ruby2d 0.11.1 → 0.11.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (371) hide show
  1. checksums.yaml +4 -4
  2. data/assets/include/SDL2/SDL.h +108 -14
  3. data/assets/include/SDL2/SDL_assert.h +81 -50
  4. data/assets/include/SDL2/SDL_atomic.h +135 -35
  5. data/assets/include/SDL2/SDL_audio.h +960 -355
  6. data/assets/include/SDL2/SDL_bits.h +11 -6
  7. data/assets/include/SDL2/SDL_blendmode.h +91 -14
  8. data/assets/include/SDL2/SDL_clipboard.h +30 -7
  9. data/assets/include/SDL2/SDL_config.h +3 -1
  10. data/assets/include/SDL2/SDL_config_android.h +11 -1
  11. data/assets/include/SDL2/SDL_config_emscripten.h +216 -0
  12. data/assets/include/SDL2/SDL_config_iphoneos.h +9 -1
  13. data/assets/include/SDL2/SDL_config_macosx.h +16 -2
  14. data/assets/include/SDL2/SDL_config_minimal.h +4 -1
  15. data/assets/include/SDL2/SDL_config_os2.h +37 -20
  16. data/assets/include/SDL2/SDL_config_pandora.h +6 -1
  17. data/assets/include/SDL2/SDL_config_psp.h +8 -8
  18. data/assets/include/SDL2/SDL_config_windows.h +39 -22
  19. data/assets/include/SDL2/SDL_config_winrt.h +23 -8
  20. data/assets/include/SDL2/SDL_config_wiz.h +6 -1
  21. data/assets/include/SDL2/SDL_copying.h +1 -1
  22. data/assets/include/SDL2/SDL_cpuinfo.h +331 -71
  23. data/assets/include/SDL2/SDL_egl.h +906 -280
  24. data/assets/include/SDL2/SDL_endian.h +101 -47
  25. data/assets/include/SDL2/SDL_error.h +70 -19
  26. data/assets/include/SDL2/SDL_events.h +387 -79
  27. data/assets/include/SDL2/SDL_filesystem.h +73 -64
  28. data/assets/include/SDL2/SDL_gamecontroller.h +585 -125
  29. data/assets/include/SDL2/SDL_gesture.h +36 -6
  30. data/assets/include/SDL2/SDL_haptic.h +304 -210
  31. data/assets/include/SDL2/SDL_hidapi.h +451 -0
  32. data/assets/include/SDL2/SDL_hints.h +1286 -897
  33. data/assets/include/SDL2/SDL_joystick.h +577 -130
  34. data/assets/include/SDL2/SDL_keyboard.h +162 -63
  35. data/assets/include/SDL2/SDL_keycode.h +7 -5
  36. data/assets/include/SDL2/SDL_loadso.h +42 -8
  37. data/assets/include/SDL2/SDL_locale.h +34 -32
  38. data/assets/include/SDL2/SDL_log.h +212 -19
  39. data/assets/include/SDL2/SDL_main.h +72 -17
  40. data/assets/include/SDL2/SDL_messagebox.h +70 -23
  41. data/assets/include/SDL2/SDL_metal.h +27 -32
  42. data/assets/include/SDL2/SDL_misc.h +19 -15
  43. data/assets/include/SDL2/SDL_mouse.h +262 -110
  44. data/assets/include/SDL2/SDL_mutex.h +286 -66
  45. data/assets/include/SDL2/SDL_name.h +1 -1
  46. data/assets/include/SDL2/SDL_opengl.h +1 -1
  47. data/assets/include/SDL2/SDL_opengles.h +1 -1
  48. data/assets/include/SDL2/SDL_opengles2.h +2 -2
  49. data/assets/include/SDL2/SDL_pixels.h +199 -34
  50. data/assets/include/SDL2/SDL_platform.h +39 -2
  51. data/assets/include/SDL2/SDL_power.h +23 -10
  52. data/assets/include/SDL2/SDL_quit.h +1 -1
  53. data/assets/include/SDL2/SDL_rect.h +78 -28
  54. data/assets/include/SDL2/SDL_render.h +1204 -472
  55. data/assets/include/SDL2/SDL_revision.h +2 -2
  56. data/assets/include/SDL2/SDL_rwops.h +605 -33
  57. data/assets/include/SDL2/SDL_scancode.h +1 -1
  58. data/assets/include/SDL2/SDL_sensor.h +76 -42
  59. data/assets/include/SDL2/SDL_shape.h +38 -27
  60. data/assets/include/SDL2/SDL_stdinc.h +96 -24
  61. data/assets/include/SDL2/SDL_surface.h +571 -139
  62. data/assets/include/SDL2/SDL_system.h +339 -101
  63. data/assets/include/SDL2/SDL_syswm.h +50 -20
  64. data/assets/include/SDL2/SDL_test.h +1 -1
  65. data/assets/include/SDL2/SDL_test_assert.h +2 -2
  66. data/assets/include/SDL2/SDL_test_common.h +23 -6
  67. data/assets/include/SDL2/SDL_test_compare.h +1 -1
  68. data/assets/include/SDL2/SDL_test_crc32.h +1 -1
  69. data/assets/include/SDL2/SDL_test_font.h +3 -3
  70. data/assets/include/SDL2/SDL_test_fuzzer.h +28 -26
  71. data/assets/include/SDL2/SDL_test_harness.h +6 -6
  72. data/assets/include/SDL2/SDL_test_images.h +1 -1
  73. data/assets/include/SDL2/SDL_test_log.h +1 -1
  74. data/assets/include/SDL2/SDL_test_md5.h +1 -1
  75. data/assets/include/SDL2/SDL_test_memory.h +1 -1
  76. data/assets/include/SDL2/SDL_test_random.h +2 -2
  77. data/assets/include/SDL2/SDL_thread.h +226 -128
  78. data/assets/include/SDL2/SDL_timer.h +129 -22
  79. data/assets/include/SDL2/SDL_touch.h +48 -8
  80. data/assets/include/SDL2/SDL_ttf.h +102 -9
  81. data/assets/include/SDL2/SDL_types.h +1 -1
  82. data/assets/include/SDL2/SDL_version.h +72 -46
  83. data/assets/include/SDL2/SDL_video.h +1266 -460
  84. data/assets/include/SDL2/SDL_vulkan.h +100 -161
  85. data/assets/include/SDL2/begin_code.h +22 -1
  86. data/assets/include/SDL2/close_code.h +1 -1
  87. data/assets/include/mrbconf.h +234 -0
  88. data/assets/include/mruby/array.h +317 -0
  89. data/assets/include/mruby/boxing_nan.h +130 -0
  90. data/assets/include/mruby/boxing_no.h +58 -0
  91. data/assets/include/mruby/boxing_word.h +205 -0
  92. data/assets/include/mruby/class.h +108 -0
  93. data/assets/include/mruby/common.h +92 -0
  94. data/assets/include/mruby/compile.h +210 -0
  95. data/assets/include/mruby/data.h +76 -0
  96. data/assets/include/mruby/debug.h +66 -0
  97. data/assets/include/mruby/dump.h +158 -0
  98. data/assets/include/mruby/endian.h +44 -0
  99. data/assets/include/mruby/error.h +137 -0
  100. data/assets/include/mruby/gc.h +92 -0
  101. data/assets/include/mruby/hash.h +242 -0
  102. data/assets/include/mruby/irep.h +147 -0
  103. data/assets/include/mruby/istruct.h +50 -0
  104. data/assets/include/mruby/khash.h +284 -0
  105. data/assets/include/mruby/numeric.h +169 -0
  106. data/assets/include/mruby/object.h +43 -0
  107. data/assets/include/mruby/opcode.h +43 -0
  108. data/assets/include/mruby/ops.h +122 -0
  109. data/assets/include/mruby/presym/disable.h +70 -0
  110. data/assets/include/mruby/presym/enable.h +37 -0
  111. data/assets/include/mruby/presym/scanning.h +73 -0
  112. data/assets/include/mruby/presym.h +40 -0
  113. data/assets/include/mruby/proc.h +209 -0
  114. data/assets/include/mruby/range.h +79 -0
  115. data/assets/include/mruby/re.h +16 -0
  116. data/assets/include/mruby/string.h +469 -0
  117. data/assets/include/mruby/throw.h +66 -0
  118. data/assets/include/mruby/value.h +400 -0
  119. data/assets/include/mruby/variable.h +140 -0
  120. data/assets/include/mruby/version.h +143 -0
  121. data/assets/include/mruby.h +1444 -0
  122. data/assets/macos/universal/bin/mrbc +0 -0
  123. data/assets/macos/universal/lib/libFLAC.a +0 -0
  124. data/assets/macos/universal/lib/libSDL2.a +0 -0
  125. data/assets/macos/universal/lib/libSDL2_image.a +0 -0
  126. data/assets/macos/{lib → universal/lib}/libSDL2_mixer.a +0 -0
  127. data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
  128. data/assets/macos/universal/lib/libfreetype.a +0 -0
  129. data/assets/macos/universal/lib/libgraphite2.a +0 -0
  130. data/assets/macos/universal/lib/libharfbuzz.a +0 -0
  131. data/assets/macos/universal/lib/libjpeg.a +0 -0
  132. data/assets/macos/{lib → universal/lib}/libmodplug.a +0 -0
  133. data/assets/macos/{lib → universal/lib}/libmpg123.a +0 -0
  134. data/assets/{mingw/lib/libSDL2.a → macos/universal/lib/libmruby.a} +0 -0
  135. data/assets/macos/{lib → universal/lib}/libogg.a +0 -0
  136. data/assets/macos/universal/lib/libpng16.a +0 -0
  137. data/assets/macos/universal/lib/libtiff.a +0 -0
  138. data/assets/macos/universal/lib/libvorbis.a +0 -0
  139. data/assets/macos/universal/lib/libvorbisfile.a +0 -0
  140. data/assets/macos/universal/lib/libwebp.a +0 -0
  141. data/assets/test_media/README.md +3 -0
  142. data/assets/test_media/bitstream_vera/COPYRIGHT.txt +124 -0
  143. data/assets/test_media/bitstream_vera/vera.ttf +0 -0
  144. data/assets/test_media/boom.png +0 -0
  145. data/assets/test_media/coin.png +0 -0
  146. data/assets/test_media/colors.png +0 -0
  147. data/assets/test_media/controller.png +0 -0
  148. data/assets/test_media/dial.wav +0 -0
  149. data/assets/test_media/hero.png +0 -0
  150. data/assets/test_media/image.bmp +0 -0
  151. data/assets/test_media/image.jpg +0 -0
  152. data/assets/test_media/image.png +0 -0
  153. data/assets/test_media/music.flac +0 -0
  154. data/assets/test_media/music.mp3 +0 -0
  155. data/assets/test_media/music.ogg +0 -0
  156. data/assets/test_media/music.wav +0 -0
  157. data/assets/test_media/originals/boom.pxm +0 -0
  158. data/assets/test_media/originals/coin.pxm +0 -0
  159. data/assets/test_media/originals/controller.sketch +0 -0
  160. data/assets/test_media/originals/hero.pxm +0 -0
  161. data/assets/test_media/originals/image.pxm +0 -0
  162. data/assets/test_media/originals/music.caf +0 -0
  163. data/assets/test_media/originals/texture_atlas.pxm +0 -0
  164. data/assets/test_media/rondo_alla_turka.ogg +0 -0
  165. data/assets/test_media/sound.flac +0 -0
  166. data/assets/test_media/sound.mp3 +0 -0
  167. data/assets/test_media/sound.ogg +0 -0
  168. data/assets/test_media/sound.wav +0 -0
  169. data/assets/test_media/sprite_sheet.png +0 -0
  170. data/assets/test_media/texture_atlas.png +0 -0
  171. data/assets/wasm/build_config.rb +13 -0
  172. data/assets/wasm/libmruby.a +0 -0
  173. data/assets/wasm/template.html +17 -0
  174. data/assets/windows/glew/README.md +10 -0
  175. data/assets/windows/glew/glew.h +23686 -0
  176. data/assets/{mingw/lib → windows/glew}/libglew32.a +0 -0
  177. data/assets/windows/mingw-w64-x86_64/bin/mrbc.exe +0 -0
  178. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  179. data/assets/windows/mingw-w64-x86_64/lib/libLerc.a +0 -0
  180. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  181. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_image.a +0 -0
  182. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  183. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_ttf.a +0 -0
  184. data/assets/windows/mingw-w64-x86_64/lib/libbrotlicommon.a +0 -0
  185. data/assets/windows/mingw-w64-x86_64/lib/libbrotlidec.a +0 -0
  186. data/assets/windows/mingw-w64-x86_64/lib/libbz2.a +0 -0
  187. data/assets/windows/mingw-w64-x86_64/lib/libdeflate.a +0 -0
  188. data/assets/windows/mingw-w64-x86_64/lib/libfreetype.a +0 -0
  189. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  190. data/assets/windows/mingw-w64-x86_64/lib/libgraphite2.a +0 -0
  191. data/assets/windows/mingw-w64-x86_64/lib/libharfbuzz.a +0 -0
  192. data/assets/windows/mingw-w64-x86_64/lib/libjbig.a +0 -0
  193. data/assets/windows/mingw-w64-x86_64/lib/libjpeg.a +0 -0
  194. data/assets/windows/mingw-w64-x86_64/lib/liblzma.a +0 -0
  195. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  196. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  197. data/assets/windows/mingw-w64-x86_64/lib/libmruby.a +0 -0
  198. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  199. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  200. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  201. data/assets/windows/mingw-w64-x86_64/lib/libpng16.a +0 -0
  202. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  203. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +0 -0
  204. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  205. data/assets/windows/mingw-w64-x86_64/lib/libtiff.a +0 -0
  206. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  207. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  208. data/assets/windows/mingw-w64-x86_64/lib/libwebp.a +0 -0
  209. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  210. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  211. data/assets/{ios → xcode/ios}/Assets.xcassets/AppIcon.appiconset/Contents.json +0 -0
  212. data/assets/{ios → xcode/ios}/Assets.xcassets/Contents.json +0 -0
  213. data/assets/{ios → xcode/ios}/Base.lproj/LaunchScreen.storyboard +0 -0
  214. data/assets/{ios → xcode/ios}/Info.plist +0 -0
  215. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mrbconf.h +0 -0
  216. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/array.h +0 -0
  217. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_nan.h +0 -0
  218. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_no.h +0 -0
  219. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_word.h +0 -0
  220. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/class.h +0 -0
  221. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/common.h +0 -0
  222. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/compile.h +0 -0
  223. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/data.h +0 -0
  224. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/debug.h +0 -0
  225. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/dump.h +0 -0
  226. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/error.h +0 -0
  227. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/gc.h +0 -0
  228. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/hash.h +0 -0
  229. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/irep.h +0 -0
  230. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/istruct.h +0 -0
  231. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/khash.h +0 -0
  232. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/numeric.h +0 -0
  233. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/object.h +0 -0
  234. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/opcode.h +0 -0
  235. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/ops.h +0 -0
  236. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/proc.h +0 -0
  237. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/range.h +0 -0
  238. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/re.h +0 -0
  239. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/string.h +0 -0
  240. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/throw.h +0 -0
  241. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/value.h +0 -0
  242. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/variable.h +0 -0
  243. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/version.h +0 -0
  244. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby.h +0 -0
  245. data/assets/{ios → xcode/ios}/MRuby.framework/Info.plist +0 -0
  246. data/assets/{ios → xcode/ios}/MRuby.framework/MRuby +0 -0
  247. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.pbxproj +0 -0
  248. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -0
  249. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -0
  250. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -0
  251. data/assets/{ios → xcode/ios}/main.c +0 -0
  252. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +0 -0
  253. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Contents.json +0 -0
  254. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Contents.json +0 -0
  255. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +0 -0
  256. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Contents.json +0 -0
  257. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +0 -0
  258. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Contents.json +0 -0
  259. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +0 -0
  260. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Contents.json +0 -0
  261. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Contents.json +0 -0
  262. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +0 -0
  263. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Contents.json +0 -0
  264. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +0 -0
  265. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Contents.json +0 -0
  266. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Contents.json +0 -0
  267. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +0 -0
  268. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +0 -0
  269. data/assets/{tvos → xcode/tvos}/Assets.xcassets/Contents.json +0 -0
  270. data/assets/{tvos → xcode/tvos}/Assets.xcassets/LaunchImage.launchimage/Contents.json +0 -0
  271. data/assets/{tvos → xcode/tvos}/Info.plist +0 -0
  272. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mrbconf.h +0 -0
  273. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/array.h +0 -0
  274. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_nan.h +0 -0
  275. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_no.h +0 -0
  276. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_word.h +0 -0
  277. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/class.h +0 -0
  278. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/common.h +0 -0
  279. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/compile.h +0 -0
  280. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/data.h +0 -0
  281. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/debug.h +0 -0
  282. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/dump.h +0 -0
  283. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/error.h +0 -0
  284. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/gc.h +0 -0
  285. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/hash.h +0 -0
  286. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/irep.h +0 -0
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  291. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/opcode.h +0 -0
  292. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/ops.h +0 -0
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  295. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/re.h +0 -0
  296. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/string.h +0 -0
  297. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/throw.h +0 -0
  298. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/value.h +0 -0
  299. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/variable.h +0 -0
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  301. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby.h +0 -0
  302. data/assets/{tvos → xcode/tvos}/MRuby.framework/Info.plist +0 -0
  303. data/assets/{tvos → xcode/tvos}/MRuby.framework/MRuby +0 -0
  304. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.pbxproj +0 -0
  305. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -0
  306. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -0
  307. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -0
  308. data/assets/{tvos → xcode/tvos}/main.c +0 -0
  309. data/bin/ruby2d +3 -4
  310. data/ext/ruby2d/extconf.rb +39 -25
  311. data/ext/ruby2d/gl.c +1 -1
  312. data/ext/ruby2d/gl3.c +0 -1
  313. data/ext/ruby2d/gles.c +137 -84
  314. data/ext/ruby2d/ruby2d.c +126 -32
  315. data/ext/ruby2d/ruby2d.h +53 -6
  316. data/ext/ruby2d/text.c +14 -1
  317. data/ext/ruby2d/window.c +253 -215
  318. data/lib/ruby2d/cli/build.rb +237 -59
  319. data/lib/ruby2d/cli/colorize.rb +5 -4
  320. data/lib/ruby2d/cli/platform.rb +17 -0
  321. data/lib/ruby2d/font.rb +7 -1
  322. data/lib/ruby2d/sprite.rb +7 -2
  323. data/lib/ruby2d/text.rb +1 -3
  324. data/lib/ruby2d/texture.rb +21 -21
  325. data/lib/ruby2d/tileset.rb +34 -33
  326. data/lib/ruby2d/version.rb +1 -1
  327. data/lib/ruby2d/vertices.rb +11 -6
  328. data/lib/ruby2d.rb +14 -20
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  330. data/assets/README.md +0 -22
  331. data/assets/Rakefile +0 -85
  332. data/assets/macos/lib/libFLAC.a +0 -0
  333. data/assets/macos/lib/libSDL2.a +0 -0
  334. data/assets/macos/lib/libSDL2_image.a +0 -0
  335. data/assets/macos/lib/libSDL2_ttf.a +0 -0
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  340. data/assets/macos/lib/libvorbis.a +0 -0
  341. data/assets/macos/lib/libvorbisfile.a +0 -0
  342. data/assets/macos/lib/libwebp.a +0 -0
  343. data/assets/mingw/bin/SDL2.dll +0 -0
  344. data/assets/mingw/bin/SDL2_image.dll +0 -0
  345. data/assets/mingw/bin/SDL2_mixer.dll +0 -0
  346. data/assets/mingw/bin/SDL2_ttf.dll +0 -0
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  348. data/assets/mingw/bin/libFLAC-8.dll +0 -0
  349. data/assets/mingw/bin/libfreetype-6.dll +0 -0
  350. data/assets/mingw/bin/libjpeg-9.dll +0 -0
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  355. data/assets/mingw/bin/libopusfile-0.dll +0 -0
  356. data/assets/mingw/bin/libpng16-16.dll +0 -0
  357. data/assets/mingw/bin/libtiff-5.dll +0 -0
  358. data/assets/mingw/bin/libvorbis-0.dll +0 -0
  359. data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
  360. data/assets/mingw/bin/libwebp-7.dll +0 -0
  361. data/assets/mingw/bin/zlib1.dll +0 -0
  362. data/assets/mingw/lib/libSDL2.dll.a +0 -0
  363. data/assets/mingw/lib/libSDL2_image.a +0 -0
  364. data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
  365. data/assets/mingw/lib/libSDL2_mixer.a +0 -0
  366. data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
  367. data/assets/mingw/lib/libSDL2_test.a +0 -0
  368. data/assets/mingw/lib/libSDL2_ttf.a +0 -0
  369. data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
  370. data/assets/mingw/lib/libSDL2main.a +0 -0
  371. data/assets/mingw/lib/libglew32.dll.a +0 -0
@@ -1,6 +1,6 @@
1
1
  /*
2
2
  Simple DirectMedia Layer
3
- Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
3
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
4
 
