getting stuff working on windows again
[vg.git] / dep / sdl / include / SDL_hints.h
1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20 */
21
22 /**
23 * \file SDL_hints.h
24 *
25 * Official documentation for SDL configuration variables
26 *
27 * This file contains functions to set and get configuration hints,
28 * as well as listing each of them alphabetically.
29 *
30 * The convention for naming hints is SDL_HINT_X, where "SDL_X" is
31 * the environment variable that can be used to override the default.
32 *
33 * In general these hints are just that - they may or may not be
34 * supported or applicable on any given platform, but they provide
35 * a way for an application or user to give the library a hint as
36 * to how they would like the library to work.
37 */
38
39 #ifndef SDL_hints_h_
40 #define SDL_hints_h_
41
42 #include "SDL_stdinc.h"
43
44 #include "begin_code.h"
45 /* Set up for C function definitions, even when using C++ */
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50 /**
51 * \brief A variable controlling whether the Android / iOS built-in
52 * accelerometer should be listed as a joystick device.
53 *
54 * This variable can be set to the following values:
55 * "0" - The accelerometer is not listed as a joystick
56 * "1" - The accelerometer is available as a 3 axis joystick (the default).
57 */
58 #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
59
60 /**
61 * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
62 *
63 * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
64 * and your window is full-screen. This prevents the user from getting stuck in
65 * your application if you've enabled keyboard grab.
66 *
67 * The variable can be set to the following values:
68 * "0" - SDL will not handle Alt+Tab. Your application is responsible
69 for handling Alt+Tab while the keyboard is grabbed.
70 * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
71 */
72 #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
73
74 /**
75 * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
76 * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
77 *
78 * This variable can be set to the following values:
79 * "0" - don't allow topmost
80 * "1" - allow topmost
81 */
82 #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
83
84 /**
85 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
86 *
87 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
88 *
89 * If both hints were set then SDL_RWFromFile() will look into expansion files
90 * after a given relative path was not found in the internal storage and assets.
91 *
92 * By default this hint is not set and the APK expansion files are not searched.
93 */
94 #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
95
96 /**
97 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
98 *
99 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
100 *
101 * If both hints were set then SDL_RWFromFile() will look into expansion files
102 * after a given relative path was not found in the internal storage and assets.
103 *
104 * By default this hint is not set and the APK expansion files are not searched.
105 */
106 #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
107
108 /**
109 * \brief A variable to control whether the event loop will block itself when the app is paused.
110 *
111 * The variable can be set to the following values:
112 * "0" - Non blocking.
113 * "1" - Blocking. (default)
114 *
115 * The value should be set before SDL is initialized.
116 */
117 #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
118
119 /**
120 * \brief A variable to control whether SDL will pause audio in background
121 * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
122 *
123 * The variable can be set to the following values:
124 * "0" - Non paused.
125 * "1" - Paused. (default)
126 *
127 * The value should be set before SDL is initialized.
128 */
129 #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
130
131 /**
132 * \brief A variable to control whether we trap the Android back button to handle it manually.
133 * This is necessary for the right mouse button to work on some Android devices, or
134 * to be able to trap the back button for use in your code reliably. If set to true,
135 * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
136 * SDL_SCANCODE_AC_BACK.
137 *
138 * The variable can be set to the following values:
139 * "0" - Back button will be handled as usual for system. (default)
140 * "1" - Back button will be trapped, allowing you to handle the key press
141 * manually. (This will also let right mouse click work on systems
142 * where the right mouse button functions as back.)
143 *
144 * The value of this hint is used at runtime, so it can be changed at any time.
145 */
146 #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
147
148 /**
149 * \brief Specify an application name.
150 *
151 * This hint lets you specify the application name sent to the OS when
152 * required. For example, this will often appear in volume control applets for
153 * audio streams, and in lists of applications which are inhibiting the
154 * screensaver. You should use a string that describes your program ("My Game
155 * 2: The Revenge")
156 *
157 * Setting this to "" or leaving it unset will have SDL use a reasonable
158 * default: probably the application's name or "SDL Application" if SDL
159 * doesn't have any better information.
160 *
161 * Note that, for audio streams, this can be overridden with
162 * SDL_HINT_AUDIO_DEVICE_APP_NAME.
163 *
164 * On targets where this is not supported, this hint does nothing.
