native_audio 0.1.0

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Files changed (156) hide show
  1. checksums.yaml +7 -0
  2. data/assets/include/GL/glew.h +26427 -0
  3. data/assets/include/GLES2/gl2.h +656 -0
  4. data/assets/include/GLES2/gl2ext.h +3949 -0
  5. data/assets/include/GLES2/gl2ext_angle.h +701 -0
  6. data/assets/include/GLES2/gl2platform.h +27 -0
  7. data/assets/include/GLES3/gl3.h +1192 -0
  8. data/assets/include/GLES3/gl31.h +1507 -0
  9. data/assets/include/GLES3/gl32.h +1808 -0
  10. data/assets/include/GLES3/gl3platform.h +27 -0
  11. data/assets/include/KHR/khrplatform.h +290 -0
  12. data/assets/include/SDL2/SDL.h +233 -0
  13. data/assets/include/SDL2/SDL_assert.h +326 -0
  14. data/assets/include/SDL2/SDL_atomic.h +415 -0
  15. data/assets/include/SDL2/SDL_audio.h +1500 -0
  16. data/assets/include/SDL2/SDL_bits.h +126 -0
  17. data/assets/include/SDL2/SDL_blendmode.h +198 -0
  18. data/assets/include/SDL2/SDL_clipboard.h +141 -0
  19. data/assets/include/SDL2/SDL_config.h +61 -0
  20. data/assets/include/SDL2/SDL_config_android.h +194 -0
  21. data/assets/include/SDL2/SDL_config_emscripten.h +218 -0
  22. data/assets/include/SDL2/SDL_config_iphoneos.h +217 -0
  23. data/assets/include/SDL2/SDL_config_macosx.h +277 -0
  24. data/assets/include/SDL2/SDL_config_minimal.h +95 -0
  25. data/assets/include/SDL2/SDL_config_ngage.h +89 -0
  26. data/assets/include/SDL2/SDL_config_os2.h +207 -0
  27. data/assets/include/SDL2/SDL_config_pandora.h +141 -0
  28. data/assets/include/SDL2/SDL_config_windows.h +331 -0
  29. data/assets/include/SDL2/SDL_config_wingdk.h +253 -0
  30. data/assets/include/SDL2/SDL_config_winrt.h +220 -0
  31. data/assets/include/SDL2/SDL_config_xbox.h +235 -0
  32. data/assets/include/SDL2/SDL_copying.h +20 -0
  33. data/assets/include/SDL2/SDL_cpuinfo.h +594 -0
  34. data/assets/include/SDL2/SDL_egl.h +2352 -0
  35. data/assets/include/SDL2/SDL_endian.h +348 -0
  36. data/assets/include/SDL2/SDL_error.h +163 -0
  37. data/assets/include/SDL2/SDL_events.h +1166 -0
  38. data/assets/include/SDL2/SDL_filesystem.h +149 -0
  39. data/assets/include/SDL2/SDL_gamecontroller.h +1074 -0
  40. data/assets/include/SDL2/SDL_gesture.h +117 -0
  41. data/assets/include/SDL2/SDL_guid.h +100 -0
  42. data/assets/include/SDL2/SDL_haptic.h +1341 -0
  43. data/assets/include/SDL2/SDL_hidapi.h +451 -0
  44. data/assets/include/SDL2/SDL_hints.h +2569 -0
  45. data/assets/include/SDL2/SDL_image.h +2173 -0
  46. data/assets/include/SDL2/SDL_joystick.h +1066 -0
  47. data/assets/include/SDL2/SDL_keyboard.h +353 -0
  48. data/assets/include/SDL2/SDL_keycode.h +358 -0
  49. data/assets/include/SDL2/SDL_loadso.h +115 -0
  50. data/assets/include/SDL2/SDL_locale.h +103 -0
  51. data/assets/include/SDL2/SDL_log.h +404 -0
  52. data/assets/include/SDL2/SDL_main.h +275 -0
  53. data/assets/include/SDL2/SDL_messagebox.h +193 -0
  54. data/assets/include/SDL2/SDL_metal.h +113 -0
  55. data/assets/include/SDL2/SDL_misc.h +79 -0
  56. data/assets/include/SDL2/SDL_mixer.h +2784 -0
  57. data/assets/include/SDL2/SDL_mouse.h +465 -0
  58. data/assets/include/SDL2/SDL_mutex.h +471 -0
  59. data/assets/include/SDL2/SDL_name.h +33 -0
  60. data/assets/include/SDL2/SDL_opengl.h +2132 -0
  61. data/assets/include/SDL2/SDL_opengl_glext.h +13209 -0
  62. data/assets/include/SDL2/SDL_opengles.h +39 -0
  63. data/assets/include/SDL2/SDL_opengles2.h +52 -0
  64. data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -0
  65. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -0
  66. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -0
  67. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -0
  68. data/assets/include/SDL2/SDL_pixels.h +644 -0
  69. data/assets/include/SDL2/SDL_platform.h +261 -0
  70. data/assets/include/SDL2/SDL_power.h +88 -0
  71. data/assets/include/SDL2/SDL_quit.h +58 -0
  72. data/assets/include/SDL2/SDL_rect.h +376 -0
  73. data/assets/include/SDL2/SDL_render.h +1919 -0
  74. data/assets/include/SDL2/SDL_revision.h +6 -0
  75. data/assets/include/SDL2/SDL_rwops.h +841 -0
  76. data/assets/include/SDL2/SDL_scancode.h +438 -0
  77. data/assets/include/SDL2/SDL_sensor.h +322 -0
  78. data/assets/include/SDL2/SDL_shape.h +155 -0
  79. data/assets/include/SDL2/SDL_stdinc.h +830 -0
  80. data/assets/include/SDL2/SDL_surface.h +997 -0
  81. data/assets/include/SDL2/SDL_system.h +623 -0
  82. data/assets/include/SDL2/SDL_syswm.h +386 -0
  83. data/assets/include/SDL2/SDL_test.h +69 -0