5
5
  This software is provided 'as-is', without any express or implied
6
6
  warranty. In no event will the authors be held liable for any damages
@@ -48,333 +48,485 @@ extern "C" {
48
48
  #endif
49
49
 
50
50
  /**
51
- * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
52
- *
53
- * SDL can try to accelerate the SDL screen surface by using streaming
54
- * textures with a 3D rendering engine. This variable controls whether and
55
- * how this is done.
51
+ * \brief A variable controlling whether the Android / iOS built-in
52
+ * accelerometer should be listed as a joystick device.
56
53
  *
57
54
  * This variable can be set to the following values:
58
- * "0" - Disable 3D acceleration
59
- * "1" - Enable 3D acceleration, using the default renderer.
60
- * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
61
- *
62
- * By default SDL tries to make a best guess for each platform whether
63
- * to use acceleration or not.
55
+ * "0" - The accelerometer is not listed as a joystick
56
+ * "1" - The accelerometer is available as a 3 axis joystick (the default).
64
57
  */
65
- #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
58
+ #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
66
59
 
67
60
  /**
68
- * \brief A variable specifying which render driver to use.
69
- *
70
- * If the application doesn't pick a specific renderer to use, this variable
71
- * specifies the name of the preferred renderer. If the preferred renderer
72
- * can't be initialized, the normal default renderer is used.
61
+ * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
73
62
  *
74
- * This variable is case insensitive and can be set to the following values:
75
- * "direct3d"
76
- * "opengl"
77
- * "opengles2"
78
- * "opengles"
79
- * "metal"
80
- * "software"
63
+ * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
64
+ * and your window is full-screen. This prevents the user from getting stuck in
65
+ * your application if you've enabled keyboard grab.
81
66
  *
82
- * The default varies by platform, but it's the first one in the list that
83
- * is available on the current platform.
84
- */
85
- #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
67
+ * The variable can be set to the following values:
68
+ * "0" - SDL will not handle Alt+Tab. Your application is responsible
69
+ for handling Alt+Tab while the keyboard is grabbed.
70
+ * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
71
+ */
72
+ #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
86
73
 
87
74
  /**
88
- * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
75
+ * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
76
+ * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
89
77
  *
90
78
  * This variable can be set to the following values:
91
- * "0" - Disable shaders
92
- * "1" - Enable shaders
93
- *
94
- * By default shaders are used if OpenGL supports them.
79
+ * "0" - don't allow topmost
80
+ * "1" - allow topmost
95
81
  */
96
- #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
82
+ #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
97
83
 
98
84
  /**
99
- * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
85
+ * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
100
86
  *
101
- * This variable can be set to the following values:
102
- * "0" - Thread-safety is not enabled (faster)
103
- * "1" - Thread-safety is enabled
87
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
104
88
  *
105
- * By default the Direct3D device is created with thread-safety disabled.
89
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
90
+ * after a given relative path was not found in the internal storage and assets.
91
+ *
92
+ * By default this hint is not set and the APK expansion files are not searched.
106
93
  */
107
- #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
108
-
94
+ #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
95
+
109
96
  /**
110
- * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
97
+ * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
111
98
  *
112
- * This variable does not have any effect on the Direct3D 9 based renderer.
99
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
113
100
  *
114
- * This variable can be set to the following values:
115
- * "0" - Disable Debug Layer use
116
- * "1" - Enable Debug Layer use
101
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
102
+ * after a given relative path was not found in the internal storage and assets.
117
103
  *
118
- * By default, SDL does not use Direct3D Debug Layer.
104
+ * By default this hint is not set and the APK expansion files are not searched.
119
105
  */
120
- #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
106
+ #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
121
107
 
122
108
  /**
123
- * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
109
+ * \brief A variable to control whether the event loop will block itself when the app is paused.
124
110
  *
125
- * This variable can be set to the following values:
126
- * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
127
- * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
111
+ * The variable can be set to the following values:
112
+ * "0" - Non blocking.
113
+ * "1" - Blocking. (default)
128
114
  *
129
- * By default letterbox is used
115
+ * The value should be set before SDL is initialized.
130
116
  */
131
- #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
117
+ #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
132
118
 
133
119
  /**
134
- * \brief A variable controlling the scaling quality
120
+ * \brief A variable to control whether SDL will pause audio in background
121
+ * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
135
122
  *
136
- * This variable can be set to the following values:
137
- * "0" or "nearest" - Nearest pixel sampling
138
- * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
139
- * "2" or "best" - Currently this is the same as "linear"
123
+ * The variable can be set to the following values:
124
+ * "0" - Non paused.
125
+ * "1" - Paused. (default)
140
126
  *
141
- * By default nearest pixel sampling is used
127
+ * The value should be set before SDL is initialized.
142
128
  */
143
- #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
129
+ #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
144
130
 
145
131
  /**
146
- * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
132
+ * \brief A variable to control whether we trap the Android back button to handle it manually.
133
+ * This is necessary for the right mouse button to work on some Android devices, or
134
+ * to be able to trap the back button for use in your code reliably. If set to true,
135
+ * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
136
+ * SDL_SCANCODE_AC_BACK.
147
137
  *
148
- * This variable can be set to the following values:
149
- * "0" - Disable vsync
150
- * "1" - Enable vsync
138
+ * The variable can be set to the following values:
139
+ * "0" - Back button will be handled as usual for system. (default)
140
+ * "1" - Back button will be trapped, allowing you to handle the key press
141
+ * manually. (This will also let right mouse click work on systems
142
+ * where the right mouse button functions as back.)
151
143
  *
152
- * By default SDL does not sync screen surface updates with vertical refresh.
144
+ * The value of this hint is used at runtime, so it can be changed at any time.
153
145
  */
154
- #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
146
+ #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
155
147
 
156
148
  /**
157
- * \brief A variable controlling whether the screensaver is enabled.
149
+ * \brief Specify an application name.
150
+ *
151
+ * This hint lets you specify the application name sent to the OS when
152
+ * required. For example, this will often appear in volume control applets for
153
+ * audio streams, and in lists of applications which are inhibiting the
154
+ * screensaver. You should use a string that describes your program ("My Game
155
+ * 2: The Revenge")
158
156
  *
159
- * This variable can be set to the following values:
160
- * "0" - Disable screensaver
161
- * "1" - Enable screensaver
157
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
158
+ * default: probably the application's name or "SDL Application" if SDL
159
+ * doesn't have any better information.
162
160
  *
163
- * By default SDL will disable the screensaver.
161
+ * Note that, for audio streams, this can be overridden with
162
+ * SDL_HINT_AUDIO_DEVICE_APP_NAME.
163
+ *
164
+ * On targets where this is not supported, this hint does nothing.
164
165
  */
165
- #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
166
+ #define SDL_HINT_APP_NAME "SDL_APP_NAME"
166
167
 
167
168
  /**
168
- * \brief A variable controlling whether the graphics context is externally managed.
169
+ * \brief A variable controlling whether controllers used with the Apple TV
170
+ * generate UI events.
169
171
  *
170
- * This variable can be set to the following values:
171
- * "0" - SDL will manage graphics contexts that are attached to windows.
172
- * "1" - Disable graphics context management on windows.
172
+ * When UI events are generated by controller input, the app will be
173
+ * backgrounded when the Apple TV remote's menu button is pressed, and when the
174
+ * pause or B buttons on gamepads are pressed.
173
175
  *
174
- * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
175
- * context will be automatically saved and restored when pausing the application. Additionally, some
176
- * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
177
- * behavior, which is desireable when the application manages the graphics context, such as
178
- * an externally managed OpenGL context or attaching a Vulkan surface to the window.
179
- */
180
- #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
181
-
182
- /**
183
- * \brief A variable controlling whether the X11 VidMode extension should be used.
176
+ * More information about properly making use of controllers for the Apple TV
177
+ * can be found here:
178
+ * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
184
179
  *
185
180
  * This variable can be set to the following values:
186
- * "0" - Disable XVidMode
187
- * "1" - Enable XVidMode
188
- *
189
- * By default SDL will use XVidMode if it is available.
181
+ * "0" - Controller input does not generate UI events (the default).
182
+ * "1" - Controller input generates UI events.
190
183
  */
191
- #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
184
+ #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
192
185
 
193
186
  /**
194
- * \brief A variable controlling whether the X11 Xinerama extension should be used.
187
+ * \brief A variable controlling whether the Apple TV remote's joystick axes
188
+ * will automatically match the rotation of the remote.
195
189
  *
196
190
  * This variable can be set to the following values:
197
- * "0" - Disable Xinerama
198
- * "1" - Enable Xinerama
199
- *
200
- * By default SDL will use Xinerama if it is available.
191
+ * "0" - Remote orientation does not affect joystick axes (the default).
192
+ * "1" - Joystick axes are based on the orientation of the remote.
201
193
  */
202
- #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
194
+ #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
203
195
 