165 */
166 #define SDL_HINT_APP_NAME "SDL_APP_NAME"
167
168 /**
169 * \brief A variable controlling whether controllers used with the Apple TV
170 * generate UI events.
171 *
172 * When UI events are generated by controller input, the app will be
173 * backgrounded when the Apple TV remote's menu button is pressed, and when the
174 * pause or B buttons on gamepads are pressed.
175 *
176 * More information about properly making use of controllers for the Apple TV
177 * can be found here:
178 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
179 *
180 * This variable can be set to the following values:
181 * "0" - Controller input does not generate UI events (the default).
182 * "1" - Controller input generates UI events.
183 */
184 #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
185
186 /**
187 * \brief A variable controlling whether the Apple TV remote's joystick axes
188 * will automatically match the rotation of the remote.
189 *
190 * This variable can be set to the following values:
191 * "0" - Remote orientation does not affect joystick axes (the default).
192 * "1" - Joystick axes are based on the orientation of the remote.
193 */
194 #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
195
196 /**
197 * \brief A variable controlling the audio category on iOS and Mac OS X
198 *
199 * This variable can be set to the following values:
200 *
201 * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
202 * "playback" - Use the AVAudioSessionCategoryPlayback category
203 *
204 * For more information, see Apple's documentation:
205 * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
206 */
207 #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
208
209 /**
210 * \brief Specify an application name for an audio device.
211 *
212 * Some audio backends (such as PulseAudio) allow you to describe your audio
213 * stream. Among other things, this description might show up in a system
214 * control panel that lets the user adjust the volume on specific audio
215 * streams instead of using one giant master volume slider.
216 *
217 * This hints lets you transmit that information to the OS. The contents of
218 * this hint are used while opening an audio device. You should use a string
219 * that describes your program ("My Game 2: The Revenge")
220 *
221 * Setting this to "" or leaving it unset will have SDL use a reasonable
222 * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
223 * set. Otherwise, it'll probably the application's name or "SDL Application"
224 * if SDL doesn't have any better information.
225 *
226 * On targets where this is not supported, this hint does nothing.
227 */
228 #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
229
230 /**
231 * \brief Specify an application name for an audio device.
232 *
233 * Some audio backends (such as PulseAudio) allow you to describe your audio
234 * stream. Among other things, this description might show up in a system
235 * control panel that lets the user adjust the volume on specific audio
236 * streams instead of using one giant master volume slider.
237 *
238 * This hints lets you transmit that information to the OS. The contents of
239 * this hint are used while opening an audio device. You should use a string
240 * that describes your what your program is playing ("audio stream" is
241 * probably sufficient in many cases, but this could be useful for something
242 * like "team chat" if you have a headset playing VoIP audio separately).
243 *
244 * Setting this to "" or leaving it unset will have SDL use a reasonable
245 * default: "audio stream" or something similar.
246 *
247 * On targets where this is not supported, this hint does nothing.
248 */
249 #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
250
251 /**
252 * \brief Specify an application role for an audio device.
253 *
254 * Some audio backends (such as Pipewire) allow you to describe the role of
255 * your audio stream. Among other things, this description might show up in
256 * a system control panel or software for displaying and manipulating media
257 * playback/capture graphs.
258 *
259 * This hints lets you transmit that information to the OS. The contents of
260 * this hint are used while opening an audio device. You should use a string
261 * that describes your what your program is playing (Game, Music, Movie,
262 * etc...).
263 *
264 * Setting this to "" or leaving it unset will have SDL use a reasonable
265 * default: "Game" or something similar.
266 *
267 * On targets where this is not supported, this hint does nothing.
268 */
269 #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
270
271 /**
272 * \brief A variable controlling speed/quality tradeoff of audio resampling.
273 *
274 * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
275 * to handle audio resampling. There are different resampling modes available
276 * that produce different levels of quality, using more CPU.
277 *
278 * If this hint isn't specified to a valid setting, or libsamplerate isn't
279 * available, SDL will use the default, internal resampling algorithm.
280 *
281 * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
282 *
283 * This hint is currently only checked at audio subsystem initialization.
284 *
285 * This variable can be set to the following values:
286 *
287 * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
288 * "1" or "fast" - Use fast, slightly higher quality resampling, if available
289 * "2" or "medium" - Use medium quality resampling, if available
290 * "3" or "best" - Use high quality resampling, if available
291 */
292 #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
293
294 /**
295 * \brief A variable controlling whether SDL updates joystick state when getting input events
296 *
297 * This variable can be set to the following values:
298 *
299 * "0" - You'll call SDL_JoystickUpdate() manually
300 * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
301 *
302 * This hint can be toggled on and off at runtime.
