/
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
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/**
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* \brief A variable to control whether we trap the Android back button to handle it manually.
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* This is necessary for the right mouse button to work on some Android devices, or
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* to be able to trap the back button for use in your code reliably. If set to true,
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* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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* SDL_SCANCODE_AC_BACK.
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*
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* The variable can be set to the following values:
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* "0" - Back button will be handled as usual for system. (default)
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* "1" - Back button will be trapped, allowing you to handle the key press
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* manually. (This will also let right mouse click work on systems
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* where the right mouse button functions as back.)
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*
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* The value of this hint is used at runtime, so it can be changed at any time.
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*/
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#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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/**
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* \brief Specify an application name.
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*
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* This hint lets you specify the application name sent to the OS when
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* required. For example, this will often appear in volume control applets for
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* audio streams, and in lists of applications which are inhibiting the
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* screensaver. You should use a string that describes your program ("My Game
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* 2: The Revenge")
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*
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* Setting this to "" or leaving it unset will have SDL use a reasonable
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* default: probably the application's name or "SDL Application" if SDL
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* doesn't have any better information.
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*
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* Note that, for audio streams, this can be overridden with
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* SDL_HINT_AUDIO_DEVICE_APP_NAME.
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*
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* On targets where this is not supported, this hint does nothing.
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*/
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#define SDL_HINT_APP_NAME "SDL_APP_NAME"
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/**
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* \brief A variable controlling whether controllers used with the Apple TV
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* generate UI events.
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*
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* When UI events are generated by controller input, the app will be
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* backgrounded when the Apple TV remote's menu button is pressed, and when the
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* pause or B buttons on gamepads are pressed.
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*
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* More information about properly making use of controllers for the Apple TV
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* can be found here:
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* https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
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*
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* This variable can be set to the following values:
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* "0" - Controller input does not generate UI events (the default).
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* "1" - Controller input generates UI events.
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*/
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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
|
+
* As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
|
282
|
+
*
|
283
|
+
* This hint is currently only checked at audio subsystem initialization.
|
284
|
+
*
|
285
|
+
* This variable can be set to the following values:
|
286
|
+
*
|
287
|
+
* "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
|
288
|
+
* "1" or "fast" - Use fast, slightly higher quality resampling, if available
|
289
|
+
* "2" or "medium" - Use medium quality resampling, if available
|
290
|
+
* "3" or "best" - Use high quality resampling, if available
|
291
|
+
*/
|
292
|
+
#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
|
293
|
+
|
294
|
+
/**
|
295
|
+
* \brief A variable controlling whether SDL updates joystick state when getting input events
|
296
|
+
*
|
297
|
+
* This variable can be set to the following values:
|
298
|
+
*
|
299
|
+
* "0" - You'll call SDL_JoystickUpdate() manually
|
300
|
+
* "1" - SDL will automatically call SDL_JoystickUpdate() (default)
|
301
|
+
*
|
302
|
+
* This hint can be toggled on and off at runtime.
|
303
|
+
*/
|
304
|
+
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
|
305
|
+
|
306
|
+
/**
|
307
|
+
* \brief A variable controlling whether SDL updates sensor state when getting input events
|
308
|
+
*
|
309
|
+
* This variable can be set to the following values:
|
310
|
+
*
|
311
|
+
* "0" - You'll call SDL_SensorUpdate() manually
|
312
|
+
* "1" - SDL will automatically call SDL_SensorUpdate() (default)
|
313
|
+
*
|
314
|
+
* This hint can be toggled on and off at runtime.
|
315
|
+
*/
|
316
|
+
#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
|
317
|
+
|
318
|
+
/**
|
319
|
+
* \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
|
320
|
+
*
|
321
|
+
* The bitmap header version 4 is required for proper alpha channel support and
|
322
|
+
* SDL will use it when required. Should this not be desired, this hint can
|
323
|
+
* force the use of the 40 byte header version which is supported everywhere.
|
324
|
+
*
|
325
|
+
* The variable can be set to the following values:
|
326
|
+
* "0" - Surfaces with a colorkey or an alpha channel are saved to a
|
327
|
+
* 32-bit BMP file with an alpha mask. SDL will use the bitmap
|
328
|
+
* header version 4 and set the alpha mask accordingly.
|
329
|
+
* "1" - Surfaces with a colorkey or an alpha channel are saved to a
|
330
|
+
* 32-bit BMP file without an alpha mask. The alpha channel data
|
331
|
+
* will be in the file, but applications are going to ignore it.
|
332
|
+
*
|
333
|
+
* The default value is "0".
|
334
|
+
*/
|
335
|
+
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
|
336
|
+
|
337
|
+
/**
|
338
|
+
* \brief Override for SDL_GetDisplayUsableBounds()
|
339
|
+
*
|
340
|
+
* If set, this hint will override the expected results for
|
341
|
+
* SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
|
342
|
+
* to do this, but this allows an embedded system to request that some of the
|
343
|
+
* screen be reserved for other uses when paired with a well-behaved
|
344
|
+
* application.
|
345
|
+
*
|
346
|
+
* The contents of this hint must be 4 comma-separated integers, the first
|
347
|
+
* is the bounds x, then y, width and height, in that order.
|
348
|
+
*/
|
349
|
+
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
|
350
|
+
|
351
|
+
/**
|
352
|
+
* \brief Disable giving back control to the browser automatically
|
353
|
+
* when running with asyncify
|
354
|
+
*
|
355
|
+
* With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
|
356
|
+
* such as refreshing the screen or polling events.
|
357
|
+
*
|
358
|
+
* This hint only applies to the emscripten platform
|
359
|
+
*
|
360
|
+
* The variable can be set to the following values:
|
361
|
+
* "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
|
362
|
+
* "1" - Enable emscripten_sleep calls (the default)
|
363
|
+
*/
|
364
|
+
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
|
365
|
+
|
366
|
+
/**
|
367
|
+
* \brief override the binding element for keyboard inputs for Emscripten builds
|
368
|
+
*
|
369
|
+
* This hint only applies to the emscripten platform
|
370
|
+
*
|
371
|
+
* The variable can be one of
|
372
|
+
* "#window" - The javascript window object (this is the default)
|
373
|
+
* "#document" - The javascript document object
|
374
|
+
* "#screen" - the javascript window.screen object
|
375
|
+
* "#canvas" - the WebGL canvas element
|
376
|
+
* any other string without a leading # sign applies to the element on the page with that ID.
|
377
|
+
*/
|
378
|
+
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
|
379
|
+
|
380
|
+
/**
|
381
|
+
* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
|
382
|
+
*
|
383
|
+
* The variable can be set to the following values:
|
384
|
+
* "0" - Do not scan for Steam Controllers
|
385
|
+
* "1" - Scan for Steam Controllers (the default)
|
386
|
+
*
|
387
|
+
* The default value is "1". This hint must be set before initializing the joystick subsystem.
|
388
|
+
*/
|
389
|
+
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
|
390
|
+
|
391
|
+
/**
|
392
|
+
* \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
|
393
|
+
*
|
394
|
+
* This variable can be set to the following values, from least to most verbose:
|
395
|
+
*
|
396
|
+
* "0" - Don't log any events (default)
|
397
|
+
* "1" - Log most events (other than the really spammy ones).
|
398
|
+
* "2" - Include mouse and finger motion events.
|
399
|
+
* "3" - Include SDL_SysWMEvent events.
|
400
|
+
*
|
401
|
+
* This is generally meant to be used to debug SDL itself, but can be useful
|
402
|
+
* for application developers that need better visibility into what is going
|
403
|
+
* on in the event queue. Logged events are sent through SDL_Log(), which
|
404
|
+
* means by default they appear on stdout on most platforms or maybe
|
405
|
+
* OutputDebugString() on Windows, and can be funneled by the app with
|
406
|
+
* SDL_LogSetOutputFunction(), etc.
|
407
|
+
*
|
408
|
+
* This hint can be toggled on and off at runtime, if you only need to log
|
409
|
+
* events for a small subset of program execution.
|
410
|
+
*/
|
411
|
+
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
|
412
|
+
|
413
|
+
/**
|
414
|
+
* \brief A variable controlling whether raising the window should be done more forcefully
|
415
|
+
*
|
416
|
+
* This variable can be set to the following values:
|
417
|
+
* "0" - No forcing (the default)
|
418
|
+
* "1" - Extra level of forcing
|
419
|
+
*
|
420
|
+
* At present, this is only an issue under MS Windows, which makes it nearly impossible to
|
421
|
+
* programmatically move a window to the foreground, for "security" reasons. See
|
422
|
+
* http://stackoverflow.com/a/34414846 for a discussion.
|
423
|
+
*/
|
424
|
+
#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
|
425
|
+
|
426
|
+
/**
|
427
|
+
* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
|
428
|
+
*
|
429
|
+
* SDL can try to accelerate the SDL screen surface by using streaming
|
430
|
+
* textures with a 3D rendering engine. This variable controls whether and
|
431
|
+
* how this is done.
|
432
|
+
*
|
433
|
+
* This variable can be set to the following values:
|
434
|
+
* "0" - Disable 3D acceleration
|
435
|
+
* "1" - Enable 3D acceleration, using the default renderer.
|
436
|
+
* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
|
437
|
+
*
|
438
|
+
* By default SDL tries to make a best guess for each platform whether
|
439
|
+
* to use acceleration or not.
|
440
|
+
*/
|
441
|
+
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
|
442
|
+
|
443
|
+
/**
|
444
|
+
* \brief A variable that lets you manually hint extra gamecontroller db entries.
|
445
|
+
*
|
446
|
+
* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
|
447
|
+
*
|
448
|
+
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
449
|
+
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
450
|
+
*/
|
451
|
+
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
|
452
|
+
|
453
|
+
/**
|
454
|
+
* \brief A variable that lets you provide a file with extra gamecontroller db entries.
|
455
|
+
*
|
456
|
+
* The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
|
457
|
+
*
|
458
|
+
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
459
|
+
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
460
|
+
*/
|
461
|
+
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
|
462
|
+
|
463
|
+
/**
|
464
|
+
* \brief A variable that overrides the automatic controller type detection
|
465
|
+
*
|
466
|
+
* The variable should be comma separated entries, in the form: VID/PID=type
|
467
|
+
*
|
468
|
+
* The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
|
469
|
+
*
|
470
|
+
* The type should be one of:
|
471
|
+
* Xbox360
|
472
|
+
* XboxOne
|
473
|
+
* PS3
|
474
|
+
* PS4
|
475
|
+
* PS5
|
476
|
+
* SwitchPro
|
477
|
+
*
|
478
|
+
* This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
479
|
+
*/
|
480
|
+
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
|
481
|
+
|
482
|
+
/**
|
483
|
+
* \brief A variable containing a list of devices to skip when scanning for game controllers.
|
484
|
+
*
|
485
|
+
* The format of the string is a comma separated list of USB VID/PID pairs
|
486
|
+
* in hexadecimal form, e.g.
|
487
|
+
*
|
488
|
+
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
489
|
+
*
|
490
|
+
* The variable can also take the form of @file, in which case the named
|
491
|
+
* file will be loaded and interpreted as the value of the variable.
|
492
|
+
*/
|
493
|
+
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
|
494
|
+
|
495
|
+
/**
|
496
|
+
* \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
|
497
|
+
*
|
498
|
+
* The format of the string is a comma separated list of USB VID/PID pairs
|
499
|
+
* in hexadecimal form, e.g.
|
500
|
+
*
|
501
|
+
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
502
|
+
*
|
503
|
+
* The variable can also take the form of @file, in which case the named
|
504
|
+
* file will be loaded and interpreted as the value of the variable.
|
505
|
+
*/
|
506
|
+
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
|
507
|
+
|
508
|
+
/**
|
509
|
+
* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
|
510
|
+
*
|
511
|
+
* For example, on Nintendo Switch controllers, normally you'd get:
|
512
|
+
*
|
513
|
+
* (Y)
|
514
|
+
* (X) (B)
|
515
|
+
* (A)
|
516
|
+
*
|
517
|
+
* but if this hint is set, you'll get:
|
518
|
+
*
|
519
|
+
* (X)
|
520
|
+
* (Y) (A)
|
521
|
+
* (B)
|
522
|
+
*
|
523
|
+
* The variable can be set to the following values:
|
524
|
+
* "0" - Report the face buttons by position, as though they were on an Xbox controller.
|
525
|
+
* "1" - Report the face buttons by label instead of position
|
526
|
+
*
|
527
|
+
* The default value is "1". This hint may be set at any time.
|
528
|
+
*/
|
529
|
+
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
|
530
|
+
|
531
|
+
/**
|
532
|
+
* \brief A variable controlling whether grabbing input grabs the keyboard
|
533
|
+
*
|
534
|
+
* This variable can be set to the following values:
|
535
|
+
* "0" - Grab will affect only the mouse
|
536
|
+
* "1" - Grab will affect mouse and keyboard
|
537
|
+
*
|
538
|
+
* By default SDL will not grab the keyboard so system shortcuts still work.