204
196
  /**
205
- * \brief A variable controlling whether the X11 XRandR extension should be used.
197
+ * \brief A variable controlling the audio category on iOS and Mac OS X
206
198
  *
207
199
  * This variable can be set to the following values:
208
- * "0" - Disable XRandR
209
- * "1" - Enable XRandR
210
200
  *
211
- * By default SDL will not use XRandR because of window manager issues.
212
- */
213
- #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
214
-
215
- /**
216
- * \brief A variable forcing the visual ID chosen for new X11 windows
201
+ * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
202
+ * "playback" - Use the AVAudioSessionCategoryPlayback category
217
203
  *
204
+ * For more information, see Apple's documentation:
205
+ * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
218
206
  */
219
- #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
207
+ #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
220
208
 
221
209
  /**
222
- * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
210
+ * \brief Specify an application name for an audio device.
223
211
  *
224
- * This variable can be set to the following values:
225
- * "0" - Disable _NET_WM_PING
226
- * "1" - Enable _NET_WM_PING
212
+ * Some audio backends (such as PulseAudio) allow you to describe your audio
213
+ * stream. Among other things, this description might show up in a system
214
+ * control panel that lets the user adjust the volume on specific audio
215
+ * streams instead of using one giant master volume slider.
227
216
  *
228
- * By default SDL will use _NET_WM_PING, but for applications that know they
229
- * will not always be able to respond to ping requests in a timely manner they can
230
- * turn it off to avoid the window manager thinking the app is hung.
231
- * The hint is checked in CreateWindow.
232
- */
233
- #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
234
-
235
- /**
236
- * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
237
- *
238
- * This variable can be set to the following values:
239
- * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
240
- * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
241
- *
242
- * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
243
- *
217
+ * This hints lets you transmit that information to the OS. The contents of
218
+ * this hint are used while opening an audio device. You should use a string
219
+ * that describes your program ("My Game 2: The Revenge")
220
+ *
221
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
222
+ * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
223
+ * set. Otherwise, it'll probably the application's name or "SDL Application"
224
+ * if SDL doesn't have any better information.
225
+ *
226
+ * On targets where this is not supported, this hint does nothing.
244
227
  */
245
- #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
228
+ #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
246
229
 
247
230
  /**
248
- * \brief A variable controlling whether X11 should use GLX or EGL by default
231
+ * \brief Specify an application name for an audio device.
249
232
  *
250
- * This variable can be set to the following values:
251
- * "0" - Use GLX
252
- * "1" - Use EGL
233
+ * Some audio backends (such as PulseAudio) allow you to describe your audio
234
+ * stream. Among other things, this description might show up in a system
235
+ * control panel that lets the user adjust the volume on specific audio
236
+ * streams instead of using one giant master volume slider.
253
237
  *
254
- * By default SDL will use GLX when both are present.
238
+ * This hints lets you transmit that information to the OS. The contents of
239
+ * this hint are used while opening an audio device. You should use a string
240
+ * that describes your what your program is playing ("audio stream" is
241
+ * probably sufficient in many cases, but this could be useful for something
242
+ * like "team chat" if you have a headset playing VoIP audio separately).
243
+ *
244
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
245
+ * default: "audio stream" or something similar.
246
+ *
247
+ * On targets where this is not supported, this hint does nothing.
255
248
  */
256
- #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
249
+ #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
257
250
 
258
251
  /**
259
- * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
252
+ * \brief Specify an application role for an audio device.
260
253
  *
261
- * This variable can be set to the following values:
262
- * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
263
- * "1" - The window frame is interactive when the cursor is hidden
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.
264
258
  *
265
- * By default SDL will allow interaction with the window frame when the cursor is hidden
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.
266
268
  */
267
- #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
269
+ #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
268
270
 
269
271
  /**
270
- * \brief A variable to specify custom icon resource id from RC file on Windows platform
272
+ * \brief A variable controlling speed/quality tradeoff of audio resampling.
273
+ *
274
+ * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
275
+ * to handle audio resampling. There are different resampling modes available
276
+ * that produce different levels of quality, using more CPU.
277
+ *
278
+ * If this hint isn't specified to a valid setting, or libsamplerate isn't
279
+ * available, SDL will use the default, internal resampling algorithm.
280
+ *
281
+ * Note that this is currently only applicable to resampling audio that is
282
+ * being written to a device for playback or audio being read from a device
283
+ * for capture. SDL_AudioCVT always uses the default resampler (although this
284
+ * might change for SDL 2.1).
285
+ *
286
+ * This hint is currently only checked at audio subsystem initialization.
287
+ *
288
+ * This variable can be set to the following values:
289
+ *
290
+ * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
291
+ * "1" or "fast" - Use fast, slightly higher quality resampling, if available
292
+ * "2" or "medium" - Use medium quality resampling, if available
293
+ * "3" or "best" - Use high quality resampling, if available
271
294
  */
272
- #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
273
- #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
295
+ #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
274
296
 
275
297
  /**
276
- * \brief A variable controlling whether the windows message loop is processed by SDL
298
+ * \brief A variable controlling whether SDL updates joystick state when getting input events
277
299
  *
278
300
  * This variable can be set to the following values:
279
- * "0" - The window message loop is not run
280
- * "1" - The window message loop is processed in SDL_PumpEvents()
281
301
  *
282
- * By default SDL will process the windows message loop
302
+ * "0" - You'll call SDL_JoystickUpdate() manually
303
+ * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
304
+ *
305
+ * This hint can be toggled on and off at runtime.
283
306
  */
284
- #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
307
+ #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
285
308
 
286
309
  /**
287
- * \brief A variable controlling whether grabbing input grabs the keyboard
310
+ * \brief A variable controlling whether SDL updates sensor state when getting input events
288
311
  *
289
312
  * This variable can be set to the following values:
290
- * "0" - Grab will affect only the mouse
291
- * "1" - Grab will affect mouse and keyboard
292
313
  *
293
- * By default SDL will not grab the keyboard so system shortcuts still work.
314
+ * "0" - You'll call SDL_SensorUpdate() manually
315
+ * "1" - SDL will automatically call SDL_SensorUpdate() (default)
316
+ *
317
+ * This hint can be toggled on and off at runtime.
294
318
  */
295
- #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
319
+ #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
296
320
 
297
321
  /**
298
- * \brief A variable setting the double click time, in milliseconds.
322
+ * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
323
+ *
324
+ * The bitmap header version 4 is required for proper alpha channel support and
325
+ * SDL will use it when required. Should this not be desired, this hint can
326
+ * force the use of the 40 byte header version which is supported everywhere.
327
+ *
328
+ * The variable can be set to the following values:
329
+ * "0" - Surfaces with a colorkey or an alpha channel are saved to a
330
+ * 32-bit BMP file with an alpha mask. SDL will use the bitmap
331
+ * header version 4 and set the alpha mask accordingly.
332
+ * "1" - Surfaces with a colorkey or an alpha channel are saved to a
333
+ * 32-bit BMP file without an alpha mask. The alpha channel data
334
+ * will be in the file, but applications are going to ignore it.
335
+ *
336
+ * The default value is "0".
299
337
  */
300
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
338
+ #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
301
339
 
302
340
  /**
303
- * \brief A variable setting the double click radius, in pixels.
341
+ * \brief Override for SDL_GetDisplayUsableBounds()
342
+ *
343
+ * If set, this hint will override the expected results for
344
+ * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
345
+ * to do this, but this allows an embedded system to request that some of the
346
+ * screen be reserved for other uses when paired with a well-behaved
347
+ * application.
348
+ *
349
+ * The contents of this hint must be 4 comma-separated integers, the first
350
+ * is the bounds x, then y, width and height, in that order.
304
351
  */
305
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
352
+ #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
306
353
 
307
354
  /**
308
- * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
355
+ * \brief Disable giving back control to the browser automatically
356
+ * when running with asyncify
357
+ *
358
+ * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
359
+ * such as refreshing the screen or polling events.
360
+ *
361
+ * This hint only applies to the emscripten platform
362
+ *
363
+ * The variable can be set to the following values:
364
+ * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
365
+ * "1" - Enable emscripten_sleep calls (the default)
309
366
  */
310
- #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
367
+ #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
311
368
 
312
369
  /**
313
- * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
370
+ * \brief override the binding element for keyboard inputs for Emscripten builds
371
+ *
372
+ * This hint only applies to the emscripten platform
373
+ *
374
+ * The variable can be one of
375
+ * "#window" - The javascript window object (this is the default)
376
+ * "#document" - The javascript document object
377
+ * "#screen" - the javascript window.screen object
378
+ * "#canvas" - the WebGL canvas element
379
+ * any other string without a leading # sign applies to the element on the page with that ID.
314
380
  */
315
- #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
381
+ #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
316
382
 
317
383
  /**
318
- * \brief A variable controlling whether relative mouse motion is affected by renderer scaling
384
+ * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
319
385
  *
320
- * This variable can be set to the following values:
321
- * "0" - Relative motion is unaffected by DPI or renderer's logical size
322
- * "1" - Relative motion is scaled according to DPI scaling and logical size
386
+ * The variable can be set to the following values:
387
+ * "0" - Do not scan for Steam Controllers
388
+ * "1" - Scan for Steam Controllers (the default)
323
389
  *
324
- * By default relative mouse deltas are affected by DPI and renderer scaling
390
+ * The default value is "1". This hint must be set before initializing the joystick subsystem.
325
391
  */
326
- #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
392
+ #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
327
393
 
328
394
  /**
329
- * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
395
+ * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
330
396
  *
331
397
  * This variable can be set to the following values:
332
- * "0" - Relative mouse mode uses raw input
333
- * "1" - Relative mouse mode uses mouse warping
334
398
  *
335
- * By default SDL will use raw input for relative mouse mode
399
+ * "0" - Don't log any events (default)
400
+ * "1" - Log all events except mouse and finger motion, which are pretty spammy.
401
+ * "2" - Log all events.
402
+ *
403
+ * This is generally meant to be used to debug SDL itself, but can be useful
404
+ * for application developers that need better visibility into what is going
405
+ * on in the event queue. Logged events are sent through SDL_Log(), which
406
+ * means by default they appear on stdout on most platforms or maybe
407
+ * OutputDebugString() on Windows, and can be funneled by the app with
408
+ * SDL_LogSetOutputFunction(), etc.
409
+ *
410
+ * This hint can be toggled on and off at runtime, if you only need to log
411
+ * events for a small subset of program execution.
336
412
  */
337
- #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
413
+ #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
338
414
 
339
415
  /**
340
- * \brief Allow mouse click events when clicking to focus an SDL window
416
+ * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
417
+ *
418
+ * SDL can try to accelerate the SDL screen surface by using streaming
419
+ * textures with a 3D rendering engine. This variable controls whether and
420
+ * how this is done.
341
421
  *
342
422
  * This variable can be set to the following values:
343
- * "0" - Ignore mouse clicks that activate a window
344
- * "1" - Generate events for mouse clicks that activate a window
423
+ * "0" - Disable 3D acceleration
424
+ * "1" - Enable 3D acceleration, using the default renderer.
425
+ * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
345
426
  *
346
- * By default SDL will ignore mouse clicks that activate a window
427
+ * By default SDL tries to make a best guess for each platform whether
428
+ * to use acceleration or not.
347
429
  */
348
- #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
430
+ #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
349
431
 
350
432
  /**
351
- * \brief A variable controlling whether touch events should generate synthetic mouse events
433
+ * \brief A variable that lets you manually hint extra gamecontroller db entries.
352
434
  *
353
- * This variable can be set to the following values:
354
- * "0" - Touch events will not generate mouse events
355
- * "1" - Touch events will generate mouse events
435
+ * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
356
436
  *
357
- * By default SDL will generate mouse events for touch events
437
+ * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
438
+ * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
358
439
  */
359
- #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
440
+ #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
360
441
 
361
442
  /**
362
- * \brief A variable controlling whether mouse events should generate synthetic touch events
443
+ * \brief A variable that lets you provide a file with extra gamecontroller db entries.
363
444
  *
364
- * This variable can be set to the following values:
365
- * "0" - Mouse events will not generate touch events (default for desktop platforms)
366
- * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
445
+ * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
446
+ *
447
+ * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
448
+ * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
367
449
  */
450
+ #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
368
451
 
369
- #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
452
+ /**
453
+ * \brief A variable that overrides the automatic controller type detection
454
+ *
455
+ * The variable should be comma separated entries, in the form: VID/PID=type
456
+ *
457
+ * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
458
+ *
459
+ * The type should be one of:
460
+ * Xbox360
461
+ * XboxOne
462
+ * PS3
463
+ * PS4
464
+ * PS5
465
+ * SwitchPro
466
+ *
467
+ * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
468
+ */
469
+ #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
370
470
 
371
471
  /**
372
- * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
373
- * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
374
- * seeing if "true" causes more problems than it solves in modern times.
472
+ * \brief A variable containing a list of devices to skip when scanning for game controllers.
473
+ *
474
+ * The format of the string is a comma separated list of USB VID/PID pairs
475
+ * in hexadecimal form, e.g.
375
476
  *
477
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
478
+ *
479
+ * The variable can also take the form of @file, in which case the named
480
+ * file will be loaded and interpreted as the value of the variable.
376
481
  */
377
- #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
482
+ #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
483
+
484
+ /**
485
+ * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
486
+ *
487
+ * The format of the string is a comma separated list of USB VID/PID pairs
488
+ * in hexadecimal form, e.g.
489
+ *
490
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
491
+ *
492
+ * The variable can also take the form of @file, in which case the named
493
+ * file will be loaded and interpreted as the value of the variable.
494
+ */
495
+ #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
496
+
497
+ /**
498
+ * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
499
+ *
500
+ * For example, on Nintendo Switch controllers, normally you'd get:
501
+ *
502
+ * (Y)
503
+ * (X) (B)
504
+ * (A)
505
+ *
506
+ * but if this hint is set, you'll get:
507
+ *
508
+ * (X)
509
+ * (Y) (A)
510
+ * (B)
511
+ *
512
+ * The variable can be set to the following values:
513
+ * "0" - Report the face buttons by position, as though they were on an Xbox controller.
514
+ * "1" - Report the face buttons by label instead of position
515
+ *
516
+ * The default value is "1". This hint may be set at any time.
517
+ */
518
+ #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
519
+
520
+ /**
521
+ * \brief A variable controlling whether grabbing input grabs the keyboard
522
+ *
523
+ * This variable can be set to the following values:
524
+ * "0" - Grab will affect only the mouse
525
+ * "1" - Grab will affect mouse and keyboard
526
+ *
527
+ * By default SDL will not grab the keyboard so system shortcuts still work.
528
+ */
529
+ #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
378
530
 
379
531
  /**
380
532
  * \brief A variable controlling whether the idle timer is disabled on iOS.
@@ -394,43 +546,25 @@ extern "C" {
394
546
  #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
395
547
 