  84. data/assets/include/SDL2/SDL_test_assert.h +105 -0
  85. data/assets/include/SDL2/SDL_test_common.h +236 -0
  86. data/assets/include/SDL2/SDL_test_compare.h +69 -0
  87. data/assets/include/SDL2/SDL_test_crc32.h +124 -0
  88. data/assets/include/SDL2/SDL_test_font.h +168 -0
  89. data/assets/include/SDL2/SDL_test_fuzzer.h +386 -0
  90. data/assets/include/SDL2/SDL_test_harness.h +134 -0
  91. data/assets/include/SDL2/SDL_test_images.h +78 -0
  92. data/assets/include/SDL2/SDL_test_log.h +67 -0
  93. data/assets/include/SDL2/SDL_test_md5.h +129 -0
  94. data/assets/include/SDL2/SDL_test_memory.h +63 -0
  95. data/assets/include/SDL2/SDL_test_random.h +115 -0
  96. data/assets/include/SDL2/SDL_thread.h +464 -0
  97. data/assets/include/SDL2/SDL_timer.h +222 -0
  98. data/assets/include/SDL2/SDL_touch.h +150 -0
  99. data/assets/include/SDL2/SDL_ttf.h +2316 -0
  100. data/assets/include/SDL2/SDL_types.h +29 -0
  101. data/assets/include/SDL2/SDL_version.h +204 -0
  102. data/assets/include/SDL2/SDL_video.h +2150 -0
  103. data/assets/include/SDL2/SDL_vulkan.h +215 -0
  104. data/assets/include/SDL2/begin_code.h +187 -0
  105. data/assets/include/SDL2/close_code.h +40 -0
  106. data/assets/macos/universal/lib/libFLAC.a +0 -0
  107. data/assets/macos/universal/lib/libSDL2.a +0 -0
  108. data/assets/macos/universal/lib/libSDL2_image.a +0 -0
  109. data/assets/macos/universal/lib/libSDL2_mixer.a +0 -0
  110. data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
  111. data/assets/macos/universal/lib/libmodplug.a +0 -0
  112. data/assets/macos/universal/lib/libmpg123.a +0 -0
  113. data/assets/macos/universal/lib/libogg.a +0 -0
  114. data/assets/macos/universal/lib/libvorbis.a +0 -0
  115. data/assets/macos/universal/lib/libvorbisfile.a +0 -0
  116. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
  117. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
  118. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
  119. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
  120. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
  121. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
  122. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
  123. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
  124. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
  125. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
  126. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +1 -0
  127. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
  128. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
  129. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
  130. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
  131. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
  132. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  133. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  134. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  135. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  136. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  137. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  138. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  139. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  140. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  141. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  142. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +1 -0
  143. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  144. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  145. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  146. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  147. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  148. data/ext/Makefile +270 -0
  149. data/ext/audio.c +80 -0
  150. data/ext/audio.o +0 -0
  151. data/ext/extconf.h +3 -0
  152. data/ext/extconf.rb +177 -0
  153. data/ext/mkmf.log +7 -0
  154. data/lib/audio.bundle +0 -0
  155. data/lib/native_audio.rb +50 -0
  156. 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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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
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+ claim that you wrote the original software. If you use this software
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+ in a product, an acknowledgment in the product documentation would be
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+ appreciated but is not required.