|
539
|
+
*/
|
540
|
+
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
|
541
|
+
|
542
|
+
/**
|
543
|
+
* \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
|
544
|
+
*
|
545
|
+
* For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
|
546
|
+
* have the string "0x2563/0x0523,0x28de/0x0000"
|
547
|
+
*/
|
548
|
+
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
|
549
|
+
|
550
|
+
/**
|
551
|
+
* \brief A variable controlling whether the idle timer is disabled on iOS.
|
552
|
+
*
|
553
|
+
* When an iOS app does not receive touches for some time, the screen is
|
554
|
+
* dimmed automatically. For games where the accelerometer is the only input
|
555
|
+
* this is problematic. This functionality can be disabled by setting this
|
556
|
+
* hint.
|
557
|
+
*
|
558
|
+
* As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
|
559
|
+
* accomplish the same thing on iOS. They should be preferred over this hint.
|
560
|
+
*
|
561
|
+
* This variable can be set to the following values:
|
562
|
+
* "0" - Enable idle timer
|
563
|
+
* "1" - Disable idle timer
|
564
|
+
*/
|
565
|
+
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
|
566
|
+
|
567
|
+
/**
|
568
|
+
* \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
|
569
|
+
*
|
570
|
+
* The variable can be set to the following values:
|
571
|
+
* "0" - SDL_TEXTEDITING events are sent, and it is the application's
|
572
|
+
* responsibility to render the text from these events and
|
573
|
+
* differentiate it somehow from committed text. (default)
|
574
|
+
* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
|
575
|
+
* and text that is being composed will be rendered in its own UI.
|
576
|
+
*/
|
577
|
+
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
|
578
|
+
|
579
|
+
/**
|
580
|
+
* \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
|
581
|
+
*
|
582
|
+
* The variable can be set to the following values:
|
583
|
+
* "0" - Native UI components are not display. (default)
|
584
|
+
* "1" - Native UI components are displayed.
|
585
|
+
*/
|
586
|
+
#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
|
587
|
+
|
588
|
+
/**
|
589
|
+
* \brief A variable to control if extended IME text support is enabled.
|
590
|
+
* If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
|
591
|
+
* Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
|
592
|
+
*
|
593
|
+
* The variable can be set to the following values:
|
594
|
+
* "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
|
595
|
+
* "1" - Modern behavior.
|
596
|
+
*/
|
597
|
+
#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
|
598
|
+
|
599
|
+
/**
|
600
|
+
* \brief A variable controlling whether the home indicator bar on iPhone X
|
601
|
+
* should be hidden.
|
602
|
+
*
|
603
|
+
* This variable can be set to the following values:
|
604
|
+
* "0" - The indicator bar is not hidden (default for windowed applications)
|
605
|
+
* "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
|
606
|
+
* "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)
|
607
|
+
*/
|
608
|
+
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
|
609
|
+
|
610
|
+
/**
|
611
|
+
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
|
612
|
+
*
|
613
|
+
* The variable can be set to the following values:
|
614
|
+
* "0" - Disable joystick & gamecontroller input events when the
|
615
|
+
* application is in the background.
|
616
|
+
* "1" - Enable joystick & gamecontroller input events when the
|
617
|
+
* application is in the background.
|
618
|
+
*
|
619
|
+
* The default value is "0". This hint may be set at any time.
|
620
|
+
*/
|
621
|
+
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
|
622
|
+
|
623
|
+
/**
|
624
|
+
* \brief A variable controlling whether the HIDAPI joystick drivers should be used.
|
625
|
+
*
|
626
|
+
* This variable can be set to the following values:
|
627
|
+
* "0" - HIDAPI drivers are not used
|
628
|
+
* "1" - HIDAPI drivers are used (the default)
|
629
|
+
*
|
630
|
+
* This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
|
631
|
+
*/
|
632
|
+
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
|
633
|
+
|
634
|
+
/**
|
635
|
+
* \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
|
636
|
+
*
|
637
|
+
* This variable can be set to the following values:
|
638
|
+
* "0" - HIDAPI driver is not used
|
639
|
+
* "1" - HIDAPI driver is used
|
640
|
+
*
|
641
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
642
|
+
*/
|
643
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
|
644
|
+
|
645
|
+
/**
|
646
|
+
* \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
|
647
|
+
* the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
|
648
|
+
* this is useful for applications that need full compatibility for things like ADSR envelopes.
|
649
|
+
* Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
|
650
|
+
* Rumble is both at any arbitrary value,
|
651
|
+
* StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
|
652
|
+
*
|
653
|
+
* This variable can be set to the following values:
|
654
|
+
* "0" - Normal rumble behavior is behavior is used (default)
|
655
|
+
* "1" - Proper GameCube controller rumble behavior is used
|
656
|
+
*
|
657
|
+
*/
|
658
|
+
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
|
659
|
+
|
660
|
+
/**
|
661
|
+
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
|
662
|
+
*
|
663
|
+
* This variable can be set to the following values:
|
664
|
+
* "0" - HIDAPI driver is not used
|
665
|
+
* "1" - HIDAPI driver is used
|
666
|
+
*
|
667
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
668
|
+
*/
|
669
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
|
670
|
+
|
671
|
+
/**
|
672
|
+
* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
|
673
|
+
*
|
674
|
+
* This variable can be set to the following values:
|
675
|
+
* "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
|
676
|
+
* "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
|
677
|
+
*/
|
678
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
|
679
|
+
|
680
|
+
/**
|
681
|
+
* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
|
682
|
+
*
|
683
|
+
* This variable can be set to the following values:
|
684
|
+
* "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
|
685
|
+
* "1" - Left and right Joy-Con controllers will be in vertical mode
|
686
|
+
*
|
687
|
+
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
688
|
+
*/
|
689
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
|
690
|
+
|
691
|
+
/**
|
692
|
+
* \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
|
693
|
+
*
|
694
|
+
* This variable can be set to the following values:
|
695
|
+
* "0" - HIDAPI driver is not used
|
696
|
+
* "1" - HIDAPI driver is used
|
697
|
+
*
|
698
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
699
|
+
*/
|
700
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
|
701
|
+
|
702
|
+
/**
|
703
|
+
* \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
|
704
|
+
*
|
705
|
+
* This variable can be set to the following values:
|
706
|
+
* "0" - HIDAPI driver is not used
|
707
|
+
* "1" - HIDAPI driver is used
|
708
|
+
*
|
709
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
710
|
+
*/
|
711
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
|
712
|
+
|
713
|
+
/**
|
714
|
+
* \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
|
715
|
+
*
|
716
|
+
* This variable can be set to the following values:
|
717
|
+
* "0" - HIDAPI driver is not used
|
718
|
+
* "1" - HIDAPI driver is used
|
719
|
+
*
|
720
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
721
|
+
*/
|
722
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
|
723
|
+
|
724
|
+
/**
|
725
|
+
* \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
|
726
|
+
*
|
727
|
+
* This variable can be set to the following values:
|
728
|
+
* "0" - HIDAPI driver is not used
|
729
|
+
* "1" - HIDAPI driver is used
|
730
|
+
*
|
731
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
|
732
|
+
*
|
733
|
+
* It is not possible to use this driver on Windows, due to limitations in the default drivers
|
734
|
+
* installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
|
735
|
+
*/
|
736
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
|
737
|
+
|
738
|
+
/**
|
739
|
+
* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
|
740
|
+
*
|
741
|
+
* This variable can be set to the following values:
|
742
|
+
* "0" - HIDAPI driver is not used
|
743
|
+
* "1" - HIDAPI driver is used
|
744
|
+
*
|
745
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
746
|
+
*/
|
747
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
|
748
|
+
|
749
|
+
/**
|
750
|
+
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
|
751
|
+
*
|
752
|
+
* This variable can be set to the following values:
|
753
|
+
* "0" - extended reports are not enabled (the default)
|
754
|
+
* "1" - extended reports
|
755
|
+
*
|
756
|
+
* Extended input reports allow rumble on Bluetooth PS4 controllers, but
|
757
|
+
* break DirectInput handling for applications that don't use SDL.
|
758
|
+
*
|
759
|
+
* Once extended reports are enabled, they can not be disabled without
|
760
|
+
* power cycling the controller.
|
761
|
+
*
|
762
|
+
* For compatibility with applications written for versions of SDL prior
|
763
|
+
* to the introduction of PS5 controller support, this value will also
|
764
|
+
* control the state of extended reports on PS5 controllers when the
|
765
|
+
* SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
|
766
|
+
*/
|
767
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
|
768
|
+
|
769
|
+
/**
|
770
|
+
* \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
|
771
|
+
*
|
772
|
+
* This variable can be set to the following values:
|
773
|
+
* "0" - HIDAPI driver is not used
|
774
|
+
* "1" - HIDAPI driver is used
|
775
|
+
*
|
776
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
777
|
+
*/
|
778
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
|
779
|
+
|
780
|
+
/**
|
781
|
+
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
|
782
|
+
*
|
783
|
+
* This variable can be set to the following values:
|
784
|
+
* "0" - player LEDs are not enabled
|
785
|
+
* "1" - player LEDs are enabled (the default)
|
786
|
+
*/
|
787
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
|
788
|
+
|
789
|
+
/**
|
790
|
+
* \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
|
791
|
+
*
|
792
|
+
* This variable can be set to the following values:
|
793
|
+
* "0" - extended reports are not enabled (the default)
|
794
|
+
* "1" - extended reports
|
795
|
+
*
|
796
|
+
* Extended input reports allow rumble on Bluetooth PS5 controllers, but
|
797
|
+
* break DirectInput handling for applications that don't use SDL.
|
798
|
+
*
|
799
|
+
* Once extended reports are enabled, they can not be disabled without
|
800
|
+
* power cycling the controller.
|
801
|
+
*
|
802
|
+
* For compatibility with applications written for versions of SDL prior
|
803
|
+
* to the introduction of PS5 controller support, this value defaults to
|
804
|
+
* the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
|
805
|
+
*/
|
806
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
|
807
|
+
|
808
|
+
/**
|
809
|
+
* \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
|
810
|
+
*
|
811
|
+
* This variable can be set to the following values:
|
812
|
+
* "0" - HIDAPI driver is not used
|
813
|
+
* "1" - HIDAPI driver is used
|
814
|
+
*
|
815
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
816
|
+
*/
|
817
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
|
818
|
+
|
819
|
+
/**
|
820
|
+
* \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
|
821
|
+
*
|
822
|
+
* This variable can be set to the following values:
|
823
|
+
* "0" - HIDAPI driver is not used
|
824
|
+
* "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
|
825
|
+
* and may prompt the user for permission on iOS and Android.