396
548
  /**
397
- * \brief A variable controlling which orientations are allowed on iOS/Android.
549
+ * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
398
550
  *
399
- * In some circumstances it is necessary to be able to explicitly control
400
- * which UI orientations are allowed.
401
- *
402
- * This variable is a space delimited list of the following values:
403
- * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
404
- */
405
- #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
406
-
407
- /**
408
- * \brief A variable controlling whether controllers used with the Apple TV
409
- * generate UI events.
410
- *
411
- * When UI events are generated by controller input, the app will be
412
- * backgrounded when the Apple TV remote's menu button is pressed, and when the
413
- * pause or B buttons on gamepads are pressed.
414
- *
415
- * More information about properly making use of controllers for the Apple TV
416
- * can be found here:
417
- * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
418
- *
419
- * This variable can be set to the following values:
420
- * "0" - Controller input does not generate UI events (the default).
421
- * "1" - Controller input generates UI events.
551
+ * The variable can be set to the following values:
552
+ * "0" - SDL_TEXTEDITING events are sent, and it is the application's
553
+ * responsibility to render the text from these events and
554
+ * differentiate it somehow from committed text. (default)
555
+ * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
556
+ * and text that is being composed will be rendered in its own UI.
422
557
  */
423
- #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
558
+ #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
424
559
 
425
560
  /**
426
- * \brief A variable controlling whether the Apple TV remote's joystick axes
427
- * will automatically match the rotation of the remote.
561
+ * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
428
562
  *
429
- * This variable can be set to the following values:
430
- * "0" - Remote orientation does not affect joystick axes (the default).
431
- * "1" - Joystick axes are based on the orientation of the remote.
563
+ * The variable can be set to the following values:
564
+ * "0" - Native UI components are not display. (default)
565
+ * "1" - Native UI components are displayed.
432
566
  */
433
- #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
567
+ #define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
434
568
 
435
569
  /**
436
570
  * \brief A variable controlling whether the home indicator bar on iPhone X
@@ -443,132 +577,6 @@ extern "C" {
443
577
  */
444
578
  #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
445
579
 
446
- /**
447
- * \brief A variable controlling whether the Android / iOS built-in
448
- * accelerometer should be listed as a joystick device.
449
- *
450
- * This variable can be set to the following values:
451
- * "0" - The accelerometer is not listed as a joystick
452
- * "1" - The accelerometer is available as a 3 axis joystick (the default).
453
- */
454
- #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
455
-
456
- /**
457
- * \brief A variable controlling whether the Android / tvOS remotes
458
- * should be listed as joystick devices, instead of sending keyboard events.
459
- *
460
- * This variable can be set to the following values:
461
- * "0" - Remotes send enter/escape/arrow key events
462
- * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
463
- */
464
- #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
465
-
466
- /**
467
- * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
468
- *
469
- * The variable can be set to the following values:
470
- * "0" - Disable XInput detection (only uses direct input)
471
- * "1" - Enable XInput detection (the default)
472
- */
473
- #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
474
-
475
- /**
476
- * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
477
- *
478
- * This hint is for backwards compatibility only and will be removed in SDL 2.1
479
- *
480
- * The default value is "0". This hint must be set before SDL_Init()
481
- */
482
- #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
483
-
484
- /**
485
- * \brief A variable that overrides the automatic controller type detection
486
- *
487
- * The variable should be comma separated entries, in the form: VID/PID=type
488
- *
489
- * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
490
- *
491
- * The type should be one of:
492
- * Xbox360
493
- * XboxOne
494
- * PS3
495
- * PS4
496
- * PS5
497
- * SwitchPro
498
- *
499
- * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
500
- */
501
- #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
502
-
503
- /**
504
- * \brief A variable that lets you manually hint extra gamecontroller db entries.
505
- *
506
- * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
507
- *
508
- * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
509
- * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
510
- */
511
- #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
512
-
513
- /**
514
- * \brief A variable that lets you provide a file with extra gamecontroller db entries.
515
- *
516
- * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
517
- *
518
- * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
519
- * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
520
- */
521
- #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
522
-
523
- /**
524
- * \brief A variable containing a list of devices to skip when scanning for game controllers.
525
- *
526
- * The format of the string is a comma separated list of USB VID/PID pairs
527
- * in hexadecimal form, e.g.
528
- *
529
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
530
- *
531
- * The variable can also take the form of @file, in which case the named
532
- * file will be loaded and interpreted as the value of the variable.
533
- */
534
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
535
-
536
- /**
537
- * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
538
- *
539
- * The format of the string is a comma separated list of USB VID/PID pairs
540
- * in hexadecimal form, e.g.
541
- *
542
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
543
- *
544
- * The variable can also take the form of @file, in which case the named
545
- * file will be loaded and interpreted as the value of the variable.
546
- */
547
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
548
-
549
- /**
550
- * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
551
- *
552
- * For example, on Nintendo Switch controllers, normally you'd get:
553
- *
554
- * (Y)
555
- * (X) (B)
556
- * (A)
557
- *
558
- * but if this hint is set, you'll get:
559
- *
560
- * (X)
561
- * (Y) (A)
562
- * (B)
563
- *
564
- * The variable can be set to the following values:
565
- * "0" - Report the face buttons by position, as though they were on an Xbox controller.
566
- * "1" - Report the face buttons by label instead of position
567
- *
568
- * The default value is "1". This hint may be set at any time.
569
- */
570
- #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
571
-
572
580
  /**
573
581
  * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
574
582
  *
@@ -594,7 +602,7 @@ extern "C" {
594
602
  #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
595
603
 
596
604
  /**
597
- * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
605
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
598
606
  *
599
607
  * This variable can be set to the following values:
600
608
  * "0" - HIDAPI driver is not used
@@ -602,10 +610,32 @@ extern "C" {
602
610
  *
603
611
  * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
604
612
  */
605
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
613
+ #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
614
+
615
+ /**
616
+ * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
617
+ *
618
+ * This variable can be set to the following values:
619
+ * "0" - basic Joy-Con support with no analog input (the default)
620
+ * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
621
+ *
622
+ * This does not combine Joy-Cons into a single controller. That's up to the user.
623
+ */
624
+ #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
625
+
626
+ /**
627
+ * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
628
+ *
629
+ * This variable can be set to the following values:
630
+ * "0" - HIDAPI driver is not used
631
+ * "1" - HIDAPI driver is used
632
+ *
633
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
634
+ */
635
+ #define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
606
636
 
607
637
  /**
608
- * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
638
+ * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
609
639
  *
610
640
  * This variable can be set to the following values:
611
641
  * "0" - HIDAPI driver is not used
@@ -613,7 +643,7 @@ extern "C" {
613
643
  *
614
644
  * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
615
645
  */
616
- #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
646
+ #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
617
647
 
618
648
  /**
619
649
  * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
@@ -627,11 +657,16 @@ extern "C" {
627
657
  *
628
658
  * Once extended reports are enabled, they can not be disabled without
629
659
  * power cycling the controller.
660
+ *
661
+ * For compatibility with applications written for versions of SDL prior
662
+ * to the introduction of PS5 controller support, this value will also
663
+ * control the state of extended reports on PS5 controllers when the
664
+ * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
630
665
  */
631
666
  #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
632
667
 
633
668
  /**
634
- * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
669
+ * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
635
670
  *
636
671
  * This variable can be set to the following values:
637
672
  * "0" - HIDAPI driver is not used
@@ -639,10 +674,38 @@ extern "C" {
639
674
  *
640
675
  * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
641
676
  */
642
- #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
677
+ #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
643
678
 
644
679
  /**
645
- * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
680
+ * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
681
+ *
682
+ * This variable can be set to the following values:
683
+ * "0" - player LEDs are not enabled
684
+ * "1" - player LEDs are enabled (the default)
685
+ */
686
+ #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
687
+
688
+ /**
689
+ * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
690
+ *
691
+ * This variable can be set to the following values:
692
+ * "0" - extended reports are not enabled (the default)
693
+ * "1" - extended reports
694
+ *
695
+ * Extended input reports allow rumble on Bluetooth PS5 controllers, but
696
+ * break DirectInput handling for applications that don't use SDL.
697
+ *
698
+ * Once extended reports are enabled, they can not be disabled without
699
+ * power cycling the controller.
700
+ *
701
+ * For compatibility with applications written for versions of SDL prior
702
+ * to the introduction of PS5 controller support, this value defaults to
703
+ * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
704
+ */
705
+ #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
706
+
707
+ /**
708
+ * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
646
709
  *
647
710
  * This variable can be set to the following values:
648
711
  * "0" - HIDAPI driver is not used
@@ -650,34 +713,22 @@ extern "C" {
650
713
  *
651
714
  * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
652
715
  */
653
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
716
+ #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
654
717
 
655
718
  /**
656
- * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
719
+ * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
657
720
  *
658
721
  * This variable can be set to the following values:
659
722
  * "0" - HIDAPI driver is not used
660
- * "1" - HIDAPI driver is used
723
+ * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
724
+ * and may prompt the user for permission on iOS and Android.
661
725
  *
662
- * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
726
+ * The default is "0"
663
727
  */
664
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
665
-
666
- /**
667
- * \brief A variable controlling whether the HIDAPI driver for XBox controllers on Windows should pull correlated
668
- * data from XInput.
669
- *
670
- * This variable can be set to the following values:
671
- * "0" - HIDAPI Xbox driver will only use HIDAPI data
672
- * "1" - HIDAPI Xbox driver will also pull data from XInput, providing better trigger axes, guide button
673
- * presses, and rumble support
674
- *
675
- * The default is "1". This hint applies to any joysticks opened after setting the hint.
676
- */
677
- #define SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT "SDL_JOYSTICK_HIDAPI_CORRELATE_XINPUT"
728
+ #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
678
729
 
679
730
  /**
680
- * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
731
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
681
732
  *
682
733
  * This variable can be set to the following values:
683
734
  * "0" - HIDAPI driver is not used
@@ -685,18 +736,29 @@ extern "C" {
685
736
  *
686
737
  * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
687
738
  */
688
- #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
739
+ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
689
740
 
690
741
  /**
691
- * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
742
+ * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
692
743
  *
693
- * The variable can be set to the following values:
694
- * "0" - Do not scan for Steam Controllers
695
- * "1" - Scan for Steam Controllers (the default)
744
+ * This variable can be set to the following values:
745
+ * "0" - home button LED is turned off
746
+ * "1" - home button LED is turned on
696
747
  *
697
- * The default value is "1". This hint must be set before initializing the joystick subsystem.
748
+ * By default the Home button LED state is not changed.
698
749
  */
699
- #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
750
+ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
751
+
752
+ /**
753
+ * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
754
+ *
755
+ * This variable can be set to the following values:
756
+ * "0" - HIDAPI driver is not used
757
+ * "1" - HIDAPI driver is used
758
+ *
759
+ * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
760
+ */
761
+ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
700
762
 
701
763
  /**
702
764
  * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
@@ -708,6 +770,19 @@ extern "C" {
708
770
  */
709
771
  #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
710
772
 
773
+ /**
774
+ * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
775
+ *
776
+ * This variable can be set to the following values:
777
+ * "0" - RAWINPUT driver will only use data from raw input APIs
778
+ * "1" - RAWINPUT driver will also pull data from XInput, providing
779
+ * better trigger axes, guide button presses, and rumble support
780
+ * for Xbox controllers
781
+ *
782
+ * The default is "1". This hint applies to any joysticks opened after setting the hint.
783
+ */
784
+ #define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
785
+
711
786
  /**
712
787
  * \brief A variable controlling whether a separate thread should be used
713
788
  * for handling joystick detection and raw input messages on Windows
@@ -719,369 +794,372 @@ extern "C" {
719
794
  */
720
795
  #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
721
796
 
722
- /**
723
- * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
724
- *
725
- * This variable can be set to the following values:
726
- * "0" - Return unfiltered joystick axis values (the default)
727
- * "1" - Return axis values with deadzones taken into account
797
+ /**
798
+ * \brief Determines whether SDL enforces that DRM master is required in order
799
+ * to initialize the KMSDRM video backend.
800
+ *
801
+ * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
802
+ * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
803
+ * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
804
+ * is still able to process input and query attributes of attached displays,
805
+ * but it cannot change display state or draw to the screen directly.
806
+ *
807
+ * In some cases, it can be useful to have the KMSDRM backend even if it cannot
808
+ * be used for rendering. An app may want to use SDL for input processing while
809
+ * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
810
+ * using its own code to render to DRM overlays that SDL doesn't support.
811
+ *
812
+ * This hint must be set before initializing the video subsystem.
813
+ *
814
+ * This variable can be set to the following values:
815
+ * "0" - SDL will allow usage of the KMSDRM backend without DRM master
816
+ * "1" - SDL Will require DRM master to use the KMSDRM backend (default)
817
+ */
818
+ #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
819
+
820
+ /**
821
+ * \brief A comma separated list of devices to open as joysticks
822
+ *
823
+ * This variable is currently only used by the Linux joystick driver.
824
+ */
825
+ #define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
826
+
827
+ /**
828
+ * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
829
+ *
830
+ * This variable can be set to the following values:
831
+ * "0" - Use /dev/input/event*
832
+ * "1" - Use /dev/input/js*
833
+ *
834
+ * By default the /dev/input/event* interfaces are used
835
+ */
836
+ #define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
837
+
838
+ /**
839
+ * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
840
+ *
841
+ * This variable can be set to the following values:
842
+ * "0" - Return unfiltered joystick axis values (the default)
843
+ * "1" - Return axis values with deadzones taken into account
728
844
  */
729
845
  #define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
730
846
 
731
847
  /**
732
- * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
733
- * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
734
- *
735
- * This variable can be set to the following values:
736
- * "0" - don't allow topmost
737
- * "1" - allow topmost
738
- */
739
- #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
848
+ * \brief When set don't force the SDL app to become a foreground process
849
+ *
850
+ * This hint only applies to Mac OS X.
851
+ *
852
+ */
853
+ #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
740
854
 
741
855
  /**
742
- * \brief A variable that controls the timer resolution, in milliseconds.
743
- *
744
- * The higher resolution the timer, the more frequently the CPU services
745
- * timer interrupts, and the more precise delays are, but this takes up
746
- * power and CPU time. This hint is only used on Windows 7 and earlier.
747
- *
748
- * See this blog post for more information:
749
- * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
750
- *
751
- * If this variable is set to "0", the system timer resolution is not set.
856
+ * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
752
857
  *
753
- * The default value is "1". This hint may be set at any time.
858
+ * If present, holding ctrl while left clicking will generate a right click
859
+ * event when on Mac.
754
860
  */
755
- #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
861
+ #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
756
862
 
863
+ /**
864
+ * \brief A variable setting the double click radius, in pixels.
865
+ */
866
+ #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
757
867
 