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+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+ */
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+
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+ /**
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+ * \file SDL_hints.h
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+ *
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+ * Official documentation for SDL configuration variables
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+ *
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+ * This file contains functions to set and get configuration hints,
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+ * as well as listing each of them alphabetically.
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+ *
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+ * The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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+ * the environment variable that can be used to override the default.
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+ *
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+ * In general these hints are just that - they may or may not be
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+ * supported or applicable on any given platform, but they provide
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+ * a way for an application or user to give the library a hint as
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+ * to how they would like the library to work.
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+ */
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+
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+ #ifndef SDL_hints_h_
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+ #define SDL_hints_h_
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+
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+ #include "SDL_stdinc.h"
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+
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+ #include "begin_code.h"
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+ /* Set up for C function definitions, even when using C++ */
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+ #ifdef __cplusplus
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+ extern "C" {
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+ #endif
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+
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+ /**
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+ * \brief A variable controlling whether the Android / iOS built-in
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+ * accelerometer should be listed as a joystick device.
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+ *
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+ * This variable can be set to the following values:
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+ * "0" - The accelerometer is not listed as a joystick
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+ * "1" - The accelerometer is available as a 3 axis joystick (the default).
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+ */
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+ #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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+
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+ /**
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+ * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
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+ *
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+ * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
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+ * and your window is full-screen. This prevents the user from getting stuck in
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+ * your application if you've enabled keyboard grab.
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+ *
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+ * The variable can be set to the following values:
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+ * "0" - SDL will not handle Alt+Tab. Your application is responsible
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+ for handling Alt+Tab while the keyboard is grabbed.
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+ * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
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+ */
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+ #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
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+
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+ /**
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+ * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
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+ * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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+ *
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+ * This variable can be set to the following values:
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+ * "0" - don't allow topmost
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+ * "1" - allow topmost
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+ */
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+ #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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+
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+ /**
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+ * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
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+ *
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+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
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+ *
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+ * If both hints were set then SDL_RWFromFile() will look into expansion files
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+ * after a given relative path was not found in the internal storage and assets.
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+ *
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+ * By default this hint is not set and the APK expansion files are not searched.
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+ */
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+ #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
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+
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+ /**
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+ * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
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+ *
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+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
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+ *
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+ * If both hints were set then SDL_RWFromFile() will look into expansion files
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+ * after a given relative path was not found in the internal storage and assets.
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+ *
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+ * By default this hint is not set and the APK expansion files are not searched.
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+ */
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+ #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
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+
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+ /**
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+ * \brief A variable to control whether the event loop will block itself when the app is paused.
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+ *
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+ * The variable can be set to the following values:
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+ * "0" - Non blocking.
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+ * "1" - Blocking. (default)
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+ *
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+ * The value should be set before SDL is initialized.