|
826
|
+
*
|
827
|
+
* The default is "0"
|
828
|
+
*/
|
829
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
|
830
|
+
|
831
|
+
/**
|
832
|
+
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
|
833
|
+
*
|
834
|
+
* This variable can be set to the following values:
|
835
|
+
* "0" - HIDAPI driver is not used
|
836
|
+
* "1" - HIDAPI driver is used
|
837
|
+
*
|
838
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
839
|
+
*/
|
840
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
|
841
|
+
|
842
|
+
/**
|
843
|
+
* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
|
844
|
+
*
|
845
|
+
* This variable can be set to the following values:
|
846
|
+
* "0" - home button LED is turned off
|
847
|
+
* "1" - home button LED is turned on
|
848
|
+
*
|
849
|
+
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
|
850
|
+
*/
|
851
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
|
852
|
+
|
853
|
+
/**
|
854
|
+
* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
|
855
|
+
*
|
856
|
+
* This variable can be set to the following values:
|
857
|
+
* "0" - home button LED is turned off
|
858
|
+
* "1" - home button LED is turned on
|
859
|
+
*
|
860
|
+
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
|
861
|
+
*/
|
862
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
|
863
|
+
|
864
|
+
/**
|
865
|
+
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
|
866
|
+
*
|
867
|
+
* This variable can be set to the following values:
|
868
|
+
* "0" - player LEDs are not enabled
|
869
|
+
* "1" - player LEDs are enabled (the default)
|
870
|
+
*/
|
871
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
|
872
|
+
|
873
|
+
/**
|
874
|
+
* \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
|
875
|
+
*
|
876
|
+
* This variable can be set to the following values:
|
877
|
+
* "0" - HIDAPI driver is not used
|
878
|
+
* "1" - HIDAPI driver is used
|
879
|
+
*
|
880
|
+
* This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
|
881
|
+
*/
|
882
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
|
883
|
+
|
884
|
+
/**
|
885
|
+
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
|
886
|
+
*
|
887
|
+
* This variable can be set to the following values:
|
888
|
+
* "0" - player LEDs are not enabled
|
889
|
+
* "1" - player LEDs are enabled (the default)
|
890
|
+
*/
|
891
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
|
892
|
+
|
893
|
+
/**
|
894
|
+
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
|
895
|
+
*
|
896
|
+
* This variable can be set to the following values:
|
897
|
+
* "0" - HIDAPI driver is not used
|
898
|
+
* "1" - HIDAPI driver is used
|
899
|
+
*
|
900
|
+
* The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
|
901
|
+
*/
|
902
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
|
903
|
+
|
904
|
+
/**
|
905
|
+
* \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
|
906
|
+
*
|
907
|
+
* This variable can be set to the following values:
|
908
|
+
* "0" - HIDAPI driver is not used
|
909
|
+
* "1" - HIDAPI driver is used
|
910
|
+
*
|
911
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
|
912
|
+
*/
|
913
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
|
914
|
+
|
915
|
+
/**
|
916
|
+
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
|
917
|
+
*
|
918
|
+
* This variable can be set to the following values:
|
919
|
+
* "0" - player LEDs are not enabled
|
920
|
+
* "1" - player LEDs are enabled (the default)
|
921
|
+
*/
|
922
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
|
923
|
+
|
924
|
+
/**
|
925
|
+
* \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
|
926
|
+
*
|
927
|
+
* This variable can be set to the following values:
|
928
|
+
* "0" - HIDAPI driver is not used
|
929
|
+
* "1" - HIDAPI driver is used
|
930
|
+
*
|
931
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
|
932
|
+
*/
|
933
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
|
934
|
+
|
935
|
+
/**
|
936
|
+
* \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
|
937
|
+
*
|
938
|
+
* This variable can be set to the following values:
|
939
|
+
* "0" - HIDAPI driver is not used
|
940
|
+
* "1" - HIDAPI driver is used
|
941
|
+
*
|
942
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
|
943
|
+
*/
|
944
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
|
945
|
+
|
946
|
+
/**
|
947
|
+
* \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
|
948
|
+
*
|
949
|
+
* This variable can be set to the following values:
|
950
|
+
* "0" - home button LED is turned off
|
951
|
+
* "1" - home button LED is turned on
|
952
|
+
*
|
953
|
+
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
|
954
|
+
*/
|
955
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
|
956
|
+
|
957
|
+
/**
|
958
|
+
* \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
|
959
|
+
*
|
960
|
+
* This variable can be set to the following values:
|
961
|
+
* "0" - RAWINPUT drivers are not used
|
962
|
+
* "1" - RAWINPUT drivers are used (the default)
|
963
|
+
*/
|
964
|
+
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
|
965
|
+
|
966
|
+
/**
|
967
|
+
* \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
|
968
|
+
*
|
969
|
+
* This variable can be set to the following values:
|
970
|
+
* "0" - RAWINPUT driver will only use data from raw input APIs
|
971
|
+
* "1" - RAWINPUT driver will also pull data from XInput, providing
|
972
|
+
* better trigger axes, guide button presses, and rumble support
|
973
|
+
* for Xbox controllers
|
974
|
+
*
|
975
|
+
* The default is "1". This hint applies to any joysticks opened after setting the hint.
|
976
|
+
*/
|
977
|
+
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
|
978
|
+
|
979
|
+
/**
|
980
|
+
* \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
|
981
|
+
*
|
982
|
+
* This variable can be set to the following values:
|
983
|
+
* "0" - ROG Chakram mice do not show up as joysticks (the default)
|
984
|
+
* "1" - ROG Chakram mice show up as joysticks
|
985
|
+
*/
|
986
|
+
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
|
987
|
+
|
988
|
+
/**
|
989
|
+
* \brief A variable controlling whether a separate thread should be used
|
990
|
+
* for handling joystick detection and raw input messages on Windows
|
991
|
+
*
|
992
|
+
* This variable can be set to the following values:
|
993
|
+
* "0" - A separate thread is not used (the default)
|
994
|
+
* "1" - A separate thread is used for handling raw input messages
|
995
|
+
*
|
996
|
+
*/
|
997
|
+
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
|
998
|
+
|
999
|
+
/**
|
1000
|
+
* \brief Determines whether SDL enforces that DRM master is required in order
|
1001
|
+
* to initialize the KMSDRM video backend.
|
1002
|
+
*
|
1003
|
+
* The DRM subsystem has a concept of a "DRM master" which is a DRM client that
|
1004
|
+
* has the ability to set planes, set cursor, etc. When SDL is DRM master, it
|
1005
|
+
* can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
|
1006
|
+
* is still able to process input and query attributes of attached displays,
|
1007
|
+
* but it cannot change display state or draw to the screen directly.
|
1008
|
+
*
|
1009
|
+
* In some cases, it can be useful to have the KMSDRM backend even if it cannot
|
1010
|
+
* be used for rendering. An app may want to use SDL for input processing while
|
1011
|
+
* using another rendering API (such as an MMAL overlay on Raspberry Pi) or
|
1012
|
+
* using its own code to render to DRM overlays that SDL doesn't support.
|
1013
|
+
*
|
1014
|
+
* This hint must be set before initializing the video subsystem.
|
1015
|
+
*
|
1016
|
+
* This variable can be set to the following values:
|
1017
|
+
* "0" - SDL will allow usage of the KMSDRM backend without DRM master
|
1018
|
+
* "1" - SDL Will require DRM master to use the KMSDRM backend (default)
|
1019
|
+
*/
|
1020
|
+
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
|
1021
|
+
|
1022
|
+
/**
|
1023
|
+
* \brief A comma separated list of devices to open as joysticks
|
1024
|
+
*
|
1025
|
+
* This variable is currently only used by the Linux joystick driver.
|
1026
|
+
*/
|
1027
|
+
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
|
1028
|
+
|
1029
|
+
/**
|
1030
|
+
* \brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
|
1031
|
+
*
|
1032
|
+
* This variable can be set to the following values:
|
1033
|
+
* "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
|
1034
|
+
* "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
|
1035
|
+
*/
|
1036
|
+
#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
|
1037
|
+
|
1038
|
+
/**
|
1039
|
+
* \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
|
1040
|
+
*
|
1041
|
+
* This variable can be set to the following values:
|
1042
|
+
* "0" - Return digital hat values based on unfiltered input axis values
|
1043
|
+
* "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
|
1044
|
+
*/
|
1045
|
+
#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
|
1046
|
+
|
1047
|
+
/**
|
1048
|
+
* \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
|
1049
|
+
*
|
1050
|
+
* This variable can be set to the following values:
|
1051
|
+
* "0" - Use /dev/input/event*
|
1052
|
+
* "1" - Use /dev/input/js*
|
1053
|
+
*
|
1054
|
+
* By default the /dev/input/event* interfaces are used
|
1055
|
+
*/
|
1056
|
+
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
|
1057
|
+
|
1058
|
+
/**
|
1059
|
+
* \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
|
1060
|
+
*
|
1061
|
+
* This variable can be set to the following values:
|
1062
|
+
* "0" - Return unfiltered joystick axis values (the default)
|
1063
|
+
* "1" - Return axis values with deadzones taken into account
|
1064
|
+
*/
|
1065
|
+
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
|
1066
|
+
|
1067
|
+
/**
|
1068
|
+
* \brief When set don't force the SDL app to become a foreground process
|
1069
|
+
*
|
1070
|
+
* This hint only applies to Mac OS X.
|
1071
|
+
*
|
1072
|
+
*/
|
1073
|
+
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
|
1074
|
+
|
1075
|
+
/**
|
1076
|
+
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
|
1077
|
+
*
|
1078
|
+
* If present, holding ctrl while left clicking will generate a right click
|
1079
|
+
* event when on Mac.
|
1080
|
+
*/
|
1081
|
+
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
|
1082
|
+
|
1083
|
+
/**
|
1084
|
+
* \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
|
1085
|
+
*
|
1086
|
+
* This variable can be set to the following values:
|
1087
|
+
* "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
|
1088
|
+
* "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
|
1089
|
+
*
|
1090
|
+
* Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
|
1091
|
+
* hangs because it's waiting for that background thread, but that background thread is also hanging because it's
|
1092
|
+
* waiting for the main thread to do an update, this might fix your issue.
|
1093
|
+
*
|
1094
|
+
* This hint only applies to macOS.
|
1095
|
+
*
|
1096
|
+
* This hint is available since SDL 2.24.0.
|
1097
|
+
*
|
1098
|
+
*/
|
1099
|
+
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
|
1100
|
+
|
1101
|
+
/**
|
1102
|
+
* \brief A variable setting the double click radius, in pixels.
|
1103
|
+
*/
|
1104
|
+
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
|
1105
|
+
|
1106
|
+
/**
|
1107
|
+
* \brief A variable setting the double click time, in milliseconds.
|
1108
|
+
*/
|
1109
|
+
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
|
1110
|
+
|
1111
|
+
/**
|
1112
|
+
* \brief Allow mouse click events when clicking to focus an SDL window
|
1113
|
+
*
|
1114
|
+
* This variable can be set to the following values:
|
1115
|
+
* "0" - Ignore mouse clicks that activate a window
|
1116
|
+
* "1" - Generate events for mouse clicks that activate a window
|
1117
|
+
*
|
1118
|
+
* By default SDL will ignore mouse clicks that activate a window
|
1119
|
+
*/
|
1120
|
+
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
|
1121
|
+
|
1122
|
+
/**
|
1123
|
+
* \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
|
1124
|
+
*/
|
1125
|
+
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
|
1126
|
+
|
1127
|
+
/**
|
1128
|
+
* \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
|
1129
|
+
*
|
1130
|
+
* This variable can be set to the following values:
|
1131
|
+
* "0" - Relative mouse mode constrains the mouse to the window
|
1132
|
+
* "1" - Relative mouse mode constrains the mouse to the center of the window
|
1133
|
+
*
|
1134
|
+
* Constraining to the center of the window works better for FPS games and when the
|
1135
|
+
* application is running over RDP. Constraining to the whole window works better
|
1136
|
+
* for 2D games and increases the chance that the mouse will be in the correct
|
1137
|
+
* position when using high DPI mice.
|
1138
|
+
*
|
1139
|
+
* By default SDL will constrain the mouse to the center of the window
|
1140
|
+
*/
|
1141
|
+
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
|
1142
|
+
|
1143
|
+
/**
|
1144
|
+
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
|
1145
|
+
*
|
1146
|
+
* This variable can be set to the following values:
|
1147
|
+
* "0" - Relative mouse mode uses raw input
|
1148
|
+
* "1" - Relative mouse mode uses mouse warping
|
1149
|
+
*
|
1150
|
+
* By default SDL will use raw input for relative mouse mode
|
1151
|
+
*/
|
1152
|
+
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
|
1153
|
+
|
1154
|
+
/**
|
1155
|
+
* \brief A variable controlling whether relative mouse motion is affected by renderer scaling
|
1156
|
+
*
|
1157
|
+
* This variable can be set to the following values:
|
1158
|
+
* "0" - Relative motion is unaffected by DPI or renderer's logical size
|
1159
|
+
* "1" - Relative motion is scaled according to DPI scaling and logical size
|
1160
|
+
*
|
1161
|
+
* By default relative mouse deltas are affected by DPI and renderer scaling
|
1162
|
+
*/
|
1163
|
+
#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
|
1164
|
+
|
1165
|
+
/**
|
1166
|
+
* \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
|
1167
|
+
*/
|
1168
|
+
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
|
1169
|
+
|
1170
|
+
/**
|
1171
|
+
* \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
|
1172
|
+
*
|
1173
|
+
* This variable can be set to the following values:
|
1174
|
+
* "0" - Relative mouse motion will be unscaled (the default)
|
1175
|
+
* "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
|
1176
|
+
*
|
1177
|
+
* If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
|
1178
|
+
*/
|
1179
|
+
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
|
1180
|
+
|
1181
|
+
/**
|
1182
|
+
* \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
|
1183
|
+
*
|
1184
|
+
* This variable can be set to the following values:
|
1185
|
+
* "0" - Warping the mouse will not generate a motion event in relative mode
|
1186
|
+
* "1" - Warping the mouse will generate a motion event in relative mode
|
1187
|
+
*
|
1188
|
+
* By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
|
1189
|
+
*/
|
1190
|
+
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
|
1191
|
+
|
1192
|
+
/**
|
1193
|
+
* \brief A variable controlling whether mouse events should generate synthetic touch events
|
1194
|
+
*
|
1195
|
+
* This variable can be set to the following values:
|
1196
|
+
* "0" - Mouse events will not generate touch events (default for desktop platforms)
|
1197
|
+
* "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
|
1198
|
+
*/
|
1199
|
+
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
|
1200
|
+
|
1201
|
+
/**
|
1202
|
+
* \brief A variable controlling whether the mouse is captured while mouse buttons are pressed
|
1203
|
+
*
|
1204
|
+
* This variable can be set to the following values:
|
1205
|
+
* "0" - The mouse is not captured while mouse buttons are pressed
|
1206
|
+
* "1" - The mouse is captured while mouse buttons are pressed
|
1207
|
+
*
|
1208
|
+
* By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
|
1209
|
+
* outside the window, the application continues to receive mouse events until the button is
|
1210
|
+
* released.