758
868
  /**
759
- * \brief A variable describing the content orientation on QtWayland-based platforms.
760
- *
761
- * On QtWayland platforms, windows are rotated client-side to allow for custom
762
- * transitions. In order to correctly position overlays (e.g. volume bar) and
763
- * gestures (e.g. events view, close/minimize gestures), the system needs to
764
- * know in which orientation the application is currently drawing its contents.
765
- *
766
- * This does not cause the window to be rotated or resized, the application
767
- * needs to take care of drawing the content in the right orientation (the
768
- * framebuffer is always in portrait mode).
769
- *
770
- * This variable can be one of the following values:
771
- * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
869
+ * \brief A variable setting the double click time, in milliseconds.
772
870
  */
773
- #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
871
+ #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
774
872
 
775
873
  /**
776
- * \brief Flags to set on QtWayland windows to integrate with the native window manager.
874
+ * \brief Allow mouse click events when clicking to focus an SDL window
777
875
  *
778
- * On QtWayland platforms, this hint controls the flags to set on the windows.
779
- * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
876
+ * This variable can be set to the following values:
877
+ * "0" - Ignore mouse clicks that activate a window
878
+ * "1" - Generate events for mouse clicks that activate a window
780
879
  *
781
- * This variable is a space-separated list of the following values (empty = no flags):
782
- * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
880
+ * By default SDL will ignore mouse clicks that activate a window
783
881
  */
784
- #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
882
+ #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
785
883
 
786
884
  /**
787
- * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
788
- *
789
- * Use this hint in case you need to set SDL's threads stack size to other than the default.
790
- * This is specially useful if you build SDL against a non glibc libc library (such as musl) which
791
- * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
792
- * Support for this hint is currently available only in the pthread, Windows, and PSP backend.
793
- *
794
- * Instead of this hint, in 2.0.9 and later, you can use
795
- * SDL_CreateThreadWithStackSize(). This hint only works with the classic
796
- * SDL_CreateThread().
797
- */
798
- #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
885
+ * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
886
+ */
887
+ #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
799
888
 
800
889
  /**
801
- * \brief A string specifying additional information to use with SDL_SetThreadPriority.
802
- *
803
- * By default SDL_SetThreadPriority will make appropriate system changes in order to
804
- * apply a thread priority. For example on systems using pthreads the scheduler policy
805
- * is changed automatically to a policy that works well with a given priority.
806
- * Code which has specific requirements can override SDL's default behavior with this hint.
807
- *
808
- * pthread hint values are "current", "other", "fifo" and "rr".
809
- * Currently no other platform hint values are defined but may be in the future.
810
- *
811
- * \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
812
- * configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
813
- * after calling SDL_SetThreadPriority().
814
- */
815
- #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
890
+ * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
891
+ *
892
+ * This variable can be set to the following values:
893
+ * "0" - Relative mouse mode uses raw input
894
+ * "1" - Relative mouse mode uses mouse warping
895
+ *
896
+ * By default SDL will use raw input for relative mouse mode
897
+ */
898
+ #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
816
899
 
817
900
  /**
818
- * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
901
+ * \brief A variable controlling whether relative mouse motion is affected by renderer scaling
819
902
  *
820
- * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
821
- * that require special handling by the application. This hint exists to let SDL know that
822
- * the app is prepared to handle said restrictions.
823
- *
824
- * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
825
- * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
826
- * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
827
- * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
828
- * * Refer to the man pages for more information.
829
- *
830
903
  * This variable can be set to the following values:
831
- * "0" - default platform specific behaviour
832
- * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
904
+ * "0" - Relative motion is unaffected by DPI or renderer's logical size
905
+ * "1" - Relative motion is scaled according to DPI scaling and logical size
906
+ *
907
+ * By default relative mouse deltas are affected by DPI and renderer scaling
833
908
  */
834
- #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
909
+ #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
835
910
 
836
911
  /**
837
- * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
912
+ * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
838
913
  */
839
- #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
914
+ #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
840
915
 
841
916
  /**
842
- * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
917
+ * \brief A variable controlling whether mouse events should generate synthetic touch events
843
918
  *
844
- * If present, holding ctrl while left clicking will generate a right click
845
- * event when on Mac.
919
+ * This variable can be set to the following values:
920
+ * "0" - Mouse events will not generate touch events (default for desktop platforms)
921
+ * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
846
922
  */
847
- #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
923
+ #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
848
924
 
849
925
  /**
850
- * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
851
- *
852
- * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
853
- * can use two different sets of binaries, those compiled by the user from source
854
- * or those provided by the Chrome browser. In the later case, these binaries require
855
- * that SDL loads a DLL providing the shader compiler.
856
- *
857
- * This variable can be set to the following values:
858
- * "d3dcompiler_46.dll" - default, best for Vista or later.
859
- * "d3dcompiler_43.dll" - for XP support.
860
- * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
861
- *
862
- */
863
- #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
926
+ * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
927
+ *
928
+ * This hint only applies to Unix-like platforms, and should set before
929
+ * any calls to SDL_Init()
930
+ *
931
+ * The variable can be set to the following values:
932
+ * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
933
+ * catches a signal, convert it into an SDL_QUIT event.
934
+ * "1" - SDL will not install a signal handler at all.
935
+ */
936
+ #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
864
937
 
865
938
  /**
866
- * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
867
- *
868
- * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
869
- * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
870
- * created SDL_Window:
871
- *
872
- * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
873
- * needed for example when sharing an OpenGL context across multiple windows.
874
- *
875
- * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
876
- * OpenGL rendering.
877
- *
878
- * This variable can be set to the following values:
879
- * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
880
- * share a pixel format with.
881
- */
882
- #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
939
+ * \brief A variable controlling what driver to use for OpenGL ES contexts.
940
+ *
941
+ * On some platforms, currently Windows and X11, OpenGL drivers may support
942
+ * creating contexts with an OpenGL ES profile. By default SDL uses these
943
+ * profiles, when available, otherwise it attempts to load an OpenGL ES
944
+ * library, e.g. that provided by the ANGLE project. This variable controls
945
+ * whether SDL follows this default behaviour or will always load an
946
+ * OpenGL ES library.
947
+ *
948
+ * Circumstances where this is useful include
949
+ * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
950
+ * or emulator, e.g. those from ARM, Imagination or Qualcomm.
951
+ * - Resolving OpenGL ES function addresses at link time by linking with
952
+ * the OpenGL ES library instead of querying them at run time with
953
+ * SDL_GL_GetProcAddress().
954
+ *
955
+ * Caution: for an application to work with the default behaviour across
956
+ * different OpenGL drivers it must query the OpenGL ES function
957
+ * addresses at run time using SDL_GL_GetProcAddress().
958
+ *
959
+ * This variable is ignored on most platforms because OpenGL ES is native
960
+ * or not supported.
961
+ *
962
+ * This variable can be set to the following values:
963
+ * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
964
+ * "1" - Load OpenGL ES library using the default library names.
965
+ *
966
+ */
967
+ #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
883
968
 
884
969
  /**
885
- * \brief A URL to a WinRT app's privacy policy
970
+ * \brief A variable controlling which orientations are allowed on iOS/Android.
886
971
  *
887
- * All network-enabled WinRT apps must make a privacy policy available to its
888
- * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
889
- * be available in the Windows Settings charm, as accessed from within the app.
890
- * SDL provides code to add a URL-based link there, which can point to the app's
891
- * privacy policy.
972
+ * In some circumstances it is necessary to be able to explicitly control
973
+ * which UI orientations are allowed.
892
974
  *
893
- * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
894
- * before calling any SDL_Init() functions. The contents of the hint should
895
- * be a valid URL. For example, "http://www.example.com".
975
+ * This variable is a space delimited list of the following values:
976
+ * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
977
+ */
978
+ #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
979
+
980
+ /**
981
+ * \brief A variable controlling the use of a sentinel event when polling the event queue
896
982
  *
897
- * The default value is "", which will prevent SDL from adding a privacy policy
898
- * link to the Settings charm. This hint should only be set during app init.
983
+ * This variable can be set to the following values:
984
+ * "0" - Disable poll sentinels
985
+ * "1" - Enable poll sentinels
899
986
  *
900
- * The label text of an app's "Privacy Policy" link may be customized via another
901
- * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
987
+ * When polling for events, SDL_PumpEvents is used to gather new events from devices.
988
+ * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
989
+ * become stuck until the new events stop.
990
+ * This is most noticable when moving a high frequency mouse.
902
991
  *
903
- * Please note that on Windows Phone, Microsoft does not provide standard UI
904
- * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
905
- * will not get used on that platform. Network-enabled phone apps should display
906
- * their privacy policy through some other, in-app means.
992
+ * By default, poll sentinels are enabled.
907
993
  */
908
- #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
994
+ #define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
909
995
 
910
- /** \brief Label text for a WinRT app's privacy policy link
996
+ /**
997
+ * \brief Override for SDL_GetPreferredLocales()
911
998
  *
912
- * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
913
- * Microsoft mandates that this policy be available via the Windows Settings charm.
914
- * SDL provides code to add a link there, with its label text being set via the
915
- * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
999
+ * If set, this will be favored over anything the OS might report for the
1000
+ * user's preferred locales. Changing this hint at runtime will not generate
1001
+ * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
1002
+ * your own event, if you want).
916
1003
  *
917
- * Please note that a privacy policy's contents are not set via this hint. A separate
918
- * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
919
- * policy.
1004
+ * The format of this hint is a comma-separated list of language and locale,
1005
+ * combined with an underscore, as is a common format: "en_GB". Locale is
1006
+ * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
1007
+ */
1008
+ #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
1009
+
1010
+ /**
1011
+ * \brief A variable describing the content orientation on QtWayland-based platforms.
920
1012
  *
921
- * The contents of this hint should be encoded as a UTF8 string.
1013
+ * On QtWayland platforms, windows are rotated client-side to allow for custom
1014
+ * transitions. In order to correctly position overlays (e.g. volume bar) and
1015
+ * gestures (e.g. events view, close/minimize gestures), the system needs to
1016
+ * know in which orientation the application is currently drawing its contents.
922
1017
  *
923
- * The default value is "Privacy Policy". This hint should only be set during app
924
- * initialization, preferably before any calls to SDL_Init().
1018
+ * This does not cause the window to be rotated or resized, the application
1019
+ * needs to take care of drawing the content in the right orientation (the
1020
+ * framebuffer is always in portrait mode).
925
1021
  *
926
- * For additional information on linking to a privacy policy, see the documentation for
927
- * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
1022
+ * This variable can be one of the following values:
1023
+ * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
928
1024
  */
929
- #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
1025
+ #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
930
1026
 
931
- /** \brief Allows back-button-press events on Windows Phone to be marked as handled
932
- *
933
- * Windows Phone devices typically feature a Back button. When pressed,
934
- * the OS will emit back-button-press events, which apps are expected to
935
- * handle in an appropriate manner. If apps do not explicitly mark these
936
- * events as 'Handled', then the OS will invoke its default behavior for
937
- * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
938
- * terminate the app (and attempt to switch to the previous app, or to the
939
- * device's home screen).
1027
+ /**
1028
+ * \brief Flags to set on QtWayland windows to integrate with the native window manager.
940
1029
  *
941
- * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
942
- * to mark back-button-press events as Handled, if and when one is sent to
943
- * the app.
1030
+ * On QtWayland platforms, this hint controls the flags to set on the windows.
1031
+ * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
944
1032
  *
945
- * Internally, Windows Phone sends back button events as parameters to
946
- * special back-button-press callback functions. Apps that need to respond
947
- * to back-button-press events are expected to register one or more
948
- * callback functions for such, shortly after being launched (during the
949
- * app's initialization phase). After the back button is pressed, the OS
950
- * will invoke these callbacks. If the app's callback(s) do not explicitly
951
- * mark the event as handled by the time they return, or if the app never
952
- * registers one of these callback, the OS will consider the event
953
- * un-handled, and it will apply its default back button behavior (terminate
954
- * the app).
1033
+ * This variable is a space-separated list of the following values (empty = no flags):
1034
+ * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
1035
+ */
1036
+ #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
1037
+
1038
+ /**
1039
+ * \brief A variable controlling whether the 2D render API is compatible or efficient.
955
1040
  *
956
- * SDL registers its own back-button-press callback with the Windows Phone
957
- * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
958
- * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
959
- * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
960
- * If the hint's value is set to "1", the back button event's Handled
961
- * property will get set to 'true'. If the hint's value is set to something
962
- * else, or if it is unset, SDL will leave the event's Handled property
963
- * alone. (By default, the OS sets this property to 'false', to note.)
1041
+ * This variable can be set to the following values:
964
1042
  *
965
- * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
966
- * back button is pressed, or can set it in direct-response to a back button
967
- * being pressed.
1043
+ * "0" - Don't use batching to make rendering more efficient.
1044
+ * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
968
1045
  *
969
- * In order to get notified when a back button is pressed, SDL apps should
970
- * register a callback function with SDL_AddEventWatch(), and have it listen
971
- * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
972
- * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
973
- * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
974
- * set by such a callback, will be applied to the OS' current
975
- * back-button-press event.
1046
+ * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
1047
+ * it batches up draw requests and sends them all to the GPU only when forced
1048
+ * to (during SDL_RenderPresent, when changing render targets, by updating a
1049
+ * texture that the batch needs, etc). This is significantly more efficient,
1050
+ * but it can cause problems for apps that expect to render on top of the
1051
+ * render API's output. As such, SDL will disable batching if a specific
1052
+ * render backend is requested (since this might indicate that the app is
1053
+ * planning to use the underlying graphics API directly). This hint can
1054
+ * be used to explicitly request batching in this instance. It is a contract
1055
+ * that you will either never use the underlying graphics API directly, or
1056
+ * if you do, you will call SDL_RenderFlush() before you do so any current
1057
+ * batch goes to the GPU before your work begins. Not following this contract
1058
+ * will result in undefined behavior.
1059
+ */
1060
+ #define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
1061
+
1062
+ /**
1063
+ * \brief A variable controlling how the 2D render API renders lines
976
1064
  *
977
- * More details on back button behavior in Windows Phone apps can be found
978
- * at the following page, on Microsoft's developer site:
979
- * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
1065
+ * This variable can be set to the following values:
1066
+ * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
1067
+ * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
1068
+ * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
1069
+ * "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
1070
+ *
1071
+ * This variable should be set when the renderer is created.
980
1072
  */
981
- #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
1073
+ #define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
982
1074
 
983
1075
  /**
984
- * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
1076
+ * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
985
1077
  *
986
- * This hint only applies to Mac OS X.
1078
+ * This variable does not have any effect on the Direct3D 9 based renderer.
987
1079
  *
988
- * The variable can be set to the following values:
989
- * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
990
- * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
991
- * button on their titlebars).
992
- * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
993
- * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
994
- * button on their titlebars).
1080
+ * This variable can be set to the following values:
1081
+ * "0" - Disable Debug Layer use
1082
+ * "1" - Enable Debug Layer use
995
1083
  *
996
- * The default value is "1". Spaces are disabled regardless of this hint if
997
- * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
998
- * any windows are created.
1084
+ * By default, SDL does not use Direct3D Debug Layer.
999
1085
  */
1000
- #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
1001
-
1002
- /**
1003
- * \brief When set don't force the SDL app to become a foreground process
1004
- *
1005
- * This hint only applies to Mac OS X.
1006
- *
1007
- */
1008
- #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
1086
+ #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
1009
1087
 