303 */
304 #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
305
306 /**
307 * \brief A variable controlling whether SDL updates sensor state when getting input events
308 *
309 * This variable can be set to the following values:
310 *
311 * "0" - You'll call SDL_SensorUpdate() manually
312 * "1" - SDL will automatically call SDL_SensorUpdate() (default)
313 *
314 * This hint can be toggled on and off at runtime.
315 */
316 #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
317
318 /**
319 * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
320 *
321 * The bitmap header version 4 is required for proper alpha channel support and
322 * SDL will use it when required. Should this not be desired, this hint can
323 * force the use of the 40 byte header version which is supported everywhere.
324 *
325 * The variable can be set to the following values:
326 * "0" - Surfaces with a colorkey or an alpha channel are saved to a
327 * 32-bit BMP file with an alpha mask. SDL will use the bitmap
328 * header version 4 and set the alpha mask accordingly.
329 * "1" - Surfaces with a colorkey or an alpha channel are saved to a
330 * 32-bit BMP file without an alpha mask. The alpha channel data
331 * will be in the file, but applications are going to ignore it.
332 *
333 * The default value is "0".
334 */
335 #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
336
337 /**
338 * \brief Override for SDL_GetDisplayUsableBounds()
339 *
340 * If set, this hint will override the expected results for
341 * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
342 * to do this, but this allows an embedded system to request that some of the
343 * screen be reserved for other uses when paired with a well-behaved
344 * application.
345 *
346 * The contents of this hint must be 4 comma-separated integers, the first
347 * is the bounds x, then y, width and height, in that order.
348 */
349 #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
350
351 /**
352 * \brief Disable giving back control to the browser automatically
353 * when running with asyncify
354 *
355 * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
356 * such as refreshing the screen or polling events.
357 *
358 * This hint only applies to the emscripten platform
359 *
360 * The variable can be set to the following values:
361 * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
362 * "1" - Enable emscripten_sleep calls (the default)
363 */
364 #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
365
366 /**
367 * \brief override the binding element for keyboard inputs for Emscripten builds
368 *
369 * This hint only applies to the emscripten platform
370 *
371 * The variable can be one of
372 * "#window" - The javascript window object (this is the default)
373 * "#document" - The javascript document object
374 * "#screen" - the javascript window.screen object
375 * "#canvas" - the WebGL canvas element
376 * any other string without a leading # sign applies to the element on the page with that ID.
377 */
378 #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
379
380 /**
381 * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
382 *
383 * The variable can be set to the following values:
384 * "0" - Do not scan for Steam Controllers
385 * "1" - Scan for Steam Controllers (the default)
386 *
387 * The default value is "1". This hint must be set before initializing the joystick subsystem.
388 */
389 #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
390
391 /**
392 * \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
393 *
394 * This variable can be set to the following values, from least to most verbose:
395 *
396 * "0" - Don't log any events (default)
397 * "1" - Log most events (other than the really spammy ones).
398 * "2" - Include mouse and finger motion events.
399 * "3" - Include SDL_SysWMEvent events.
400 *
401 * This is generally meant to be used to debug SDL itself, but can be useful
402 * for application developers that need better visibility into what is going
403 * on in the event queue. Logged events are sent through SDL_Log(), which
404 * means by default they appear on stdout on most platforms or maybe
405 * OutputDebugString() on Windows, and can be funneled by the app with
406 * SDL_LogSetOutputFunction(), etc.
407 *
408 * This hint can be toggled on and off at runtime, if you only need to log
409 * events for a small subset of program execution.
410 */
411 #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
412
413 /**
414 * \brief A variable controlling whether raising the window should be done more forcefully
415 *
416 * This variable can be set to the following values:
417 * "0" - No forcing (the default)
418 * "1" - Extra level of forcing
419 *
420 * At present, this is only an issue under MS Windows, which makes it nearly impossible to
421 * programmatically move a window to the foreground, for "security" reasons. See
422 * http://stackoverflow.com/a/34414846 for a discussion.