|
1211
|
+
*/
|
1212
|
+
#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
|
1213
|
+
|
1214
|
+
/**
|
1215
|
+
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
|
1216
|
+
*
|
1217
|
+
* This hint only applies to Unix-like platforms, and should set before
|
1218
|
+
* any calls to SDL_Init()
|
1219
|
+
*
|
1220
|
+
* The variable can be set to the following values:
|
1221
|
+
* "0" - SDL will install a SIGINT and SIGTERM handler, and when it
|
1222
|
+
* catches a signal, convert it into an SDL_QUIT event.
|
1223
|
+
* "1" - SDL will not install a signal handler at all.
|
1224
|
+
*/
|
1225
|
+
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
|
1226
|
+
|
1227
|
+
/**
|
1228
|
+
* \brief A variable controlling what driver to use for OpenGL ES contexts.
|
1229
|
+
*
|
1230
|
+
* On some platforms, currently Windows and X11, OpenGL drivers may support
|
1231
|
+
* creating contexts with an OpenGL ES profile. By default SDL uses these
|
1232
|
+
* profiles, when available, otherwise it attempts to load an OpenGL ES
|
1233
|
+
* library, e.g. that provided by the ANGLE project. This variable controls
|
1234
|
+
* whether SDL follows this default behaviour or will always load an
|
1235
|
+
* OpenGL ES library.
|
1236
|
+
*
|
1237
|
+
* Circumstances where this is useful include
|
1238
|
+
* - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
|
1239
|
+
* or emulator, e.g. those from ARM, Imagination or Qualcomm.
|
1240
|
+
* - Resolving OpenGL ES function addresses at link time by linking with
|
1241
|
+
* the OpenGL ES library instead of querying them at run time with
|
1242
|
+
* SDL_GL_GetProcAddress().
|
1243
|
+
*
|
1244
|
+
* Caution: for an application to work with the default behaviour across
|
1245
|
+
* different OpenGL drivers it must query the OpenGL ES function
|
1246
|
+
* addresses at run time using SDL_GL_GetProcAddress().
|
1247
|
+
*
|
1248
|
+
* This variable is ignored on most platforms because OpenGL ES is native
|
1249
|
+
* or not supported.
|
1250
|
+
*
|
1251
|
+
* This variable can be set to the following values:
|
1252
|
+
* "0" - Use ES profile of OpenGL, if available. (Default when not set.)
|
1253
|
+
* "1" - Load OpenGL ES library using the default library names.
|
1254
|
+
*
|
1255
|
+
*/
|
1256
|
+
#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
|
1257
|
+
|
1258
|
+
/**
|
1259
|
+
* \brief A variable controlling which orientations are allowed on iOS/Android.
|
1260
|
+
*
|
1261
|
+
* In some circumstances it is necessary to be able to explicitly control
|
1262
|
+
* which UI orientations are allowed.
|
1263
|
+
*
|
1264
|
+
* This variable is a space delimited list of the following values:
|
1265
|
+
* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
|
1266
|
+
*/
|
1267
|
+
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
|
1268
|
+
|
1269
|
+
/**
|
1270
|
+
* \brief A variable controlling the use of a sentinel event when polling the event queue
|
1271
|
+
*
|
1272
|
+
* This variable can be set to the following values:
|
1273
|
+
* "0" - Disable poll sentinels
|
1274
|
+
* "1" - Enable poll sentinels
|
1275
|
+
*
|
1276
|
+
* When polling for events, SDL_PumpEvents is used to gather new events from devices.
|
1277
|
+
* If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
|
1278
|
+
* become stuck until the new events stop.
|
1279
|
+
* This is most noticeable when moving a high frequency mouse.
|
1280
|
+
*
|
1281
|
+
* By default, poll sentinels are enabled.
|
1282
|
+
*/
|
1283
|
+
#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
|
1284
|
+
|
1285
|
+
/**
|
1286
|
+
* \brief Override for SDL_GetPreferredLocales()
|
1287
|
+
*
|
1288
|
+
* If set, this will be favored over anything the OS might report for the
|
1289
|
+
* user's preferred locales. Changing this hint at runtime will not generate
|
1290
|
+
* a SDL_LOCALECHANGED event (but if you can change the hint, you can push
|
1291
|
+
* your own event, if you want).
|
1292
|
+
*
|
1293
|
+
* The format of this hint is a comma-separated list of language and locale,
|
1294
|
+
* combined with an underscore, as is a common format: "en_GB". Locale is
|
1295
|
+
* optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
|
1296
|
+
*/
|
1297
|
+
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
|
1298
|
+
|
1299
|
+
/**
|
1300
|
+
* \brief A variable describing the content orientation on QtWayland-based platforms.
|
1301
|
+
*
|
1302
|
+
* On QtWayland platforms, windows are rotated client-side to allow for custom
|
1303
|
+
* transitions. In order to correctly position overlays (e.g. volume bar) and
|
1304
|
+
* gestures (e.g. events view, close/minimize gestures), the system needs to
|
1305
|
+
* know in which orientation the application is currently drawing its contents.
|
1306
|
+
*
|
1307
|
+
* This does not cause the window to be rotated or resized, the application
|
1308
|
+
* needs to take care of drawing the content in the right orientation (the
|
1309
|
+
* framebuffer is always in portrait mode).
|
1310
|
+
*
|
1311
|
+
* This variable can be one of the following values:
|
1312
|
+
* "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
|
1313
|
+
*/
|
1314
|
+
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
|
1315
|
+
|
1316
|
+
/**
|
1317
|
+
* \brief Flags to set on QtWayland windows to integrate with the native window manager.
|
1318
|
+
*
|
1319
|
+
* On QtWayland platforms, this hint controls the flags to set on the windows.
|
1320
|
+
* For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
|
1321
|
+
*
|
1322
|
+
* This variable is a space-separated list of the following values (empty = no flags):
|
1323
|
+
* "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
|
1324
|
+
*/
|
1325
|
+
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
|
1326
|
+
|
1327
|
+
/**
|
1328
|
+
* \brief A variable controlling whether the 2D render API is compatible or efficient.
|
1329
|
+
*
|
1330
|
+
* This variable can be set to the following values:
|
1331
|
+
*
|
1332
|
+
* "0" - Don't use batching to make rendering more efficient.
|
1333
|
+
* "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
|
1334
|
+
*
|
1335
|
+
* Up to SDL 2.0.9, the render API would draw immediately when requested. Now
|
1336
|
+
* it batches up draw requests and sends them all to the GPU only when forced
|
1337
|
+
* to (during SDL_RenderPresent, when changing render targets, by updating a
|
1338
|
+
* texture that the batch needs, etc). This is significantly more efficient,
|
1339
|
+
* but it can cause problems for apps that expect to render on top of the
|
1340
|
+
* render API's output. As such, SDL will disable batching if a specific
|
1341
|
+
* render backend is requested (since this might indicate that the app is
|
1342
|
+
* planning to use the underlying graphics API directly). This hint can
|
1343
|
+
* be used to explicitly request batching in this instance. It is a contract
|
1344
|
+
* that you will either never use the underlying graphics API directly, or
|
1345
|
+
* if you do, you will call SDL_RenderFlush() before you do so any current
|
1346
|
+
* batch goes to the GPU before your work begins. Not following this contract
|
1347
|
+
* will result in undefined behavior.
|
1348
|
+
*/
|
1349
|
+
#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
|
1350
|
+
|
1351
|
+
/**
|
1352
|
+
* \brief A variable controlling how the 2D render API renders lines
|
1353
|
+
*
|
1354
|
+
* This variable can be set to the following values:
|
1355
|
+
* "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
|
1356
|
+
* "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
|
1357
|
+
* "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
|
1358
|
+
* "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
|
1359
|
+
*
|
1360
|
+
* This variable should be set when the renderer is created.
|
1361
|
+
*/
|
1362
|
+
#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
|
1363
|
+
|
1364
|
+
/**
|
1365
|
+
* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
|
1366
|
+
*
|
1367
|
+
* This variable does not have any effect on the Direct3D 9 based renderer.
|
1368
|
+
*
|
1369
|
+
* This variable can be set to the following values:
|
1370
|
+
* "0" - Disable Debug Layer use
|
1371
|
+
* "1" - Enable Debug Layer use
|
1372
|
+
*
|
1373
|
+
* By default, SDL does not use Direct3D Debug Layer.
|
1374
|
+
*/
|
1375
|
+
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
|
1376
|
+
|
1377
|
+
/**
|
1378
|
+
* \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
|
1379
|
+
*
|
1380
|
+
* This variable can be set to the following values:
|
1381
|
+
* "0" - Thread-safety is not enabled (faster)
|
1382
|
+
* "1" - Thread-safety is enabled
|
1383
|
+
*
|
1384
|
+
* By default the Direct3D device is created with thread-safety disabled.
|
1385
|
+
*/
|
1386
|
+
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
|
1387
|
+
|
1388
|
+
/**
|
1389
|
+
* \brief A variable specifying which render driver to use.
|
1390
|
+
*
|
1391
|
+
* If the application doesn't pick a specific renderer to use, this variable
|
1392
|
+
* specifies the name of the preferred renderer. If the preferred renderer
|
1393
|
+
* can't be initialized, the normal default renderer is used.
|
1394
|
+
*
|
1395
|
+
* This variable is case insensitive and can be set to the following values:
|
1396
|
+
* "direct3d"
|
1397
|
+
* "direct3d11"
|
1398
|
+
* "direct3d12"
|
1399
|
+
* "opengl"
|
1400
|
+
* "opengles2"
|
1401
|
+
* "opengles"
|
1402
|
+
* "metal"
|
1403
|
+
* "software"
|
1404
|
+
*
|
1405
|
+
* The default varies by platform, but it's the first one in the list that
|
1406
|
+
* is available on the current platform.
|
1407
|
+
*/
|
1408
|
+
#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
|
1409
|
+
|
1410
|
+
/**
|
1411
|
+
* \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
|
1412
|
+
*
|
1413
|
+
* This variable can be set to the following values:
|
1414
|
+
* "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
|
1415
|
+
* "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
|
1416
|
+
*
|
1417
|
+
* By default letterbox is used
|
1418
|
+
*/
|
1419
|
+
#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
|
1420
|
+
|
1421
|
+
/**
|
1422
|
+
* \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
|
1423
|
+
*
|
1424
|
+
* This variable can be set to the following values:
|
1425
|
+
* "0" - Disable shaders
|
1426
|
+
* "1" - Enable shaders
|
1427
|
+
*
|
1428
|
+
* By default shaders are used if OpenGL supports them.
|
1429
|
+
*/
|
1430
|
+
#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
|
1431
|
+
|
1432
|
+
/**
|
1433
|
+
* \brief A variable controlling the scaling quality
|
1434
|
+
*
|
1435
|
+
* This variable can be set to the following values:
|
1436
|
+
* "0" or "nearest" - Nearest pixel sampling
|
1437
|
+
* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
|
1438
|
+
* "2" or "best" - Currently this is the same as "linear"
|
1439
|
+
*
|
1440
|
+
* By default nearest pixel sampling is used
|
1441
|
+
*/
|
1442
|
+
#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
|
1443
|
+
|
1444
|
+
/**
|
1445
|
+
* \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
|
1446
|
+
*
|
1447
|
+
* This variable can be set to the following values:
|
1448
|
+
* "0" - Disable vsync
|
1449
|
+
* "1" - Enable vsync
|
1450
|
+
*
|
1451
|
+
* By default SDL does not sync screen surface updates with vertical refresh.
|
1452
|
+
*/
|
1453
|
+
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
|
1454
|
+
|
1455
|
+
/**
|
1456
|
+
* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
|
1457
|
+
*
|
1458
|
+
* This variable can be set to the following values:
|
1459
|
+
* "0" - It will be using VSYNC as defined in the main flag. Default
|
1460
|
+
* "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
|
1461
|
+
*
|
1462
|
+
* By default SDL does not enable the automatic VSYNC
|
1463
|
+
*/
|
1464
|
+
#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
|
1465
|
+
|
1466
|
+
/**
|
1467
|
+
* \brief A variable to control whether the return key on the soft keyboard
|
1468
|
+
* should hide the soft keyboard on Android and iOS.
|
1469
|
+
*
|
1470
|
+
* The variable can be set to the following values:
|
1471
|
+
* "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
|
1472
|
+
* "1" - The return key will hide the keyboard.
|
1473
|
+
*
|
1474
|
+
* The value of this hint is used at runtime, so it can be changed at any time.
|
1475
|
+
*/
|
1476
|
+
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
|
1477
|
+
|
1478
|
+
/**
|
1479
|
+
* \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
|
1480
|
+
*
|
1481
|
+
* Also known as Z-order. The variable can take a negative or positive value.
|
1482
|
+
* The default is 10000.