1010
1088
  /**
1011
- * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
1012
- *
1013
- * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
1089
+ * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
1014
1090
  *
1015
- * If both hints were set then SDL_RWFromFile() will look into expansion files
1016
- * after a given relative path was not found in the internal storage and assets.
1091
+ * This variable can be set to the following values:
1092
+ * "0" - Thread-safety is not enabled (faster)
1093
+ * "1" - Thread-safety is enabled
1017
1094
  *
1018
- * By default this hint is not set and the APK expansion files are not searched.
1095
+ * By default the Direct3D device is created with thread-safety disabled.
1019
1096
  */
1020
- #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
1021
-
1097
+ #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
1098
+
1022
1099
  /**
1023
- * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
1100
+ * \brief A variable specifying which render driver to use.
1024
1101
  *
1025
- * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
1102
+ * If the application doesn't pick a specific renderer to use, this variable
1103
+ * specifies the name of the preferred renderer. If the preferred renderer
1104
+ * can't be initialized, the normal default renderer is used.
1026
1105
  *
1027
- * If both hints were set then SDL_RWFromFile() will look into expansion files
1028
- * after a given relative path was not found in the internal storage and assets.
1106
+ * This variable is case insensitive and can be set to the following values:
1107
+ * "direct3d"
1108
+ * "opengl"
1109
+ * "opengles2"
1110
+ * "opengles"
1111
+ * "metal"
1112
+ * "software"
1029
1113
  *
1030
- * By default this hint is not set and the APK expansion files are not searched.
1114
+ * The default varies by platform, but it's the first one in the list that
1115
+ * is available on the current platform.
1031
1116
  */
1032
- #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
1117
+ #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
1033
1118
 
1034
1119
  /**
1035
- * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
1120
+ * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
1036
1121
  *
1037
- * The variable can be set to the following values:
1038
- * "0" - SDL_TEXTEDITING events are sent, and it is the application's
1039
- * responsibility to render the text from these events and
1040
- * differentiate it somehow from committed text. (default)
1041
- * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
1042
- * and text that is being composed will be rendered in its own UI.
1122
+ * This variable can be set to the following values:
1123
+ * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
1124
+ * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
1125
+ *
1126
+ * By default letterbox is used
1043
1127
  */
1044
- #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
1128
+ #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
1045
1129
 
1046
1130
  /**
1047
- * \brief A variable to control whether we trap the Android back button to handle it manually.
1048
- * This is necessary for the right mouse button to work on some Android devices, or
1049
- * to be able to trap the back button for use in your code reliably. If set to true,
1050
- * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
1051
- * SDL_SCANCODE_AC_BACK.
1131
+ * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
1052
1132
  *
1053
- * The variable can be set to the following values:
1054
- * "0" - Back button will be handled as usual for system. (default)
1055
- * "1" - Back button will be trapped, allowing you to handle the key press
1056
- * manually. (This will also let right mouse click work on systems
1057
- * where the right mouse button functions as back.)
1133
+ * This variable can be set to the following values:
1134
+ * "0" - Disable shaders
1135
+ * "1" - Enable shaders
1058
1136
  *
1059
- * The value of this hint is used at runtime, so it can be changed at any time.
1137
+ * By default shaders are used if OpenGL supports them.
1060
1138
  */
1061
- #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
1139
+ #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
1062
1140
 
1063
1141
  /**
1064
- * \brief A variable to control whether the event loop will block itself when the app is paused.
1142
+ * \brief A variable controlling the scaling quality
1065
1143
  *
1066
- * The variable can be set to the following values:
1067
- * "0" - Non blocking.
1068
- * "1" - Blocking. (default)
1144
+ * This variable can be set to the following values:
1145
+ * "0" or "nearest" - Nearest pixel sampling
1146
+ * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
1147
+ * "2" or "best" - Currently this is the same as "linear"
1069
1148
  *
1070
- * The value should be set before SDL is initialized.
1149
+ * By default nearest pixel sampling is used
1071
1150
  */
1072
- #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
1151
+ #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
1073
1152
 
1074
1153
  /**
1075
- * \brief A variable to control whether SDL will pause audio in background
1076
- * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
1154
+ * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
1077
1155
  *
1078
- * The variable can be set to the following values:
1079
- * "0" - Non paused.
1080
- * "1" - Paused. (default)
1156
+ * This variable can be set to the following values:
1157
+ * "0" - Disable vsync
1158
+ * "1" - Enable vsync
1081
1159
  *
1082
- * The value should be set before SDL is initialized.
1160
+ * By default SDL does not sync screen surface updates with vertical refresh.
1083
1161
  */
1084
- #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
1162
+ #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
1085
1163
 
1086
1164
  /**
1087
1165
  * \brief A variable to control whether the return key on the soft keyboard
@@ -1096,98 +1174,130 @@ extern "C" {
1096
1174
  #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
1097
1175
 
1098
1176
  /**
1099
- * \brief override the binding element for keyboard inputs for Emscripten builds
1100
- *
1101
- * This hint only applies to the emscripten platform
1177
+ * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
1102
1178
  *
1103
- * The variable can be one of
1104
- * "#window" - The javascript window object (this is the default)
1105
- * "#document" - The javascript document object
1106
- * "#screen" - the javascript window.screen object
1107
- * "#canvas" - the WebGL canvas element
1108
- * any other string without a leading # sign applies to the element on the page with that ID.
1179
+ * Also known as Z-order. The variable can take a negative or positive value.
1180
+ * The default is 10000.
1109
1181
  */
1110
- #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
1182
+ #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
1111
1183
 
1112
1184
  /**
1113
- * \brief Disable giving back control to the browser automatically
1114
- * when running with asyncify
1185
+ * \brief Specify an "activity name" for screensaver inhibition.
1115
1186
  *
1116
- * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
1117
- * such as refreshing the screen or polling events.
1187
+ * Some platforms, notably Linux desktops, list the applications which are
1188
+ * inhibiting the screensaver or other power-saving features.
1118
1189
  *
1119
- * This hint only applies to the emscripten platform
1190
+ * This hint lets you specify the "activity name" sent to the OS when
1191
+ * SDL_DisableScreenSaver() is used (or the screensaver is automatically
1192
+ * disabled). The contents of this hint are used when the screensaver is
1193
+ * disabled. You should use a string that describes what your program is doing
1194
+ * (and, therefore, why the screensaver is disabled). For example, "Playing a
1195
+ * game" or "Watching a video".
1196
+ *
1197
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
1198
+ * default: "Playing a game" or something similar.
1120
1199
  *
1121
- * The variable can be set to the following values:
1122
- * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
1123
- * "1" - Enable emscripten_sleep calls (the default)
1200
+ * On targets where this is not supported, this hint does nothing.
1124
1201
  */
1125
- #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
1202
+ #define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
1126
1203
 
1127
1204
  /**
1128
- * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
1129
- *
1130
- * This hint only applies to Unix-like platforms, and should set before
1131
- * any calls to SDL_Init()
1205
+ * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
1132
1206
  *
1133
- * The variable can be set to the following values:
1134
- * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
1135
- * catches a signal, convert it into an SDL_QUIT event.
1136
- * "1" - SDL will not install a signal handler at all.
1207
+ * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
1208
+ * that require special handling by the application. This hint exists to let SDL know that
1209
+ * the app is prepared to handle said restrictions.
1210
+ *
1211
+ * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
1212
+ * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
1213
+ * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
1214
+ * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
1215
+ * * Refer to the man pages for more information.
1216
+ *
1217
+ * This variable can be set to the following values:
1218
+ * "0" - default platform specific behaviour
1219
+ * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
1137
1220
  */
1138
- #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
1221
+ #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
1139
1222
 
1140
1223
  /**
1141
- * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
1224
+ * \brief A string specifying additional information to use with SDL_SetThreadPriority.
1225
+ *
1226
+ * By default SDL_SetThreadPriority will make appropriate system changes in order to
1227
+ * apply a thread priority. For example on systems using pthreads the scheduler policy
1228
+ * is changed automatically to a policy that works well with a given priority.
1229
+ * Code which has specific requirements can override SDL's default behavior with this hint.
1230
+ *
1231
+ * pthread hint values are "current", "other", "fifo" and "rr".
1232
+ * Currently no other platform hint values are defined but may be in the future.
1233
+ *
1234
+ * \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
1235
+ * configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
1236
+ * after calling SDL_SetThreadPriority().
1237
+ */
1238
+ #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
1239
+
1240
+ /**
1241
+ * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
1242
+ *
1243
+ * Use this hint in case you need to set SDL's threads stack size to other than the default.
1244
+ * This is specially useful if you build SDL against a non glibc libc library (such as musl) which
1245
+ * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
1246
+ * Support for this hint is currently available only in the pthread, Windows, and PSP backend.
1247
+ *
1248
+ * Instead of this hint, in 2.0.9 and later, you can use
1249
+ * SDL_CreateThreadWithStackSize(). This hint only works with the classic
1250
+ * SDL_CreateThread().
1251
+ */
1252
+ #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
1253
+
1254
+ /**
1255
+ * \brief A variable that controls the timer resolution, in milliseconds.
1142
1256
  *
1143
- * The variable can be set to the following values:
1144
- * "0" - SDL will generate a window-close event when it sees Alt+F4.
1145
- * "1" - SDL will only do normal key handling for Alt+F4.
1257
+ * The higher resolution the timer, the more frequently the CPU services
1258
+ * timer interrupts, and the more precise delays are, but this takes up
1259
+ * power and CPU time. This hint is only used on Windows.
1260
+ *
1261
+ * See this blog post for more information:
1262
+ * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
1263
+ *
1264
+ * If this variable is set to "0", the system timer resolution is not set.
1265
+ *
1266
+ * The default value is "1". This hint may be set at any time.
1146
1267
  */
1147
- #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
1268
+ #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
1148
1269
 
1149
1270
  /**
1150
- * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
1151
- *
1152
- * The bitmap header version 4 is required for proper alpha channel support and
1153
- * SDL will use it when required. Should this not be desired, this hint can
1154
- * force the use of the 40 byte header version which is supported everywhere.
1271
+ * \brief A variable controlling whether touch events should generate synthetic mouse events
1155
1272
  *
1156
- * The variable can be set to the following values:
1157
- * "0" - Surfaces with a colorkey or an alpha channel are saved to a
1158
- * 32-bit BMP file with an alpha mask. SDL will use the bitmap
1159
- * header version 4 and set the alpha mask accordingly.
1160
- * "1" - Surfaces with a colorkey or an alpha channel are saved to a
1161
- * 32-bit BMP file without an alpha mask. The alpha channel data
1162
- * will be in the file, but applications are going to ignore it.
1273
+ * This variable can be set to the following values:
1274
+ * "0" - Touch events will not generate mouse events
1275
+ * "1" - Touch events will generate mouse events
1163
1276
  *
1164
- * The default value is "0".
1277
+ * By default SDL will generate mouse events for touch events
1165
1278
  */
1166
- #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
1279
+ #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
1167
1280
 
1168
1281
  /**
1169
- * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
1170
- * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
1171
- * thread's name, but it tends to cause problems with other debuggers,
1172
- * and the .NET runtime. Note that SDL 2.0.6 and later will still use
1173
- * the (safer) SetThreadDescription API, introduced in the Windows 10
1174
- * Creators Update, if available.
1282
+ * \brief A variable controlling whether the Android / tvOS remotes
1283
+ * should be listed as joystick devices, instead of sending keyboard events.
1175
1284
  *
1176
- * The variable can be set to the following values:
1177
- * "0" - SDL will raise the 0x406D1388 Exception to name threads.
1178
- * This is the default behavior of SDL <= 2.0.4.
1179
- * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
1180
- * This is necessary with .NET languages or debuggers that aren't Visual Studio.
1285
+ * This variable can be set to the following values:
1286
+ * "0" - Remotes send enter/escape/arrow key events
1287
+ * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
1181
1288
  */
1182
- #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
1289
+ #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
1183
1290
 
1184
1291
  /**
1185
- * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
1292
+ * \brief A variable controlling whether the screensaver is enabled.
1186
1293
  *
1187
- * Also known as Z-order. The variable can take a negative or positive value.
1188
- * The default is 10000.
1294
+ * This variable can be set to the following values:
1295
+ * "0" - Disable screensaver
1296
+ * "1" - Enable screensaver
1297
+ *
1298
+ * By default SDL will disable the screensaver.
1189
1299
  */
1190
- #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
1300
+ #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
1191
1301
 
1192
1302
  /**
1193
1303
  * \brief Tell the video driver that we only want a double buffer.
@@ -1202,154 +1312,218 @@ extern "C" {
1202
1312
  *
1203
1313
  * Since it's driver-specific, it's only supported where possible and
1204
1314
  * implemented. Currently supported the following drivers:
1315
+ *
1205
1316
  * - KMSDRM (kmsdrm)
1206
1317
  * - Raspberry Pi (raspberrypi)
1207
1318
  */
1208
1319
  #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
1209
1320
 
1210
1321
  /**
1211
- * \brief A variable controlling what driver to use for OpenGL ES contexts.
1322
+ * \brief A variable controlling whether the EGL window is allowed to be
1323
+ * composited as transparent, rather than opaque.
1212
1324
  *
1213
- * On some platforms, currently Windows and X11, OpenGL drivers may support
1214
- * creating contexts with an OpenGL ES profile. By default SDL uses these
1215
- * profiles, when available, otherwise it attempts to load an OpenGL ES
1216
- * library, e.g. that provided by the ANGLE project. This variable controls
1217
- * whether SDL follows this default behaviour or will always load an
1218
- * OpenGL ES library.
1325
+ * Most window systems will always render windows opaque, even if the surface
1326
+ * format has an alpha channel. This is not always true, however, so by default
1327
+ * SDL will try to enforce opaque composition. To override this behavior, you
1328
+ * can set this hint to "1".
1329
+ */
1330
+ #define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
1331
+
1332
+ /**
1333
+ * \brief A variable controlling whether the graphics context is externally managed.
1219
1334
  *
1220
- * Circumstances where this is useful include
1221
- * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
1222
- * or emulator, e.g. those from ARM, Imagination or Qualcomm.
1223
- * - Resolving OpenGL ES function addresses at link time by linking with
1224
- * the OpenGL ES library instead of querying them at run time with
1225
- * SDL_GL_GetProcAddress().
1335
+ * This variable can be set to the following values:
1336
+ * "0" - SDL will manage graphics contexts that are attached to windows.
1337
+ * "1" - Disable graphics context management on windows.
1226
1338
  *
1227
- * Caution: for an application to work with the default behaviour across
1228
- * different OpenGL drivers it must query the OpenGL ES function
1229
- * addresses at run time using SDL_GL_GetProcAddress().
1339
+ * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
1340
+ * context will be automatically saved and restored when pausing the application. Additionally, some
1341
+ * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
1342
+ * behavior, which is desireable when the application manages the graphics context, such as
1343
+ * an externally managed OpenGL context or attaching a Vulkan surface to the window.
1344
+ */
1345
+ #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
1346
+
1347
+ /**
1348
+ * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
1349
+ */
1350
+ #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
1351
+
1352
+ /**
1353
+ * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
1230
1354
  *
1231
- * This variable is ignored on most platforms because OpenGL ES is native
1232
- * or not supported.
1355
+ * This hint only applies to Mac OS X.
1233
1356
  *
1234
- * This variable can be set to the following values:
1235
- * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
1236
- * "1" - Load OpenGL ES library using the default library names.
1357
+ * The variable can be set to the following values:
1358
+ * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
1359
+ * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
1360
+ * button on their titlebars).
1361
+ * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
1362
+ * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
1363
+ * button on their titlebars).
1237
1364
  *
1365
+ * The default value is "1". Spaces are disabled regardless of this hint if
1366
+ * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
1367
+ * any windows are created.
1238
1368
  */
1239
- #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
1369
+ #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
1240
1370
 