423 */
424 #define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
425
426 /**
427 * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
428 *
429 * SDL can try to accelerate the SDL screen surface by using streaming
430 * textures with a 3D rendering engine. This variable controls whether and
431 * how this is done.
432 *
433 * This variable can be set to the following values:
434 * "0" - Disable 3D acceleration
435 * "1" - Enable 3D acceleration, using the default renderer.
436 * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
437 *
438 * By default SDL tries to make a best guess for each platform whether
439 * to use acceleration or not.
440 */
441 #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
442
443 /**
444 * \brief A variable that lets you manually hint extra gamecontroller db entries.
445 *
446 * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
447 *
448 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
449 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
450 */
451 #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
452
453 /**
454 * \brief A variable that lets you provide a file with extra gamecontroller db entries.
455 *
456 * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
457 *
458 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
459 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
460 */
461 #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
462
463 /**
464 * \brief A variable that overrides the automatic controller type detection
465 *
466 * The variable should be comma separated entries, in the form: VID/PID=type
467 *
468 * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
469 *
470 * The type should be one of:
471 * Xbox360
472 * XboxOne
473 * PS3
474 * PS4
475 * PS5
476 * SwitchPro
477 *
478 * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
479 */
480 #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
481
482 /**
483 * \brief A variable containing a list of devices to skip when scanning for game controllers.
484 *
485 * The format of the string is a comma separated list of USB VID/PID pairs
486 * in hexadecimal form, e.g.
487 *
488 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
489 *
490 * The variable can also take the form of @file, in which case the named
491 * file will be loaded and interpreted as the value of the variable.
492 */
493 #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
494
495 /**
496 * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
497 *
498 * The format of the string is a comma separated list of USB VID/PID pairs
499 * in hexadecimal form, e.g.
500 *
501 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
502 *
503 * The variable can also take the form of @file, in which case the named
504 * file will be loaded and interpreted as the value of the variable.
505 */
506 #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
507
508 /**
509 * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
510 *
511 * For example, on Nintendo Switch controllers, normally you'd get:
512 *
513 * (Y)
514 * (X) (B)
515 * (A)
516 *
517 * but if this hint is set, you'll get:
518 *
519 * (X)
520 * (Y) (A)
521 * (B)
522 *
523 * The variable can be set to the following values:
524 * "0" - Report the face buttons by position, as though they were on an Xbox controller.
525 * "1" - Report the face buttons by label instead of position
526 *
527 * The default value is "1". This hint may be set at any time.
528 */
529 #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
530
531 /**
532 * \brief A variable controlling whether grabbing input grabs the keyboard
533 *
534 * This variable can be set to the following values:
535 * "0" - Grab will affect only the mouse
536 * "1" - Grab will affect mouse and keyboard
537 *
538 * By default SDL will not grab the keyboard so system shortcuts still work.
539 */
540 #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
541
542 /**
543 * \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
544 *
545 * For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
546 * have the string "0x2563/0x0523,0x28de/0x0000"
547 */
548 #define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
549
550 /**
551 * \brief A variable controlling whether the idle timer is disabled on iOS.
552 *
553 * When an iOS app does not receive touches for some time, the screen is
554 * dimmed automatically. For games where the accelerometer is the only input
555 * this is problematic. This functionality can be disabled by setting this
556 * hint.
557 *
558 * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
559 * accomplish the same thing on iOS. They should be preferred over this hint.
560 *
561 * This variable can be set to the following values:
562 * "0" - Enable idle timer
563 * "1" - Disable idle timer
564 */
565 #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
566
567 /**
568 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
569 *
570 * The variable can be set to the following values:
571 * "0" - SDL_TEXTEDITING events are sent, and it is the application's
572 * responsibility to render the text from these events and
573 * differentiate it somehow from committed text. (default)
574 * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
575 * and text that is being composed will be rendered in its own UI.
576 */
577 #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
578
579 /**
580 * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
581 *
582 * The variable can be set to the following values:
583 * "0" - Native UI components are not display. (default)
584 * "1" - Native UI components are displayed.
585 */
586 #define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
587
588 /**
589 * \brief A variable to control if extended IME text support is enabled.
590 * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
591 * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
592 *
593 * The variable can be set to the following values:
594 * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
595 * "1" - Modern behavior.
596 */
597 #define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
598
599 /**
600 * \brief A variable controlling whether the home indicator bar on iPhone X
601 * should be hidden.