|
1483
|
+
*/
|
1484
|
+
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
|
1485
|
+
|
1486
|
+
/**
|
1487
|
+
* \brief Specify an "activity name" for screensaver inhibition.
|
1488
|
+
*
|
1489
|
+
* Some platforms, notably Linux desktops, list the applications which are
|
1490
|
+
* inhibiting the screensaver or other power-saving features.
|
1491
|
+
*
|
1492
|
+
* This hint lets you specify the "activity name" sent to the OS when
|
1493
|
+
* SDL_DisableScreenSaver() is used (or the screensaver is automatically
|
1494
|
+
* disabled). The contents of this hint are used when the screensaver is
|
1495
|
+
* disabled. You should use a string that describes what your program is doing
|
1496
|
+
* (and, therefore, why the screensaver is disabled). For example, "Playing a
|
1497
|
+
* game" or "Watching a video".
|
1498
|
+
*
|
1499
|
+
* Setting this to "" or leaving it unset will have SDL use a reasonable
|
1500
|
+
* default: "Playing a game" or something similar.
|
1501
|
+
*
|
1502
|
+
* On targets where this is not supported, this hint does nothing.
|
1503
|
+
*/
|
1504
|
+
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
|
1505
|
+
|
1506
|
+
/**
|
1507
|
+
* \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
|
1508
|
+
*
|
1509
|
+
* On some platforms, like Linux, a realtime priority thread may be subject to restrictions
|
1510
|
+
* that require special handling by the application. This hint exists to let SDL know that
|
1511
|
+
* the app is prepared to handle said restrictions.
|
1512
|
+
*
|
1513
|
+
* On Linux, SDL will apply the following configuration to any thread that becomes realtime:
|
1514
|
+
* * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
|
1515
|
+
* * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
|
1516
|
+
* * Exceeding this limit will result in the kernel sending SIGKILL to the app,
|
1517
|
+
* * Refer to the man pages for more information.
|
1518
|
+
*
|
1519
|
+
* This variable can be set to the following values:
|
1520
|
+
* "0" - default platform specific behaviour
|
1521
|
+
* "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
|
1522
|
+
*/
|
1523
|
+
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
|
1524
|
+
|
1525
|
+
/**
|
1526
|
+
* \brief A string specifying additional information to use with SDL_SetThreadPriority.
|
1527
|
+
*
|
1528
|
+
* By default SDL_SetThreadPriority will make appropriate system changes in order to
|
1529
|
+
* apply a thread priority. For example on systems using pthreads the scheduler policy
|
1530
|
+
* is changed automatically to a policy that works well with a given priority.
|
1531
|
+
* Code which has specific requirements can override SDL's default behavior with this hint.
|
1532
|
+
*
|
1533
|
+
* pthread hint values are "current", "other", "fifo" and "rr".
|
1534
|
+
* Currently no other platform hint values are defined but may be in the future.
|
1535
|
+
*
|
1536
|
+
* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
|
1537
|
+
* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
|
1538
|
+
* after calling SDL_SetThreadPriority().
|
1539
|
+
*/
|
1540
|
+
#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
|
1541
|
+
|
1542
|
+
/**
|
1543
|
+
* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
|
1544
|
+
*
|
1545
|
+
* Use this hint in case you need to set SDL's threads stack size to other than the default.
|
1546
|
+
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
|
1547
|
+
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
|
1548
|
+
* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
|
1549
|
+
*
|
1550
|
+
* Instead of this hint, in 2.0.9 and later, you can use
|
1551
|
+
* SDL_CreateThreadWithStackSize(). This hint only works with the classic
|
1552
|
+
* SDL_CreateThread().
|
1553
|
+
*/
|
1554
|
+
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
|
1555
|
+
|
1556
|
+
/**
|
1557
|
+
* \brief A variable that controls the timer resolution, in milliseconds.
|
1558
|
+
*
|
1559
|
+
* The higher resolution the timer, the more frequently the CPU services
|
1560
|
+
* timer interrupts, and the more precise delays are, but this takes up
|
1561
|
+
* power and CPU time. This hint is only used on Windows.
|
1562
|
+
*
|
1563
|
+
* See this blog post for more information:
|
1564
|
+
* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
|
1565
|
+
*
|
1566
|
+
* If this variable is set to "0", the system timer resolution is not set.
|
1567
|
+
*
|
1568
|
+
* The default value is "1". This hint may be set at any time.
|
1569
|
+
*/
|
1570
|
+
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
|
1571
|
+
|
1572
|
+
/**
|
1573
|
+
* \brief A variable controlling whether touch events should generate synthetic mouse events
|
1574
|
+
*
|
1575
|
+
* This variable can be set to the following values:
|
1576
|
+
* "0" - Touch events will not generate mouse events
|
1577
|
+
* "1" - Touch events will generate mouse events
|
1578
|
+
*
|
1579
|
+
* By default SDL will generate mouse events for touch events
|
1580
|
+
*/
|
1581
|
+
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
|
1582
|
+
|
1583
|
+
/**
|
1584
|
+
* \brief A variable controlling which touchpad should generate synthetic mouse events
|
1585
|
+
*
|
1586
|
+
* This variable can be set to the following values:
|
1587
|
+
* "0" - Only front touchpad should generate mouse events. Default
|
1588
|
+
* "1" - Only back touchpad should generate mouse events.
|
1589
|
+
* "2" - Both touchpads should generate mouse events.
|
1590
|
+
*
|
1591
|
+
* By default SDL will generate mouse events for all touch devices
|
1592
|
+
*/
|
1593
|
+
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
|
1594
|
+
|
1595
|
+
/**
|
1596
|
+
* \brief A variable controlling whether the Android / tvOS remotes
|
1597
|
+
* should be listed as joystick devices, instead of sending keyboard events.
|
1598
|
+
*
|
1599
|
+
* This variable can be set to the following values:
|
1600
|
+
* "0" - Remotes send enter/escape/arrow key events
|
1601
|
+
* "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
|
1602
|
+
*/
|
1603
|
+
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
|
1604
|
+
|
1605
|
+
/**
|
1606
|
+
* \brief A variable controlling whether the screensaver is enabled.
|
1607
|
+
*
|
1608
|
+
* This variable can be set to the following values:
|
1609
|
+
* "0" - Disable screensaver
|
1610
|
+
* "1" - Enable screensaver
|
1611
|
+
*
|
1612
|
+
* By default SDL will disable the screensaver.
|
1613
|
+
*/
|
1614
|
+
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
|
1615
|
+
|
1616
|
+
/**
|
1617
|
+
* \brief Tell the video driver that we only want a double buffer.
|
1618
|
+
*
|
1619
|
+
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
|
1620
|
+
* wastes no CPU time on waiting for vsync after issuing a flip, but
|
1621
|
+
* introduces a frame of latency. On the other hand, using a double buffer
|
1622
|
+
* scheme instead is recommended for cases where low latency is an important
|
1623
|
+
* factor because we save a whole frame of latency.
|
1624
|
+
* We do so by waiting for vsync immediately after issuing a flip, usually just
|
1625
|
+
* after eglSwapBuffers call in the backend's *_SwapWindow function.
|
1626
|
+
*
|
1627
|
+
* Since it's driver-specific, it's only supported where possible and
|
1628
|
+
* implemented. Currently supported the following drivers:
|
1629
|
+
*
|
1630
|
+
* - KMSDRM (kmsdrm)
|
1631
|
+
* - Raspberry Pi (raspberrypi)
|
1632
|
+
*/
|
1633
|
+
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
|
1634
|
+
|
1635
|
+
/**
|
1636
|
+
* \brief A variable controlling whether the EGL window is allowed to be
|
1637
|
+
* composited as transparent, rather than opaque.
|
1638
|
+
*
|
1639
|
+
* Most window systems will always render windows opaque, even if the surface
|
1640
|
+
* format has an alpha channel. This is not always true, however, so by default
|
1641
|
+
* SDL will try to enforce opaque composition. To override this behavior, you
|
1642
|
+
* can set this hint to "1".
|
1643
|
+
*/
|
1644
|
+
#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
|
1645
|
+
|
1646
|
+
/**
|
1647
|
+
* \brief A variable controlling whether the graphics context is externally managed.
|
1648
|
+
*
|
1649
|
+
* This variable can be set to the following values:
|
1650
|
+
* "0" - SDL will manage graphics contexts that are attached to windows.
|
1651
|
+
* "1" - Disable graphics context management on windows.
|
1652
|
+
*
|
1653
|
+
* By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
|
1654
|
+
* context will be automatically saved and restored when pausing the application. Additionally, some
|
1655
|
+
* platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
|
1656
|
+
* behavior, which is desireable when the application manages the graphics context, such as
|
1657
|
+
* an externally managed OpenGL context or attaching a Vulkan surface to the window.
|
1658
|
+
*/
|
1659
|
+
#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
|
1660
|
+
|
1661
|
+
/**
|
1662
|
+
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
|
1663
|
+
*/
|
1664
|
+
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
|
1665
|
+
|
1666
|
+
/**
|
1667
|
+
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
|
1668
|
+
*
|
1669
|
+
* This hint only applies to Mac OS X.
|
1670
|
+
*
|
1671
|
+
* The variable can be set to the following values:
|
1672
|
+
* "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
|
1673
|
+
* SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
|
1674
|
+
* button on their titlebars).
|
1675
|
+
* "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
|
1676
|
+
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
|
1677
|
+
* button on their titlebars).
|
1678
|
+
*
|
1679
|
+
* The default value is "1". This hint must be set before any windows are created.
|
1680
|
+
*/
|
1681
|
+
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
|
1682
|
+
|
1683
|
+
/**
|
1684
|
+
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
|
1685
|
+
* \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
|
1686
|
+
* seeing if "true" causes more problems than it solves in modern times.
|
1687
|
+
*
|
1688
|
+
*/
|
1689
|
+
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
|
1690
|
+
|
1691
|
+
/**
|
1692
|
+
* \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.
|
1693
|
+
*
|
1694
|
+
* This variable can be set to the following values:
|
1695
|
+
* "0" - libdecor use is disabled.
|
1696
|
+
* "1" - libdecor use is enabled (default).
|
1697
|
+
*
|
1698
|
+
* libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
|
1699
|
+
*/
|
1700
|
+
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
|
1701
|
+
|
1702
|
+
/**
|
1703
|
+
* \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
|
1704
|
+
*
|
1705
|
+
* When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
|
1706
|
+
* available. (Note that, by default, libdecor will use xdg-decoration itself if available).
|
1707
|
+
*
|
1708
|
+
* This variable can be set to the following values:
|
1709
|
+
* "0" - libdecor is enabled only if server-side decorations are unavailable.
|
1710
|
+
* "1" - libdecor is always enabled if available.
|
1711
|
+
*
|
1712
|
+
* libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
|
1713
|
+
*/
|
1714
|
+
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
|
1715
|
+
|
1716
|
+
/**
|
1717
|
+
* \brief A variable controlling whether video mode emulation is enabled under Wayland.
|
1718
|
+
*
|
1719
|
+
* When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
|
1720
|
+
* If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
|
1721
|
+
* desktop, the native display resolution.
|
1722
|
+
*
|
1723
|
+
* This variable can be set to the following values:
|
1724
|
+
* "0" - Video mode emulation is disabled.
|
1725
|
+
* "1" - Video mode emulation is enabled.
|
1726
|
+
*
|
1727
|
+
* By default video mode emulation is enabled.
|
1728
|
+
*/
|
1729
|
+
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
|
1730
|
+
|
1731
|
+
/**
|
1732
|
+
* \brief Enable or disable mouse pointer warp emulation, needed by some older games.
|
1733
|
+
*
|
1734
|
+
* When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
|
1735
|
+
* This is required for some older games (such as Source engine games), which warp the
|
1736
|
+
* mouse to the centre of the screen rather than using relative mouse motion. Note that
|
1737
|
+
* relative mouse mode may have different mouse acceleration behaviour than pointer warps.
|
1738
|
+
*
|
1739
|
+
* This variable can be set to the following values:
|
1740
|
+
* "0" - All mouse warps fail, as mouse warping is not available under wayland.
|
1741
|
+
* "1" - Some mouse warps will be emulated by forcing relative mouse mode.
|
1742
|
+
*
|
1743
|
+
* If not set, this is automatically enabled unless an application uses relative mouse
|
1744
|
+
* mode directly.
|
1745
|
+
*/
|
1746
|
+
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
|
1747
|
+
|
1748
|
+
/**
|
1749
|
+
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
|
1750
|
+
*
|
1751
|
+
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
|
1752
|
+
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
|
1753
|
+
* created SDL_Window:
|
1754
|
+
*
|
1755
|
+
* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
|
1756
|
+
* needed for example when sharing an OpenGL context across multiple windows.
|
1757
|
+
*
|
1758
|
+
* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
|
1759
|
+
* OpenGL rendering.