1241
1371
  /**
1242
- * \brief A variable controlling speed/quality tradeoff of audio resampling.
1243
- *
1244
- * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
1245
- * to handle audio resampling. There are different resampling modes available
1246
- * that produce different levels of quality, using more CPU.
1372
+ * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
1373
+ * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
1374
+ * seeing if "true" causes more problems than it solves in modern times.
1247
1375
  *
1248
- * If this hint isn't specified to a valid setting, or libsamplerate isn't
1249
- * available, SDL will use the default, internal resampling algorithm.
1376
+ */
1377
+ #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
1378
+
1379
+ /**
1380
+ * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.
1250
1381
  *
1251
- * Note that this is currently only applicable to resampling audio that is
1252
- * being written to a device for playback or audio being read from a device
1253
- * for capture. SDL_AudioCVT always uses the default resampler (although this
1254
- * might change for SDL 2.1).
1382
+ * This variable can be set to the following values:
1383
+ * "0" - libdecor use is disabled.
1384
+ * "1" - libdecor use is enabled (default).
1255
1385
  *
1256
- * This hint is currently only checked at audio subsystem initialization.
1386
+ * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1387
+ */
1388
+ #define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
1389
+
1390
+ /**
1391
+ * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
1392
+ *
1393
+ * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
1394
+ * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
1395
+ * created SDL_Window:
1396
+ *
1397
+ * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
1398
+ * needed for example when sharing an OpenGL context across multiple windows.
1399
+ *
1400
+ * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
1401
+ * OpenGL rendering.
1402
+ *
1403
+ * This variable can be set to the following values:
1404
+ * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
1405
+ * share a pixel format with.
1406
+ */
1407
+ #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
1408
+
1409
+ /**
1410
+ * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
1411
+ *
1412
+ * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
1413
+ * can use two different sets of binaries, those compiled by the user from source
1414
+ * or those provided by the Chrome browser. In the later case, these binaries require
1415
+ * that SDL loads a DLL providing the shader compiler.
1416
+ *
1417
+ * This variable can be set to the following values:
1418
+ * "d3dcompiler_46.dll" - default, best for Vista or later.
1419
+ * "d3dcompiler_43.dll" - for XP support.
1420
+ * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
1421
+ *
1422
+ */
1423
+ #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
1424
+
1425
+ /**
1426
+ * \brief A variable controlling whether X11 should use GLX or EGL by default
1257
1427
  *
1258
- * This variable can be set to the following values:
1428
+ * This variable can be set to the following values:
1429
+ * "0" - Use GLX
1430
+ * "1" - Use EGL
1259
1431
  *
1260
- * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
1261
- * "1" or "fast" - Use fast, slightly higher quality resampling, if available
1262
- * "2" or "medium" - Use medium quality resampling, if available
1263
- * "3" or "best" - Use high quality resampling, if available
1432
+ * By default SDL will use GLX when both are present.
1264
1433
  */
1265
- #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
1434
+ #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
1266
1435
 
1267
1436
  /**
1268
- * \brief A variable controlling the audio category on iOS and Mac OS X
1437
+ * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
1438
+ *
1439
+ * This variable can be set to the following values:
1440
+ * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
1441
+ * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
1442
+ *
1443
+ * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
1444
+ *
1445
+ */
1446
+ #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
1447
+
1448
+ /**
1449
+ * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
1269
1450
  *
1270
1451
  * This variable can be set to the following values:
1452
+ * "0" - Disable _NET_WM_PING
1453
+ * "1" - Enable _NET_WM_PING
1271
1454
  *
1272
- * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
1273
- * "playback" - Use the AVAudioSessionCategoryPlayback category
1455
+ * By default SDL will use _NET_WM_PING, but for applications that know they
1456
+ * will not always be able to respond to ping requests in a timely manner they can
1457
+ * turn it off to avoid the window manager thinking the app is hung.
1458
+ * The hint is checked in CreateWindow.
1459
+ */
1460
+ #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
1461
+
1462
+ /**
1463
+ * \brief A variable forcing the visual ID chosen for new X11 windows
1274
1464
  *
1275
- * For more information, see Apple's documentation:
1276
- * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
1277
1465
  */
1278
- #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
1466
+ #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
1279
1467
 
1280
1468
  /**
1281
- * \brief A variable controlling whether the 2D render API is compatible or efficient.
1469
+ * \brief A variable controlling whether the X11 Xinerama extension should be used.
1282
1470
  *
1283
1471
  * This variable can be set to the following values:
1472
+ * "0" - Disable Xinerama
1473
+ * "1" - Enable Xinerama
1284
1474
  *
1285
- * "0" - Don't use batching to make rendering more efficient.
1286
- * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
1287
- *
1288
- * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
1289
- * it batches up draw requests and sends them all to the GPU only when forced
1290
- * to (during SDL_RenderPresent, when changing render targets, by updating a
1291
- * texture that the batch needs, etc). This is significantly more efficient,
1292
- * but it can cause problems for apps that expect to render on top of the
1293
- * render API's output. As such, SDL will disable batching if a specific
1294
- * render backend is requested (since this might indicate that the app is
1295
- * planning to use the underlying graphics API directly). This hint can
1296
- * be used to explicitly request batching in this instance. It is a contract
1297
- * that you will either never use the underlying graphics API directly, or
1298
- * if you do, you will call SDL_RenderFlush() before you do so any current
1299
- * batch goes to the GPU before your work begins. Not following this contract
1300
- * will result in undefined behavior.
1475
+ * By default SDL will use Xinerama if it is available.
1301
1476
  */
1302
- #define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
1303
-
1477
+ #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
1304
1478
 
1305
1479
  /**
1306
- * \brief A variable controlling whether SDL updates joystick state when getting input events
1480
+ * \brief A variable controlling whether the X11 XRandR extension should be used.
1307
1481
  *
1308
1482
  * This variable can be set to the following values:
1483
+ * "0" - Disable XRandR
1484
+ * "1" - Enable XRandR
1309
1485
  *
1310
- * "0" - You'll call SDL_JoystickUpdate() manually
1311
- * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
1312
- *
1313
- * This hint can be toggled on and off at runtime.
1486
+ * By default SDL will not use XRandR because of window manager issues.
1314
1487
  */
1315
- #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
1316
-
1488
+ #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
1317
1489
 
1318
1490
  /**
1319
- * \brief A variable controlling whether SDL updates sensor state when getting input events
1491
+ * \brief A variable controlling whether the X11 VidMode extension should be used.
1320
1492
  *
1321
1493
  * This variable can be set to the following values:
1494
+ * "0" - Disable XVidMode
1495
+ * "1" - Enable XVidMode
1322
1496
  *
1323
- * "0" - You'll call SDL_SensorUpdate() manually
1324
- * "1" - SDL will automatically call SDL_SensorUpdate() (default)
1325
- *
1326
- * This hint can be toggled on and off at runtime.
1497
+ * By default SDL will use XVidMode if it is available.
1327
1498
  */
1328
- #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
1329
-
1499
+ #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
1330
1500
 
1331
1501
  /**
1332
- * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
1502
+ * \brief Controls how the fact chunk affects the loading of a WAVE file.
1333
1503
  *
1334
- * This variable can be set to the following values:
1504
+ * The fact chunk stores information about the number of samples of a WAVE
1505
+ * file. The Standards Update from Microsoft notes that this value can be used
1506
+ * to 'determine the length of the data in seconds'. This is especially useful
1507
+ * for compressed formats (for which this is a mandatory chunk) if they produce
1508
+ * multiple sample frames per block and truncating the block is not allowed.
1509
+ * The fact chunk can exactly specify how many sample frames there should be
1510
+ * in this case.
1335
1511
  *
1336
- * "0" - Don't log any events (default)
1337
- * "1" - Log all events except mouse and finger motion, which are pretty spammy.
1338
- * "2" - Log all events.
1512
+ * Unfortunately, most application seem to ignore the fact chunk and so SDL
1513
+ * ignores it by default as well.
1339
1514
  *
1340
- * This is generally meant to be used to debug SDL itself, but can be useful
1341
- * for application developers that need better visibility into what is going
1342
- * on in the event queue. Logged events are sent through SDL_Log(), which
1343
- * means by default they appear on stdout on most platforms or maybe
1344
- * OutputDebugString() on Windows, and can be funneled by the app with
1345
- * SDL_LogSetOutputFunction(), etc.
1515
+ * This variable can be set to the following values:
1346
1516
  *
1347
- * This hint can be toggled on and off at runtime, if you only need to log
1348
- * events for a small subset of program execution.
1349
- */
1350
- #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
1351
-
1352
-
1517
+ * "truncate" - Use the number of samples to truncate the wave data if
1518
+ * the fact chunk is present and valid
1519
+ * "strict" - Like "truncate", but raise an error if the fact chunk
1520
+ * is invalid, not present for non-PCM formats, or if the
1521
+ * data chunk doesn't have that many samples
1522
+ * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
1523
+ * samples is zero
1524
+ * "ignore" - Ignore fact chunk entirely (default)
1525
+ */
1526
+ #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
1353
1527
 
1354
1528
  /**
1355
1529
  * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
@@ -1389,101 +1563,266 @@ extern "C" {
1389
1563
  #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
1390
1564
 
1391
1565
  /**
1392
- * \brief Controls how the fact chunk affects the loading of a WAVE file.
1566
+ * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
1567
+ * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
1568
+ * thread's name, but it tends to cause problems with other debuggers,
1569
+ * and the .NET runtime. Note that SDL 2.0.6 and later will still use
1570
+ * the (safer) SetThreadDescription API, introduced in the Windows 10
1571
+ * Creators Update, if available.
1393
1572
  *
1394
- * The fact chunk stores information about the number of samples of a WAVE
1395
- * file. The Standards Update from Microsoft notes that this value can be used
1396
- * to 'determine the length of the data in seconds'. This is especially useful
1397
- * for compressed formats (for which this is a mandatory chunk) if they produce
1398
- * multiple sample frames per block and truncating the block is not allowed.
1399
- * The fact chunk can exactly specify how many sample frames there should be
1400
- * in this case.
1573
+ * The variable can be set to the following values:
1574
+ * "0" - SDL will raise the 0x406D1388 Exception to name threads.
1575
+ * This is the default behavior of SDL <= 2.0.4.
1576
+ * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
1577
+ * This is necessary with .NET languages or debuggers that aren't Visual Studio.
1578
+ */
1579
+ #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
1580
+
1581
+ /**
1582
+ * \brief A variable controlling whether the windows message loop is processed by SDL
1401
1583
  *
1402
- * Unfortunately, most application seem to ignore the fact chunk and so SDL
1403
- * ignores it by default as well.
1584
+ * This variable can be set to the following values:
1585
+ * "0" - The window message loop is not run
1586
+ * "1" - The window message loop is processed in SDL_PumpEvents()
1587
+ *
1588
+ * By default SDL will process the windows message loop
1589
+ */
1590
+ #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
1591
+
1592
+ /**
1593
+ * \brief Force SDL to use Critical Sections for mutexes on Windows.
1594
+ * On Windows 7 and newer, Slim Reader/Writer Locks are available.
1595
+ * They offer better performance, allocate no kernel ressources and
1596
+ * use less memory. SDL will fall back to Critical Sections on older
1597
+ * OS versions or if forced to by this hint.
1404
1598
  *
1405
1599
  * This variable can be set to the following values:
1600
+ * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
1601
+ * "1" - Force the use of Critical Sections in all cases.
1406
1602
  *
1407
- * "truncate" - Use the number of samples to truncate the wave data if
1408
- * the fact chunk is present and valid
1409
- * "strict" - Like "truncate", but raise an error if the fact chunk
1410
- * is invalid, not present for non-PCM formats, or if the
1411
- * data chunk doesn't have that many samples
1412
- * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
1413
- * samples is zero
1414
- * "ignore" - Ignore fact chunk entirely (default)
1415
1603
  */
1416
- #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
1604
+ #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
1417
1605
 
1418
1606
  /**
1419
- * \brief Override for SDL_GetDisplayUsableBounds()
1607
+ * \brief Force SDL to use Kernel Semaphores on Windows.
1608
+ * Kernel Semaphores are inter-process and require a context
1609
+ * switch on every interaction. On Windows 8 and newer, the
1610
+ * WaitOnAddress API is available. Using that and atomics to
1611
+ * implement semaphores increases performance.
1612
+ * SDL will fall back to Kernel Objects on older OS versions
1613
+ * or if forced to by this hint.
1420
1614
  *
1421
- * If set, this hint will override the expected results for
1422
- * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
1423
- * to do this, but this allows an embedded system to request that some of the
1424
- * screen be reserved for other uses when paired with a well-behaved
1425
- * application.
1615
+ * This variable can be set to the following values:
1616
+ * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
1617
+ * "1" - Force the use of Kernel Objects in all cases.
1426
1618
  *
1427
- * The contents of this hint must be 4 comma-separated integers, the first
1428
- * is the bounds x, then y, width and height, in that order.
1429
1619
  */
1430
- #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
1620
+ #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
1431
1621
 