602 *
603 * This variable can be set to the following values:
604 * "0" - The indicator bar is not hidden (default for windowed applications)
605 * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
606 * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
607 */
608 #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
609
610 /**
611 * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
612 *
613 * The variable can be set to the following values:
614 * "0" - Disable joystick & gamecontroller input events when the
615 * application is in the background.
616 * "1" - Enable joystick & gamecontroller input events when the
617 * application is in the background.
618 *
619 * The default value is "0". This hint may be set at any time.
620 */
621 #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
622
623 /**
624 * \brief A variable controlling whether the HIDAPI joystick drivers should be used.
625 *
626 * This variable can be set to the following values:
627 * "0" - HIDAPI drivers are not used
628 * "1" - HIDAPI drivers are used (the default)
629 *
630 * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
631 */
632 #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
633
634 /**
635 * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
636 *
637 * This variable can be set to the following values:
638 * "0" - HIDAPI driver is not used
639 * "1" - HIDAPI driver is used
640 *
641 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
642 */
643 #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
644
645 /**
646 * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
647 * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
648 * this is useful for applications that need full compatibility for things like ADSR envelopes.
649 * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
650 * Rumble is both at any arbitrary value,
651 * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
652 *
653 * This variable can be set to the following values:
654 * "0" - Normal rumble behavior is behavior is used (default)
655 * "1" - Proper GameCube controller rumble behavior is used
656 *
657 */
658 #define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
659
660 /**
661 * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
662 *
663 * This variable can be set to the following values:
664 * "0" - HIDAPI driver is not used
665 * "1" - HIDAPI driver is used
666 *
667 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
668 */
669 #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
670
671 /**
672 * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
673 *
674 * This variable can be set to the following values:
675 * "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
676 * "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
677 */
678 #define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
679
680 /**
681 * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
682 *
683 * This variable can be set to the following values:
684 * "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
685 * "1" - Left and right Joy-Con controllers will be in vertical mode
686 *
687 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
688 */
689 #define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
690
691 /**
692 * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
693 *
694 * This variable can be set to the following values:
695 * "0" - HIDAPI driver is not used
696 * "1" - HIDAPI driver is used
697 *
698 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
699 */
700 #define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
701
702 /**
703 * \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
704 *
705 * This variable can be set to the following values:
706 * "0" - HIDAPI driver is not used
707 * "1" - HIDAPI driver is used
708 *
709 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
710 */
711 #define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
712
713 /**
714 * \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
715 *
716 * This variable can be set to the following values:
717 * "0" - HIDAPI driver is not used
718 * "1" - HIDAPI driver is used
719 *
720 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
721 */
722 #define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
723
724 /**
725 * \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
726 *
727 * This variable can be set to the following values:
728 * "0" - HIDAPI driver is not used
729 * "1" - HIDAPI driver is used
730 *
731 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
732 *
733 * It is not possible to use this driver on Windows, due to limitations in the default drivers
734 * installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
735 */
736 #define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
737
738 /**
739 * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
740 *
741 * This variable can be set to the following values:
742 * "0" - HIDAPI driver is not used
743 * "1" - HIDAPI driver is used
744 *
745 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
746 */
747 #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
748
749 /**
750 * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
751 *
752 * This variable can be set to the following values:
753 * "0" - extended reports are not enabled (the default)
754 * "1" - extended reports
755 *
756 * Extended input reports allow rumble on Bluetooth PS4 controllers, but
757 * break DirectInput handling for applications that don't use SDL.
758 *
759 * Once extended reports are enabled, they can not be disabled without
760 * power cycling the controller.
761 *
762 * For compatibility with applications written for versions of SDL prior
763 * to the introduction of PS5 controller support, this value will also
764 * control the state of extended reports on PS5 controllers when the
765 * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
766 */
767 #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
768
769 /**
770 * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
771 *
772 * This variable can be set to the following values:
773 * "0" - HIDAPI driver is not used
774 * "1" - HIDAPI driver is used
775 *
776 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
777 */
778 #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
779
780 /**
781 * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
782 *
783 * This variable can be set to the following values:
784 * "0" - player LEDs are not enabled
785 * "1" - player LEDs are enabled (the default)
786 */
787 #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
788
789 /**
790 * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
791 *
792 * This variable can be set to the following values:
793 * "0" - extended reports are not enabled (the default)
794 * "1" - extended reports
795 *
796 * Extended input reports allow rumble on Bluetooth PS5 controllers, but
797 * break DirectInput handling for applications that don't use SDL.