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+ */
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+ #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
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+
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+ /**
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+ * \brief A variable to control whether SDL will pause audio in background
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+ * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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+ *
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+ * The variable can be set to the following values:
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+ * "0" - Non paused.
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+ * "1" - Paused. (default)
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+ *
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+ * The value should be set before SDL is initialized.
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+ */
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+ #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
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+
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+ /**
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+ * \brief A variable to control whether we trap the Android back button to handle it manually.
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+ * This is necessary for the right mouse button to work on some Android devices, or
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+ * to be able to trap the back button for use in your code reliably. If set to true,
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+ * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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+ * SDL_SCANCODE_AC_BACK.
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+ *
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+ * The variable can be set to the following values:
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+ * "0" - Back button will be handled as usual for system. (default)
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+ * "1" - Back button will be trapped, allowing you to handle the key press
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+ * manually. (This will also let right mouse click work on systems
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+ * where the right mouse button functions as back.)
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+ *
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+ * The value of this hint is used at runtime, so it can be changed at any time.
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+ */
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+ #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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+
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+ /**
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+ * \brief 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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+ /**
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+ * \brief A variable controlling whether controllers used with the Apple TV
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+ * generate UI events.
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+ *
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+ * When UI events are generated by controller input, the app will be
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+ * backgrounded when the Apple TV remote's menu button is pressed, and when the
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+ * pause or B buttons on gamepads are pressed.
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+ *
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+ * More information about properly making use of controllers for the Apple TV
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+ * can be found here:
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+ * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
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+ *
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+ * This variable can be set to the following values:
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+ * "0" - Controller input does not generate UI events (the default).
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+ * "1" - Controller input generates UI events.
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+ */
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+ #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
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+
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+ /**
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+ * \brief A variable controlling whether the Apple TV remote's joystick axes
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+ * will automatically match the rotation of the remote.
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+ *
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+ * This variable can be set to the following values:
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+ * "0" - Remote orientation does not affect joystick axes (the default).
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+ * "1" - Joystick axes are based on the orientation of the remote.
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+ */
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+ #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
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+
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+ /**
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+ * \brief A variable controlling the audio category on iOS and Mac OS X
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+ *
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+ * This variable can be set to the following values:
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+ *
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+ * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
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+ * "playback" - Use the AVAudioSessionCategoryPlayback category
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+ *
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+ * For more information, see Apple's documentation:
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+ * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
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+ */
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+ #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
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+
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+ /**
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+ * \brief Specify an application name for an audio device.
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+ *
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+ * Some audio backends (such as PulseAudio) allow you to describe your audio
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+ * stream. Among other things, this description might show up in a system
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+ * control panel that lets the user adjust the volume on specific audio
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+ * streams instead of using one giant master volume slider.
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+ *
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+ * This hints lets you transmit that information to the OS. The contents of
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+ * this hint are used while opening an audio device. You should use a string
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+ * that describes your program ("My Game 2: The Revenge")
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+ *
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+ * Setting this to "" or leaving it unset will have SDL use a reasonable
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+ * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
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+ * set. Otherwise, it'll probably the application's name or "SDL Application"
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+ * if SDL doesn't have any better information.
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+ *
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+ * On targets where this is not supported, this hint does nothing.
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+ */
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+ #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
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+
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+ /**
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+ * \brief Specify an application name for an audio device.
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+ *
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+ * Some audio backends (such as PulseAudio) allow you to describe your audio
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+ * stream. Among other things, this description might show up in a system
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+ * control panel that lets the user adjust the volume on specific audio
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+ * streams instead of using one giant master volume slider.
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+ *
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+ * This hints lets you transmit that information to the OS. The contents of
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+ * this hint are used while opening an audio device. You should use a string
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+ * that describes your what your program is playing ("audio stream" is
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+ * probably sufficient in many cases, but this could be useful for something
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+ * like "team chat" if you have a headset playing VoIP audio separately).
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+ *
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+ * Setting this to "" or leaving it unset will have SDL use a reasonable
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+ * default: "audio stream" or something similar.
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+ *
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+ * On targets where this is not supported, this hint does nothing.
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+ */
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: */