1432
1622
  /**
1433
- * \brief Specify an application name for an audio device.
1623
+ * \brief A variable to specify custom icon resource id from RC file on Windows platform
1624
+ */
1625
+ #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
1626
+ #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
1627
+
1628
+ /**
1629
+ * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
1434
1630
  *
1435
- * Some audio backends (such as PulseAudio) allow you to describe your audio
1436
- * stream. Among other things, this description might show up in a system
1437
- * control panel that lets the user adjust the volume on specific audio
1438
- * streams instead of using one giant master volume slider.
1631
+ * The variable can be set to the following values:
1632
+ * "0" - SDL will generate a window-close event when it sees Alt+F4.
1633
+ * "1" - SDL will only do normal key handling for Alt+F4.
1634
+ */
1635
+ #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
1636
+
1637
+ /**
1638
+ * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
1639
+ * Direct3D 9Ex contains changes to state management that can eliminate device
1640
+ * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
1641
+ * some changes to your application to cope with the new behavior, so this
1642
+ * is disabled by default.
1439
1643
  *
1440
- * This hints lets you transmit that information to the OS. The contents of
1441
- * this hint are used while opening an audio device. You should use a string
1442
- * that describes your program ("My Game 2: The Revenge")
1644
+ * This hint must be set before initializing the video subsystem.
1443
1645
  *
1444
- * Setting this to "" or leaving it unset will have SDL use a reasonable
1445
- * default: probably the application's name or "SDL Application" if SDL
1446
- * doesn't have any better information.
1646
+ * For more information on Direct3D 9Ex, see:
1647
+ * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
1648
+ * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
1649
+ *
1650
+ * This variable can be set to the following values:
1651
+ * "0" - Use the original Direct3D 9 API (default)
1652
+ * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
1447
1653
  *
1448
- * On targets where this is not supported, this hint does nothing.
1449
1654
  */
1450
- #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
1655
+ #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
1451
1656
 
1452
1657
  /**
1453
- * \brief Specify an application name for an audio device.
1658
+ * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
1454
1659
  *
1455
- * Some audio backends (such as PulseAudio) allow you to describe your audio
1456
- * stream. Among other things, this description might show up in a system
1457
- * control panel that lets the user adjust the volume on specific audio
1458
- * streams instead of using one giant master volume slider.
1660
+ * This variable can be set to the following values:
1661
+ * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
1662
+ * "1" - The window frame is interactive when the cursor is hidden
1459
1663
  *
1460
- * This hints lets you transmit that information to the OS. The contents of
1461
- * this hint are used while opening an audio device. You should use a string
1462
- * that describes your what your program is playing ("audio stream" is
1463
- * probably sufficient in many cases, but this could be useful for something
1464
- * like "team chat" if you have a headset playing VoIP audio separately).
1664
+ * By default SDL will allow interaction with the window frame when the cursor is hidden
1665
+ */
1666
+ #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
1667
+
1668
+ /**
1669
+ * \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
1670
+ *
1671
+ * This variable can be set to the following values:
1672
+ * "0" - The window is activated when the SDL_ShowWindow function is called
1673
+ * "1" - The window is not activated when the SDL_ShowWindow function is called
1674
+ *
1675
+ * By default SDL will activate the window when the SDL_ShowWindow function is called
1676
+ */
1677
+ #define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
1678
+
1679
+ /** \brief Allows back-button-press events on Windows Phone to be marked as handled
1465
1680
  *
1466
- * Setting this to "" or leaving it unset will have SDL use a reasonable
1467
- * default: "audio stream" or something similar.
1681
+ * Windows Phone devices typically feature a Back button. When pressed,
1682
+ * the OS will emit back-button-press events, which apps are expected to
1683
+ * handle in an appropriate manner. If apps do not explicitly mark these
1684
+ * events as 'Handled', then the OS will invoke its default behavior for
1685
+ * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
1686
+ * terminate the app (and attempt to switch to the previous app, or to the
1687
+ * device's home screen).
1468
1688
  *
1469
- * On targets where this is not supported, this hint does nothing.
1689
+ * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
1690
+ * to mark back-button-press events as Handled, if and when one is sent to
1691
+ * the app.
1692
+ *
1693
+ * Internally, Windows Phone sends back button events as parameters to
1694
+ * special back-button-press callback functions. Apps that need to respond
1695
+ * to back-button-press events are expected to register one or more
1696
+ * callback functions for such, shortly after being launched (during the
1697
+ * app's initialization phase). After the back button is pressed, the OS
1698
+ * will invoke these callbacks. If the app's callback(s) do not explicitly
1699
+ * mark the event as handled by the time they return, or if the app never
1700
+ * registers one of these callback, the OS will consider the event
1701
+ * un-handled, and it will apply its default back button behavior (terminate
1702
+ * the app).
1703
+ *
1704
+ * SDL registers its own back-button-press callback with the Windows Phone
1705
+ * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
1706
+ * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
1707
+ * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
1708
+ * If the hint's value is set to "1", the back button event's Handled
1709
+ * property will get set to 'true'. If the hint's value is set to something
1710
+ * else, or if it is unset, SDL will leave the event's Handled property
1711
+ * alone. (By default, the OS sets this property to 'false', to note.)
1712
+ *
1713
+ * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
1714
+ * back button is pressed, or can set it in direct-response to a back button
1715
+ * being pressed.
1716
+ *
1717
+ * In order to get notified when a back button is pressed, SDL apps should
1718
+ * register a callback function with SDL_AddEventWatch(), and have it listen
1719
+ * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
1720
+ * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
1721
+ * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
1722
+ * set by such a callback, will be applied to the OS' current
1723
+ * back-button-press event.
1724
+ *
1725
+ * More details on back button behavior in Windows Phone apps can be found
1726
+ * at the following page, on Microsoft's developer site:
1727
+ * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
1470
1728
  */
1471
- #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
1729
+ #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
1472
1730
 
1731
+ /** \brief Label text for a WinRT app's privacy policy link
1732
+ *
1733
+ * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
1734
+ * Microsoft mandates that this policy be available via the Windows Settings charm.
1735
+ * SDL provides code to add a link there, with its label text being set via the
1736
+ * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
1737
+ *
1738
+ * Please note that a privacy policy's contents are not set via this hint. A separate
1739
+ * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
1740
+ * policy.
1741
+ *
1742
+ * The contents of this hint should be encoded as a UTF8 string.
1743
+ *
1744
+ * The default value is "Privacy Policy". This hint should only be set during app
1745
+ * initialization, preferably before any calls to SDL_Init().
1746
+ *
1747
+ * For additional information on linking to a privacy policy, see the documentation for
1748
+ * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
1749
+ */
1750
+ #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
1473
1751
 
1474
1752
  /**
1475
- * \brief Override for SDL_GetPreferredLocales()
1753
+ * \brief A URL to a WinRT app's privacy policy
1476
1754
  *
1477
- * If set, this will be favored over anything the OS might report for the
1478
- * user's preferred locales. Changing this hint at runtime will not generate
1479
- * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
1480
- * your own event, if you want).
1755
+ * All network-enabled WinRT apps must make a privacy policy available to its
1756
+ * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
1757
+ * be available in the Windows Settings charm, as accessed from within the app.
1758
+ * SDL provides code to add a URL-based link there, which can point to the app's
1759
+ * privacy policy.
1481
1760
  *
1482
- * The format of this hint is a comma-separated list of language and locale,
1483
- * combined with an underscore, as is a common format: "en_GB". Locale is
1484
- * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
1761
+ * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
1762
+ * before calling any SDL_Init() functions. The contents of the hint should
1763
+ * be a valid URL. For example, "http://www.example.com".
1764
+ *
1765
+ * The default value is "", which will prevent SDL from adding a privacy policy
1766
+ * link to the Settings charm. This hint should only be set during app init.
1767
+ *
1768
+ * The label text of an app's "Privacy Policy" link may be customized via another
1769
+ * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
1770
+ *
1771
+ * Please note that on Windows Phone, Microsoft does not provide standard UI
1772
+ * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
1773
+ * will not get used on that platform. Network-enabled phone apps should display
1774
+ * their privacy policy through some other, in-app means.
1485
1775
  */
1486
- #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
1776
+ #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
1777
+
1778
+ /**
1779
+ * \brief Mark X11 windows as override-redirect.
1780
+ *
1781
+ * If set, this _might_ increase framerate at the expense of the desktop
1782
+ * not working as expected. Override-redirect windows aren't noticed by the
1783
+ * window manager at all.
1784
+ *
1785
+ * You should probably only use this for fullscreen windows, and you probably
1786
+ * shouldn't even use it for that. But it's here if you want to try!
1787
+ */
1788
+ #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
1789
+
1790
+ /**
1791
+ * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
1792
+ *
1793
+ * The variable can be set to the following values:
1794
+ * "0" - Disable XInput detection (only uses direct input)
1795
+ * "1" - Enable XInput detection (the default)
1796
+ */
1797
+ #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
1798
+
1799
+ /**
1800
+ * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
1801
+ *
1802
+ * This hint is for backwards compatibility only and will be removed in SDL 2.1
1803
+ *
1804
+ * The default value is "0". This hint must be set before SDL_Init()
1805
+ */
1806
+ #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
1807
+
1808
+ /**
1809
+ * \brief A variable that causes SDL to not ignore audio "monitors"
1810
+ *
1811
+ * This is currently only used for PulseAudio and ignored elsewhere.
1812
+ *
1813
+ * By default, SDL ignores audio devices that aren't associated with physical
1814
+ * hardware. Changing this hint to "1" will expose anything SDL sees that
1815
+ * appears to be an audio source or sink. This will add "devices" to the list
1816
+ * that the user probably doesn't want or need, but it can be useful in
1817
+ * scenarios where you want to hook up SDL to some sort of virtual device,
1818
+ * etc.
1819
+ *
1820
+ * The default value is "0". This hint must be set before SDL_Init().
1821
+ *
1822
+ * This hint is available since SDL 2.0.16. Before then, virtual devices are
1823
+ * always ignored.
1824
+ */
1825
+ #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
1487
1826
 
1488
1827
 
1489
1828
  /**
@@ -1498,71 +1837,121 @@ typedef enum
1498
1837
 
1499
1838
 
1500
1839
  /**
1501
- * \brief Set a hint with a specific priority
1840
+ * Set a hint with a specific priority.
1841
+ *
1842
+ * The priority controls the behavior when setting a hint that already has a
1843
+ * value. Hints will replace existing hints of their priority and lower.
1844
+ * Environment variables are considered to have override priority.
1502
1845
  *
1503
- * The priority controls the behavior when setting a hint that already
1504
- * has a value. Hints will replace existing hints of their priority and
1505
- * lower. Environment variables are considered to have override priority.
1846
+ * \param name the hint to set
1847
+ * \param value the value of the hint variable
1848
+ * \param priority the SDL_HintPriority level for the hint
1849
+ * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
1506
1850
  *
1507
- * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
1851
+ * \since This function is available since SDL 2.0.0.
1852
+ *
1853
+ * \sa SDL_GetHint
1854
+ * \sa SDL_SetHint
1508
1855
  */
1509
1856
  extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
1510
1857
  const char *value,
1511
1858
  SDL_HintPriority priority);
1512
1859
 
1513
1860
  /**
1514
- * \brief Set a hint with normal priority
1861
+ * Set a hint with normal priority.
1862
+ *
1863
+ * Hints will not be set if there is an existing override hint or environment
1864
+ * variable that takes precedence. You can use SDL_SetHintWithPriority() to
1865
+ * set the hint with override priority instead.
1515
1866
  *
1516
- * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
1867
+ * \param name the hint to set
1868
+ * \param value the value of the hint variable
1869
+ * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
1870
+ *
1871
+ * \since This function is available since SDL 2.0.0.
1872
+ *
1873
+ * \sa SDL_GetHint
1874
+ * \sa SDL_SetHintWithPriority
1517
1875
  */
1518
1876
  extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
1519
1877
  const char *value);
1520
1878
 
1521
1879
  /**
1522
- * \brief Get a hint
1880
+ * Get the value of a hint.
1881
+ *
1882
+ * \param name the hint to query
1883
+ * \returns the string value of a hint or NULL if the hint isn't set.
1884
+ *
1885
+ * \since This function is available since SDL 2.0.0.
1523
1886
  *
1524
- * \return The string value of a hint variable.
1887
+ * \sa SDL_SetHint
1888
+ * \sa SDL_SetHintWithPriority
1525
1889
  */
1526
1890
  extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
1527
1891
 
1528
1892
  /**
1529
- * \brief Get a hint
1893
+ * Get the boolean value of a hint variable.
1530
1894
  *
1531
- * \return The boolean value of a hint variable.
1895
+ * \param name the name of the hint to get the boolean value from
1896
+ * \param default_value the value to return if the hint does not exist
1897
+ * \returns the boolean value of a hint or the provided default value if the
1898
+ * hint does not exist.
1899
+ *
1900
+ * \since This function is available since SDL 2.0.5.
1901
+ *
1902
+ * \sa SDL_GetHint
1903
+ * \sa SDL_SetHint
1532
1904
  */
1533
1905
  extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
1534
1906
 
1535
1907
  /**
1536
- * \brief type definition of the hint callback function.
1908
+ * Type definition of the hint callback function.
1909
+ *
1910
+ * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
1911
+ * \param name what was passed as `name` to SDL_AddHintCallback()
1912
+ * \param oldValue the previous hint value
1913
+ * \param newValue the new value hint is to be set to
1537
1914
  */
1538
1915
  typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
1539
1916
 
1540
1917
  /**
1541
- * \brief Add a function to watch a particular hint
1918
+ * Add a function to watch a particular hint.
1919
+ *
1920
+ * \param name the hint to watch
1921
+ * \param callback An SDL_HintCallback function that will be called when the
1922
+ * hint value changes
1923
+ * \param userdata a pointer to pass to the callback function
1542
1924
  *
1543
- * \param name The hint to watch
1544
- * \param callback The function to call when the hint value changes
1545
- * \param userdata A pointer to pass to the callback function
1925
+ * \since This function is available since SDL 2.0.0.
1926
+ *
1927
+ * \sa SDL_DelHintCallback
1546
1928
  */
1547
1929
  extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
1548
1930
  SDL_HintCallback callback,
1549
1931
  void *userdata);
1550
1932
 
1551
1933
  /**
1552
- * \brief Remove a function watching a particular hint
1934
+ * Remove a function watching a particular hint.
1935
+ *
1936
+ * \param name the hint being watched
1937
+ * \param callback An SDL_HintCallback function that will be called when the
1938
+ * hint value changes
1939
+ * \param userdata a pointer being passed to the callback function
1553
1940
  *
1554
- * \param name The hint being watched
1555
- * \param callback The function being called when the hint value changes
1556
- * \param userdata A pointer being passed to the callback function
1941
+ * \since This function is available since SDL 2.0.0.
1942
+ *
1943
+ * \sa SDL_AddHintCallback
1557
1944
  */
1558
1945
  extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
1559
1946
  SDL_HintCallback callback,
1560
1947
  void *userdata);
1561
1948
 
1562
1949
  /**
1563
- * \brief Clear all hints
1950
+ * Clear all hints.
1951
+ *
1952
+ * This function is automatically called during SDL_Quit().
1564
1953
  *
1565
- * This function is called during SDL_Quit() to free stored hints.
1954
+ * \since This function is available since SDL 2.0.0.
1566
1955
  */
1567
1956
  extern DECLSPEC void SDLCALL SDL_ClearHints(void);
1568
1957