|
1760
|
+
*
|
1761
|
+
* This variable can be set to the following values:
|
1762
|
+
* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
|
1763
|
+
* share a pixel format with.
|
1764
|
+
*/
|
1765
|
+
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
|
1766
|
+
|
1767
|
+
/**
|
1768
|
+
* \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
|
1769
|
+
*
|
1770
|
+
* This variable can be set to the following values:
|
1771
|
+
* "0" - Don't add any graphics flags to the SDL_WindowFlags
|
1772
|
+
* "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
|
1773
|
+
*
|
1774
|
+
* By default SDL will not make the foreign window compatible with OpenGL.
|
1775
|
+
*/
|
1776
|
+
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
|
1777
|
+
|
1778
|
+
/**
|
1779
|
+
* \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
|
1780
|
+
*
|
1781
|
+
* This variable can be set to the following values:
|
1782
|
+
* "0" - Don't add any graphics flags to the SDL_WindowFlags
|
1783
|
+
* "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
|
1784
|
+
*
|
1785
|
+
* By default SDL will not make the foreign window compatible with Vulkan.
|
1786
|
+
*/
|
1787
|
+
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
|
1788
|
+
|
1789
|
+
/**
|
1790
|
+
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
|
1791
|
+
*
|
1792
|
+
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
|
1793
|
+
* can use two different sets of binaries, those compiled by the user from source
|
1794
|
+
* or those provided by the Chrome browser. In the later case, these binaries require
|
1795
|
+
* that SDL loads a DLL providing the shader compiler.
|
1796
|
+
*
|
1797
|
+
* This variable can be set to the following values:
|
1798
|
+
* "d3dcompiler_46.dll" - default, best for Vista or later.
|
1799
|
+
* "d3dcompiler_43.dll" - for XP support.
|
1800
|
+
* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
|
1801
|
+
*
|
1802
|
+
*/
|
1803
|
+
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
|
1804
|
+
|
1805
|
+
/**
|
1806
|
+
* \brief A variable controlling whether X11 should use GLX or EGL by default
|
1807
|
+
*
|
1808
|
+
* This variable can be set to the following values:
|
1809
|
+
* "0" - Use GLX
|
1810
|
+
* "1" - Use EGL
|
1811
|
+
*
|
1812
|
+
* By default SDL will use GLX when both are present.
|
1813
|
+
*/
|
1814
|
+
#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
|
1815
|
+
|
1816
|
+
/**
|
1817
|
+
* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
|
1818
|
+
*
|
1819
|
+
* This variable can be set to the following values:
|
1820
|
+
* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
|
1821
|
+
* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
|
1822
|
+
*
|
1823
|
+
* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
|
1824
|
+
*
|
1825
|
+
*/
|
1826
|
+
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
|
1827
|
+
|
1828
|
+
/**
|
1829
|
+
* \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
|
1830
|
+
*
|
1831
|
+
* This variable can be set to the following values:
|
1832
|
+
* "0" - Disable _NET_WM_PING
|
1833
|
+
* "1" - Enable _NET_WM_PING
|
1834
|
+
*
|
1835
|
+
* By default SDL will use _NET_WM_PING, but for applications that know they
|
1836
|
+
* will not always be able to respond to ping requests in a timely manner they can
|
1837
|
+
* turn it off to avoid the window manager thinking the app is hung.
|
1838
|
+
* The hint is checked in CreateWindow.
|
1839
|
+
*/
|
1840
|
+
#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
|
1841
|
+
|
1842
|
+
/**
|
1843
|
+
* \brief A variable forcing the visual ID chosen for new X11 windows
|
1844
|
+
*
|
1845
|
+
*/
|
1846
|
+
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
|
1847
|
+
|
1848
|
+
/**
|
1849
|
+
* \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used.
|
1850
|
+
*
|
1851
|
+
* Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11.
|
1852
|
+
* Now SDL never uses Xinerama, and does not check for this hint at all.
|
1853
|
+
* The preprocessor define is left here for source compatibility.
|
1854
|
+
*/
|
1855
|
+
#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
|
1856
|
+
|
1857
|
+
/**
|
1858
|
+
* \brief A variable controlling whether the X11 XRandR extension should be used.
|
1859
|
+
*
|
1860
|
+
* This variable can be set to the following values:
|
1861
|
+
* "0" - Disable XRandR
|
1862
|
+
* "1" - Enable XRandR
|
1863
|
+
*
|
1864
|
+
* By default SDL will use XRandR.
|
1865
|
+
*/
|
1866
|
+
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
|
1867
|
+
|
1868
|
+
/**
|
1869
|
+
* \brief A no-longer-used variable controlling whether the X11 VidMode extension should be used.
|
1870
|
+
*
|
1871
|
+
* Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11.
|
1872
|
+
* Now SDL never uses XVidMode, and does not check for this hint at all.
|
1873
|
+
* The preprocessor define is left here for source compatibility.
|
1874
|
+
*/
|
1875
|
+
#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
|
1876
|
+
|
1877
|
+
/**
|
1878
|
+
* \brief Controls how the fact chunk affects the loading of a WAVE file.
|
1879
|
+
*
|
1880
|
+
* The fact chunk stores information about the number of samples of a WAVE
|
1881
|
+
* file. The Standards Update from Microsoft notes that this value can be used
|
1882
|
+
* to 'determine the length of the data in seconds'. This is especially useful
|
1883
|
+
* for compressed formats (for which this is a mandatory chunk) if they produce
|
1884
|
+
* multiple sample frames per block and truncating the block is not allowed.
|
1885
|
+
* The fact chunk can exactly specify how many sample frames there should be
|
1886
|
+
* in this case.
|
1887
|
+
*
|
1888
|
+
* Unfortunately, most application seem to ignore the fact chunk and so SDL
|
1889
|
+
* ignores it by default as well.
|
1890
|
+
*
|
1891
|
+
* This variable can be set to the following values:
|
1892
|
+
*
|
1893
|
+
* "truncate" - Use the number of samples to truncate the wave data if
|
1894
|
+
* the fact chunk is present and valid
|
1895
|
+
* "strict" - Like "truncate", but raise an error if the fact chunk
|
1896
|
+
* is invalid, not present for non-PCM formats, or if the
|
1897
|
+
* data chunk doesn't have that many samples
|
1898
|
+
* "ignorezero" - Like "truncate", but ignore fact chunk if the number of
|
1899
|
+
* samples is zero
|
1900
|
+
* "ignore" - Ignore fact chunk entirely (default)
|
1901
|
+
*/
|
1902
|
+
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
|
1903
|
+
|
1904
|
+
/**
|
1905
|
+
* \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
|
1906
|
+
*
|
1907
|
+
* The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
|
1908
|
+
* file) is not always reliable. In case the size is wrong, it's possible to
|
1909
|
+
* just ignore it and step through the chunks until a fixed limit is reached.
|
1910
|
+
*
|
1911
|
+
* Note that files that have trailing data unrelated to the WAVE file or
|
1912
|
+
* corrupt files may slow down the loading process without a reliable boundary.
|
1913
|
+
* By default, SDL stops after 10000 chunks to prevent wasting time. Use the
|
1914
|
+
* environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
|
1915
|
+
*
|
1916
|
+
* This variable can be set to the following values:
|
1917
|
+
*
|
1918
|
+
* "force" - Always use the RIFF chunk size as a boundary for the chunk search
|
1919
|
+
* "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
|
1920
|
+
* "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
|
1921
|
+
* "maximum" - Search for chunks until the end of file (not recommended)
|
1922
|
+
*/
|
1923
|
+
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
|
1924
|
+
|
1925
|
+
/**
|
1926
|
+
* \brief Controls how a truncated WAVE file is handled.
|
1927
|
+
*
|
1928
|
+
* A WAVE file is considered truncated if any of the chunks are incomplete or
|
1929
|
+
* the data chunk size is not a multiple of the block size. By default, SDL
|
1930
|
+
* decodes until the first incomplete block, as most applications seem to do.
|
1931
|
+
*
|
1932
|
+
* This variable can be set to the following values:
|
1933
|
+
*
|
1934
|
+
* "verystrict" - Raise an error if the file is truncated
|
1935
|
+
* "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
|
1936
|
+
* "dropframe" - Decode until the first incomplete sample frame
|
1937
|
+
* "dropblock" - Decode until the first incomplete block (default)
|
1938
|
+
*/
|
1939
|
+
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
|
1940
|
+
|
1941
|
+
/**
|
1942
|
+
* \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
|
1943
|
+
* The 0x406D1388 Exception is a trick used to inform Visual Studio of a
|
1944
|
+
* thread's name, but it tends to cause problems with other debuggers,
|
1945
|
+
* and the .NET runtime. Note that SDL 2.0.6 and later will still use
|
1946
|
+
* the (safer) SetThreadDescription API, introduced in the Windows 10
|
1947
|
+
* Creators Update, if available.
|
1948
|
+
*
|
1949
|
+
* The variable can be set to the following values:
|
1950
|
+
* "0" - SDL will raise the 0x406D1388 Exception to name threads.
|
1951
|
+
* This is the default behavior of SDL <= 2.0.4.
|
1952
|
+
* "1" - SDL will not raise this exception, and threads will be unnamed. (default)
|
1953
|
+
* This is necessary with .NET languages or debuggers that aren't Visual Studio.
|
1954
|
+
*/
|
1955
|
+
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
|
1956
|
+
|
1957
|
+
/**
|
1958
|
+
* \brief A variable controlling whether the windows message loop is processed by SDL
|
1959
|
+
*
|
1960
|
+
* This variable can be set to the following values:
|
1961
|
+
* "0" - The window message loop is not run
|
1962
|
+
* "1" - The window message loop is processed in SDL_PumpEvents()
|
1963
|
+
*
|
1964
|
+
* By default SDL will process the windows message loop
|
1965
|
+
*/
|
1966
|
+
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
|
1967
|
+
|
1968
|
+
/**
|
1969
|
+
* \brief Force SDL to use Critical Sections for mutexes on Windows.
|
1970
|
+
* On Windows 7 and newer, Slim Reader/Writer Locks are available.
|
1971
|
+
* They offer better performance, allocate no kernel ressources and
|
1972
|
+
* use less memory. SDL will fall back to Critical Sections on older
|
1973
|
+
* OS versions or if forced to by this hint.
|
1974
|
+
*
|
1975
|
+
* This variable can be set to the following values:
|
1976
|
+
* "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
|
1977
|
+
* "1" - Force the use of Critical Sections in all cases.
|
1978
|
+
*
|
1979
|
+
*/
|
1980
|
+
#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
|
1981
|
+
|
1982
|
+
/**
|
1983
|
+
* \brief Force SDL to use Kernel Semaphores on Windows.
|
1984
|
+
* Kernel Semaphores are inter-process and require a context
|
1985
|
+
* switch on every interaction. On Windows 8 and newer, the
|
1986
|
+
* WaitOnAddress API is available. Using that and atomics to
|
1987
|
+
* implement semaphores increases performance.
|
1988
|
+
* SDL will fall back to Kernel Objects on older OS versions
|
1989
|
+
* or if forced to by this hint.
|
1990
|
+
*
|
1991
|
+
* This variable can be set to the following values:
|
1992
|
+
* "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
|
1993
|
+
* "1" - Force the use of Kernel Objects in all cases.
|
1994
|
+
*
|
1995
|
+
*/
|
1996
|
+
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
|
1997
|
+
|
1998
|
+
/**
|
1999
|
+
* \brief A variable to specify custom icon resource id from RC file on Windows platform
|
2000
|
+
*/
|
2001
|
+
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
|
2002
|
+
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
|
2003
|
+
|
2004
|
+
/**
|
2005
|
+
* \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
|
2006
|
+
*
|
2007
|
+
* The variable can be set to the following values:
|
2008
|
+
* "0" - SDL will generate a window-close event when it sees Alt+F4.
|
2009
|
+
* "1" - SDL will only do normal key handling for Alt+F4.
|
2010
|
+
*/
|
2011
|
+
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
|
2012
|
+
|
2013
|
+
/**
|
2014
|
+
* \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
|
2015
|
+
* Direct3D 9Ex contains changes to state management that can eliminate device
|
2016
|
+
* loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
|
2017
|
+
* some changes to your application to cope with the new behavior, so this
|
2018
|
+
* is disabled by default.
|
2019
|
+
*
|
2020
|
+
* This hint must be set before initializing the video subsystem.
|
2021
|
+
*
|
2022
|
+
* For more information on Direct3D 9Ex, see:
|
2023
|
+
* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
|
2024
|
+
* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
|
2025
|
+
*
|
2026
|
+
* This variable can be set to the following values:
|
2027
|
+
* "0" - Use the original Direct3D 9 API (default)
|
2028
|
+
* "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
|
2029
|
+
*
|
2030
|
+
*/
|
2031
|
+
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
|
2032
|
+
|
2033
|
+
/**
|
2034
|
+
* \brief Controls whether SDL will declare the process to be DPI aware.
|
2035
|
+
*
|
2036
|
+
* This hint must be set before initializing the video subsystem.
|
2037
|
+
*
|
2038
|
+
* The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
|
2039
|
+
* a DPI scale factor.
|
2040
|
+
*
|
2041
|
+
* This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
|
2042
|
+
* and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
|
2043
|
+
* even on high-DPI displays.
|
2044
|
+
*
|
2045
|
+
* For more information, see:
|
2046
|
+
* https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
|
2047
|
+
*
|
2048
|
+
* This variable can be set to the following values:
|
2049
|
+
* "" - Do not change the DPI awareness (default).
|
2050
|
+
* "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
|
2051
|
+
* "system" - Request system DPI awareness. (Vista and later).
|
2052
|
+
* "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later).
|
2053
|
+
* "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
|
2054
|
+
* The most visible difference from "permonitor" is that window title bar will be scaled
|
2055
|
+
* to the visually correct size when dragging between monitors with different scale factors.
|
2056
|
+
* This is the preferred DPI awareness level.
|
2057
|
+
*
|
2058
|
+
* If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
|
2059
|
+
* available match.
|
2060
|
+
*/
|
2061
|
+
#define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
|
2062
|
+
|
2063
|
+
/**
|
2064
|
+
* \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
|
2065
|
+
*
|
2066
|
+
* This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
|
2067
|
+
* This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
|
2068
|
+
*
|
2069
|
+
* e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
|
2070
|
+
* will create a window with an 800x600 client area (in pixels).
|
2071
|
+
*
|
2072
|
+
* Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
|
2073
|
+
* and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
|
2074
|
+
*
|
2075
|
+
* This variable can be set to the following values:
|
2076
|
+
* "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
|
2077
|
+
* between monitors with different scale factors (unless this is performed by
|
2078
|
+
* Windows itself, which is the case when the process is DPI unaware).
|
2079
|
+
* "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
|
2080
|
+
* displays with non-100% scale factors.
|
2081
|
+
*/
|
2082
|
+
#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
|
2083
|
+
|
2084
|
+
/**
|
2085
|
+
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
2086
|
+
*
|
2087
|
+
* This variable can be set to the following values:
|
2088
|
+
* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
|
2089
|
+
* "1" - The window frame is interactive when the cursor is hidden
|
2090
|
+
*
|
2091
|
+
* By default SDL will allow interaction with the window frame when the cursor is hidden
|
2092
|
+
*/
|
2093
|
+
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
|
2094
|
+
|
2095
|
+
/**
|
2096
|
+
* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
|
2097
|
+
*
|
2098
|
+
* This variable can be set to the following values:
|
2099
|
+
* "0" - The window is activated when the SDL_ShowWindow function is called
|
2100
|
+
* "1" - The window is not activated when the SDL_ShowWindow function is called
|
2101
|
+
*
|
2102
|
+
* By default SDL will activate the window when the SDL_ShowWindow function is called
|
2103
|
+
*/
|
2104
|
+
#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
|
2105
|
+
|
2106
|
+
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
|
2107
|
+
*
|
2108
|
+
* Windows Phone devices typically feature a Back button. When pressed,
|
2109
|
+
* the OS will emit back-button-press events, which apps are expected to
|
2110
|
+
* handle in an appropriate manner. If apps do not explicitly mark these
|
2111
|
+
* events as 'Handled', then the OS will invoke its default behavior for
|
2112
|
+
* unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
|
2113
|
+
* terminate the app (and attempt to switch to the previous app, or to the
|
2114
|
+
* device's home screen).
|
2115
|
+
*
|
2116
|
+
* Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
|
2117
|
+
* to mark back-button-press events as Handled, if and when one is sent to
|
2118
|
+
* the app.
|
2119
|
+
*
|
2120
|
+
* Internally, Windows Phone sends back button events as parameters to
|
2121
|
+
* special back-button-press callback functions. Apps that need to respond
|
2122
|
+
* to back-button-press events are expected to register one or more
|
2123
|
+
* callback functions for such, shortly after being launched (during the
|
2124
|
+
* app's initialization phase). After the back button is pressed, the OS
|
2125
|
+
* will invoke these callbacks. If the app's callback(s) do not explicitly
|
2126
|
+
* mark the event as handled by the time they return, or if the app never
|
2127
|
+
* registers one of these callback, the OS will consider the event
|
2128
|
+
* un-handled, and it will apply its default back button behavior (terminate
|
2129
|
+
* the app).
|
2130
|
+
*
|
2131
|
+
* SDL registers its own back-button-press callback with the Windows Phone
|
2132
|
+
* OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
|
2133
|
+
* and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
|
2134
|
+
* it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
|
2135
|
+
* If the hint's value is set to "1", the back button event's Handled
|
2136
|
+
* property will get set to 'true'. If the hint's value is set to something
|
2137
|
+
* else, or if it is unset, SDL will leave the event's Handled property
|
2138
|
+
* alone. (By default, the OS sets this property to 'false', to note.)
|
2139
|
+
*
|
2140
|
+
* SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
|
2141
|
+
* back button is pressed, or can set it in direct-response to a back button
|
2142
|
+
* being pressed.
|
2143
|
+
*
|
2144
|
+
* In order to get notified when a back button is pressed, SDL apps should
|
2145
|
+
* register a callback function with SDL_AddEventWatch(), and have it listen
|
2146
|
+
* for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
|
2147
|
+
* (Alternatively, SDL_KEYUP events can be listened-for. Listening for
|
2148
|
+
* either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
|
2149
|
+
* set by such a callback, will be applied to the OS' current
|
2150
|
+
* back-button-press event.
|
2151
|
+
*
|
2152
|
+
* More details on back button behavior in Windows Phone apps can be found
|
2153
|
+
* at the following page, on Microsoft's developer site:
|
2154
|
+
* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
|
2155
|
+
*/
|
2156
|
+
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
|
2157
|
+
|
2158
|
+
/** \brief Label text for a WinRT app's privacy policy link
|
2159
|
+
*
|
2160
|
+
* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
|
2161
|
+
* Microsoft mandates that this policy be available via the Windows Settings charm.
|
2162
|
+
* SDL provides code to add a link there, with its label text being set via the
|
2163
|
+
* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
|
2164
|
+
*
|
2165
|
+
* Please note that a privacy policy's contents are not set via this hint. A separate
|
2166
|
+
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
|
2167
|
+
* policy.
|
2168
|
+
*
|
2169
|
+
* The contents of this hint should be encoded as a UTF8 string.
|
2170
|
+
*
|
2171
|
+
* The default value is "Privacy Policy". This hint should only be set during app
|
2172
|
+
* initialization, preferably before any calls to SDL_Init().
|
2173
|
+
*
|
2174
|
+
* For additional information on linking to a privacy policy, see the documentation for
|
2175
|
+
* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
|
2176
|
+
*/
|
2177
|
+
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
|
2178
|
+
|
2179
|
+
/**
|
2180
|
+
* \brief A URL to a WinRT app's privacy policy
|
2181
|
+
*
|
2182
|
+
* All network-enabled WinRT apps must make a privacy policy available to its
|
2183
|
+
* users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
|
2184
|
+
* be available in the Windows Settings charm, as accessed from within the app.
|
2185
|
+
* SDL provides code to add a URL-based link there, which can point to the app's
|
2186
|
+
* privacy policy.
|
2187
|
+
*
|
2188
|
+
* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
|
2189
|
+
* before calling any SDL_Init() functions. The contents of the hint should
|
2190
|
+
* be a valid URL. For example, "http://www.example.com".
|
2191
|
+
*
|
2192
|
+
* The default value is "", which will prevent SDL from adding a privacy policy
|
2193
|
+
* link to the Settings charm. This hint should only be set during app init.
|
2194
|
+
*
|
2195
|
+
* The label text of an app's "Privacy Policy" link may be customized via another
|
2196
|
+
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
|
2197
|
+
*
|
2198
|
+
* Please note that on Windows Phone, Microsoft does not provide standard UI
|
2199
|
+
* for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
|
2200
|
+
* will not get used on that platform. Network-enabled phone apps should display
|
2201
|
+
* their privacy policy through some other, in-app means.
|
2202
|
+
*/
|
2203
|
+
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
|
2204
|
+
|
2205
|
+
/**
|
2206
|
+
* \brief Mark X11 windows as override-redirect.
|
2207
|
+
*
|
2208
|
+
* If set, this _might_ increase framerate at the expense of the desktop
|
2209
|
+
* not working as expected. Override-redirect windows aren't noticed by the
|
2210
|
+
* window manager at all.
|
2211
|
+
*
|
2212
|
+
* You should probably only use this for fullscreen windows, and you probably
|
2213
|
+
* shouldn't even use it for that. But it's here if you want to try!
|
2214
|
+
*/
|
2215
|
+
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
|
2216
|
+
|
2217
|
+
/**
|
2218
|
+
* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
|
2219
|
+
*
|
2220
|
+
* The variable can be set to the following values:
|
2221
|
+
* "0" - Disable XInput detection (only uses direct input)
|
2222
|
+
* "1" - Enable XInput detection (the default)
|
2223
|
+
*/
|
2224
|
+
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
|
2225
|
+
|
2226
|
+
/**
|
2227
|
+
* \brief A variable that lets you disable the detection and use of DirectInput gamepad devices
|
2228
|
+
*
|
2229
|
+
* The variable can be set to the following values:
|
2230
|
+
* "0" - Disable DirectInput detection (only uses XInput)
|
2231
|
+
* "1" - Enable DirectInput detection (the default)
|
2232
|
+
*/
|
2233
|
+
#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
|
2234
|
+
|
2235
|
+
/**
|
2236
|
+
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
|
2237
|
+
*
|
2238
|
+
* This hint is for backwards compatibility only and will be removed in SDL 2.1
|
2239
|
+
*
|
2240
|
+
* The default value is "0". This hint must be set before SDL_Init()
|
2241
|
+
*/
|
2242
|
+
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
|
2243
|
+
|
2244
|
+
/**
|
2245
|
+
* \brief A variable that causes SDL to not ignore audio "monitors"
|
2246
|
+
*
|
2247
|
+
* This is currently only used for PulseAudio and ignored elsewhere.
|
2248
|
+
*
|
2249
|
+
* By default, SDL ignores audio devices that aren't associated with physical
|
2250
|
+
* hardware. Changing this hint to "1" will expose anything SDL sees that
|
2251
|
+
* appears to be an audio source or sink. This will add "devices" to the list
|
2252
|
+
* that the user probably doesn't want or need, but it can be useful in
|
2253
|
+
* scenarios where you want to hook up SDL to some sort of virtual device,
|
2254
|
+
* etc.
|
2255
|
+
*
|
2256
|
+
* The default value is "0". This hint must be set before SDL_Init().
|
2257
|
+
*
|
2258
|
+
* This hint is available since SDL 2.0.16. Before then, virtual devices are
|
2259
|
+
* always ignored.
|
2260
|
+
*/
|
2261
|
+
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
|
2262
|
+
|
2263
|
+
/**
|
2264
|
+
* \brief A variable that forces X11 windows to create as a custom type.
|
2265
|
+
*
|
2266
|
+
* This is currently only used for X11 and ignored elsewhere.
|
2267
|
+
*
|
2268
|
+
* During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
|
2269
|
+
* to report to the window manager the type of window it wants to create.
|
2270
|
+
* This might be set to various things if SDL_WINDOW_TOOLTIP or
|
2271
|
+
* SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
|
2272
|
+
* haven't set a specific type, this hint can be used to specify a custom
|
2273
|
+
* type. For example, a dock window might set this to
|
2274
|
+
* "_NET_WM_WINDOW_TYPE_DOCK".
|
2275
|
+
*
|
2276
|
+
* If not set or set to "", this hint is ignored. This hint must be set
|
2277
|
+
* before the SDL_CreateWindow() call that it is intended to affect.
|
2278
|
+
*
|
2279
|
+
* This hint is available since SDL 2.0.22.
|
2280
|
+
*/
|
2281
|
+
#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
|
2282
|
+
|
2283
|
+
/**
|
2284
|
+
* \brief A variable that decides whether to send SDL_QUIT when closing the final window.
|
2285
|
+
*
|
2286
|
+
* By default, SDL sends an SDL_QUIT event when there is only one window
|
2287
|
+
* and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
|
2288
|
+
* apps would also take the loss of this window as a signal to terminate the
|
2289
|
+
* program.
|
2290
|
+
*
|
2291
|
+
* However, it's not unreasonable in some cases to have the program continue
|
2292
|
+
* to live on, perhaps to create new windows later.
|
2293
|
+
*
|
2294
|
+
* Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
|
2295
|
+
* when the final window is requesting to close. Note that in this case,
|
2296
|
+
* there are still other legitimate reasons one might get an SDL_QUIT
|
2297
|
+
* event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
|
2298
|
+
* on Unix, etc.
|
2299
|
+
*
|
2300
|
+
* The default value is "1". This hint can be changed at any time.
|
2301
|
+
*
|
2302
|
+
* This hint is available since SDL 2.0.22. Before then, you always get
|
2303
|
+
* an SDL_QUIT event when closing the final window.
|
2304
|
+
*/
|
2305
|
+
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
|
2306
|
+
|
2307
|
+
|
2308
|
+
/**
|
2309
|
+
* \brief A variable that decides what video backend to use.
|
2310
|
+
*
|
2311
|
+
* By default, SDL will try all available video backends in a reasonable
|
2312
|
+
* order until it finds one that can work, but this hint allows the app
|
2313
|
+
* or user to force a specific target, such as "x11" if, say, you are
|
2314
|
+
* on Wayland but want to try talking to the X server instead.
|
2315
|
+
*
|
2316
|
+
* This functionality has existed since SDL 2.0.0 (indeed, before that)
|
2317
|
+
* but before 2.0.22 this was an environment variable only. In 2.0.22,
|
2318
|
+
* it was upgraded to a full SDL hint, so you can set the environment
|
2319
|
+
* variable as usual or programatically set the hint with SDL_SetHint,
|
2320
|
+
* which won't propagate to child processes.
|
2321
|
+
*
|
2322
|
+
* The default value is unset, in which case SDL will try to figure out
|
2323
|
+
* the best video backend on your behalf. This hint needs to be set
|
2324
|
+
* before SDL_Init() is called to be useful.
|
2325
|
+
*
|
2326
|
+
* This hint is available since SDL 2.0.22. Before then, you could set
|
2327
|
+
* the environment variable to get the same effect.
|
2328
|
+
*/
|
2329
|
+
#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
|
2330
|
+
|
2331
|
+
/**
|
2332
|
+
* \brief A variable that decides what audio backend to use.
|
2333
|
+
*
|
2334
|
+
* By default, SDL will try all available audio backends in a reasonable
|
2335
|
+
* order until it finds one that can work, but this hint allows the app
|
2336
|
+
* or user to force a specific target, such as "alsa" if, say, you are
|
2337
|
+
* on PulseAudio but want to try talking to the lower level instead.
|
2338
|
+
*
|
2339
|
+
* This functionality has existed since SDL 2.0.0 (indeed, before that)
|
2340
|
+
* but before 2.0.22 this was an environment variable only. In 2.0.22,
|
2341
|
+
* it was upgraded to a full SDL hint, so you can set the environment
|
2342
|
+
* variable as usual or programatically set the hint with SDL_SetHint,
|
2343
|
+
* which won't propagate to child processes.
|
2344
|
+
*
|
2345
|
+
* The default value is unset, in which case SDL will try to figure out
|
2346
|
+
* the best audio backend on your behalf. This hint needs to be set
|
2347
|
+
* before SDL_Init() is called to be useful.
|
2348
|
+
*
|
2349
|
+
* This hint is available since SDL 2.0.22. Before then, you could set
|
2350
|
+
* the environment variable to get the same effect.
|
2351
|
+
*/
|
2352
|
+
#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
|
2353
|
+
|
2354
|
+
/**
|
2355
|
+
* \brief A variable that decides what KMSDRM device to use.
|
2356
|
+
*
|
2357
|
+
* Internally, SDL might open something like "/dev/dri/cardNN" to
|
2358
|
+
* access KMSDRM functionality, where "NN" is a device index number.
|
2359
|
+
*
|
2360
|
+
* SDL makes a guess at the best index to use (usually zero), but the
|
2361
|
+
* app or user can set this hint to a number between 0 and 99 to
|
2362
|
+
* force selection.
|
2363
|
+
*
|
2364
|
+
* This hint is available since SDL 2.24.0.
|
2365
|
+
*/
|
2366
|
+
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
|
2367
|
+
|
2368
|
+
|
2369
|
+
/**
|
2370
|
+
* \brief A variable that treats trackpads as touch devices.
|
2371
|
+
*
|
2372
|
+
* On macOS (and possibly other platforms in the future), SDL will report
|
2373
|
+
* touches on a trackpad as mouse input, which is generally what users
|
2374
|
+
* expect from this device; however, these are often actually full
|
2375
|
+
* multitouch-capable touch devices, so it might be preferable to some apps
|
2376
|
+
* to treat them as such.
|
2377
|
+
*
|
2378
|
+
* Setting this hint to true will make the trackpad input report as a
|
2379
|
+
* multitouch device instead of a mouse. The default is false.
|
2380
|
+
*
|
2381
|
+
* Note that most platforms don't support this hint. As of 2.24.0, it
|
2382
|
+
* only supports MacBooks' trackpads on macOS. Others may follow later.
|
2383
|
+
*
|
2384
|
+
* This hint is checked during SDL_Init and can not be changed after.
|
2385
|
+
*
|
2386
|
+
* This hint is available since SDL 2.24.0.
|
2387
|
+
*/
|
2388
|
+
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
|
2389
|
+
|
2390
|
+
|
2391
|
+
/**
|
2392
|
+
* \brief An enumeration of hint priorities
|
2393
|
+
*/
|
2394
|
+
typedef enum
|
2395
|
+
{
|
2396
|
+
SDL_HINT_DEFAULT,
|
2397
|
+
SDL_HINT_NORMAL,
|
2398
|
+
SDL_HINT_OVERRIDE
|
2399
|
+
} SDL_HintPriority;
|
2400
|
+
|
2401
|
+
|
2402
|
+
/**
|
2403
|
+
* Set a hint with a specific priority.
|
2404
|
+
*
|
2405
|
+
* The priority controls the behavior when setting a hint that already has a
|
2406
|
+
* value. Hints will replace existing hints of their priority and lower.
|
2407
|
+
* Environment variables are considered to have override priority.
|
2408
|
+
*
|
2409
|
+
* \param name the hint to set
|
2410
|
+
* \param value the value of the hint variable
|
2411
|
+
* \param priority the SDL_HintPriority level for the hint
|
2412
|
+
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
|
2413
|
+
*
|
2414
|
+
* \since This function is available since SDL 2.0.0.
|
2415
|
+
*
|
2416
|
+
* \sa SDL_GetHint
|
2417
|
+
* \sa SDL_SetHint
|
2418
|
+
*/
|
2419
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
|
2420
|
+
const char *value,
|
2421
|
+
SDL_HintPriority priority);
|
2422
|
+
|
2423
|
+
/**
|
2424
|
+
* Set a hint with normal priority.
|
2425
|
+
*
|
2426
|
+
* Hints will not be set if there is an existing override hint or environment
|
2427
|
+
* variable that takes precedence. You can use SDL_SetHintWithPriority() to
|
2428
|
+
* set the hint with override priority instead.
|
2429
|
+
*
|
2430
|
+
* \param name the hint to set
|
2431
|
+
* \param value the value of the hint variable
|
2432
|
+
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
|
2433
|
+
*
|
2434
|
+
* \since This function is available since SDL 2.0.0.
|
2435
|
+
*
|
2436
|
+
* \sa SDL_GetHint
|
2437
|
+
* \sa SDL_SetHintWithPriority
|
2438
|
+
*/
|
2439
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
|
2440
|
+
const char *value);
|
2441
|
+
|
2442
|
+
/**
|
2443
|
+
* Reset a hint to the default value.
|
2444
|
+
*
|
2445
|
+
* This will reset a hint to the value of the environment variable, or NULL if
|
2446
|
+
* the environment isn't set. Callbacks will be called normally with this
|
2447
|
+
* change.
|
2448
|
+
*
|
2449
|
+
* \param name the hint to set
|
2450
|
+
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
|
2451
|
+
*
|
2452
|
+
* \since This function is available since SDL 2.24.0.
|
2453
|
+
*
|
2454
|
+
* \sa SDL_GetHint
|
2455
|
+
* \sa SDL_SetHint
|
2456
|
+
*/
|
2457
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
|
2458
|
+
|
2459
|
+
/**
|
2460
|
+
* Reset all hints to the default values.
|
2461
|
+
*
|
2462
|
+
* This will reset all hints to the value of the associated environment
|
2463
|
+
* variable, or NULL if the environment isn't set. Callbacks will be called
|
2464
|
+
* normally with this change.
|
2465
|
+
*
|
2466
|
+
* \since This function is available since SDL 2.26.0.
|
2467
|
+
*
|
2468
|
+
* \sa SDL_GetHint
|
2469
|
+
* \sa SDL_SetHint
|
2470
|
+
* \sa SDL_ResetHint
|
2471
|
+
*/
|
2472
|
+
extern DECLSPEC void SDLCALL SDL_ResetHints(void);
|
2473
|
+
|
2474
|
+
/**
|
2475
|
+
* Get the value of a hint.
|
2476
|
+
*
|
2477
|
+
* \param name the hint to query
|
2478
|
+
* \returns the string value of a hint or NULL if the hint isn't set.
|
2479
|
+
*
|
2480
|
+
* \since This function is available since SDL 2.0.0.
|
2481
|
+
*
|
2482
|
+
* \sa SDL_SetHint
|
2483
|
+
* \sa SDL_SetHintWithPriority
|
2484
|
+
*/
|
2485
|
+
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
|
2486
|
+
|
2487
|
+
/**
|
2488
|
+
* Get the boolean value of a hint variable.
|
2489
|
+
*
|
2490
|
+
* \param name the name of the hint to get the boolean value from
|
2491
|
+
* \param default_value the value to return if the hint does not exist
|
2492
|
+
* \returns the boolean value of a hint or the provided default value if the
|
2493
|
+
* hint does not exist.
|
2494
|
+
*
|
2495
|
+
* \since This function is available since SDL 2.0.5.
|
2496
|
+
*
|
2497
|
+
* \sa SDL_GetHint
|
2498
|
+
* \sa SDL_SetHint
|
2499
|
+
*/
|
2500
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
|
2501
|
+
|
2502
|
+
/**
|
2503
|
+
* Type definition of the hint callback function.
|
2504
|
+
*
|
2505
|
+
* \param userdata what was passed as `userdata` to SDL_AddHintCallback()
|
2506
|
+
* \param name what was passed as `name` to SDL_AddHintCallback()
|
2507
|
+
* \param oldValue the previous hint value
|
2508
|
+
* \param newValue the new value hint is to be set to
|
2509
|
+
*/
|
2510
|
+
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
|
2511
|
+
|
2512
|
+
/**
|
2513
|
+
* Add a function to watch a particular hint.
|
2514
|
+
*
|
2515
|
+
* \param name the hint to watch
|
2516
|
+
* \param callback An SDL_HintCallback function that will be called when the
|
2517
|
+
* hint value changes
|
2518
|
+
* \param userdata a pointer to pass to the callback function
|
2519
|
+
*
|
2520
|
+
* \since This function is available since SDL 2.0.0.
|
2521
|
+
*
|
2522
|
+
* \sa SDL_DelHintCallback
|
2523
|
+
*/
|
2524
|
+
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
|
2525
|
+
SDL_HintCallback callback,
|
2526
|
+
void *userdata);
|
2527
|
+
|
2528
|
+
/**
|
2529
|
+
* Remove a function watching a particular hint.
|
2530
|
+
*
|
2531
|
+
* \param name the hint being watched
|
2532
|
+
* \param callback An SDL_HintCallback function that will be called when the
|
2533
|
+
* hint value changes
|
2534
|
+
* \param userdata a pointer being passed to the callback function
|
2535
|
+
*
|
2536
|
+
* \since This function is available since SDL 2.0.0.
|
2537
|
+
*
|
2538
|
+
* \sa SDL_AddHintCallback
|
2539
|
+
*/
|
2540
|
+
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
|
2541
|
+
SDL_HintCallback callback,
|
2542
|
+
void *userdata);
|
2543
|
+
|
2544
|
+
/**
|
2545
|
+
* Clear all hints.
|
2546
|
+
*
|
2547
|
+
* This function is automatically called during SDL_Quit(), and deletes all
|
2548
|
+
* callbacks without calling them and frees all memory associated with hints.
|
2549
|
+
* If you're calling this from application code you probably want to call
|
2550
|
+
* SDL_ResetHints() instead.
|
2551
|
+
*
|
2552
|
+
* This function will be removed from the API the next time we rev the ABI.
|
2553
|
+
*
|
2554
|
+
* \since This function is available since SDL 2.0.0.
|
2555
|
+
*
|
2556
|
+
* \sa SDL_ResetHints
|
2557
|
+
*/
|
2558
|
+
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
|
2559
|
+
|
2560
|
+
|
2561
|
+
/* Ends C function definitions when using C++ */
|
2562
|
+
#ifdef __cplusplus
|
2563
|
+
}
|
2564
|
+
#endif
|
2565
|
+
#include "close_code.h"
|
2566
|
+
|
2567
|
+
#endif /* SDL_hints_h_ */
|
2568
|
+
|
2569
|
+
/* vi: set ts=4 sw=4 expandtab: */
|