798 *
799 * Once extended reports are enabled, they can not be disabled without
800 * power cycling the controller.
801 *
802 * For compatibility with applications written for versions of SDL prior
803 * to the introduction of PS5 controller support, this value defaults to
804 * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
805 */
806 #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
807
808 /**
809 * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
810 *
811 * This variable can be set to the following values:
812 * "0" - HIDAPI driver is not used
813 * "1" - HIDAPI driver is used
814 *
815 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
816 */
817 #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
818
819 /**
820 * \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
821 *
822 * This variable can be set to the following values:
823 * "0" - HIDAPI driver is not used
824 * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
825 * and may prompt the user for permission on iOS and Android.
826 *
827 * The default is "0"
828 */
829 #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
830
831 /**
832 * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
833 *
834 * This variable can be set to the following values:
835 * "0" - HIDAPI driver is not used
836 * "1" - HIDAPI driver is used
837 *
838 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
839 */
840 #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
841
842 /**
843 * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
844 *
845 * This variable can be set to the following values:
846 * "0" - home button LED is turned off
847 * "1" - home button LED is turned on
848 *
849 * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
850 */
851 #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
852
853 /**
854 * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
855 *
856 * This variable can be set to the following values:
857 * "0" - home button LED is turned off
858 * "1" - home button LED is turned on
859 *
860 * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
861 */
862 #define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
863
864 /**
865 * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
866 *
867 * This variable can be set to the following values:
868 * "0" - player LEDs are not enabled
869 * "1" - player LEDs are enabled (the default)
870 */
871 #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
872
873 /**
874 * \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
875 *
876 * This variable can be set to the following values:
877 * "0" - HIDAPI driver is not used
878 * "1" - HIDAPI driver is used
879 *
880 * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
881 */
882 #define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
883
884 /**
885 * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
886 *
887 * This variable can be set to the following values:
888 * "0" - player LEDs are not enabled
889 * "1" - player LEDs are enabled (the default)
890 */
891 #define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
892
893 /**
894 * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
895 *
896 * This variable can be set to the following values:
897 * "0" - HIDAPI driver is not used
898 * "1" - HIDAPI driver is used
899 *
900 * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
901 */
902 #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
903
904 /**
905 * \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
906 *
907 * This variable can be set to the following values:
908 * "0" - HIDAPI driver is not used
909 * "1" - HIDAPI driver is used
910 *
911 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
912 */
913 #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
914
915 /**
916 * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
917 *
918 * This variable can be set to the following values:
919 * "0" - player LEDs are not enabled
920 * "1" - player LEDs are enabled (the default)
921 */
922 #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
923
924 /**
925 * \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
926 *
927 * This variable can be set to the following values:
928 * "0" - HIDAPI driver is not used
929 * "1" - HIDAPI driver is used
930 *
931 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
932 */
933 #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
934
935 /**
936 * \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
937 *
938 * This variable can be set to the following values:
939 * "0" - HIDAPI driver is not used
940 * "1" - HIDAPI driver is used
941 *
942 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
943 */
944 #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
945
946 /**
947 * \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
948 *
949 * This variable can be set to the following values:
950 * "0" - home button LED is turned off
951 * "1" - home button LED is turned on
952 *
953 * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
954 */
955 #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
956
957 /**
958 * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
959 *
960 * This variable can be set to the following values:
961 * "0" - RAWINPUT drivers are not used
962 * "1" - RAWINPUT drivers are used (the default)
963 */
964 #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
965
966 /**
967 * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
968 *
969 * This variable can be set to the following values:
970 * "0" - RAWINPUT driver will only use data from raw input APIs
971 * "1" - RAWINPUT driver will also pull data from XInput, providing
972 * better trigger axes, guide button presses, and rumble support
973 * for Xbox controllers
974 *
975 * The default is "1". This hint applies to any joysticks opened after setting the hint.
976 */
977 #define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
978
979 /**
980 * \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
981 *
982 * This variable can be set to the following values:
983 * "0" - ROG Chakram mice do not show up as joysticks (the default)
984 * "1" - ROG Chakram mice show up as joysticks
985 */
986 #define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
987
988 /**
989 * \brief A variable controlling whether a separate thread should be used
990 * for handling joystick detection and raw input messages on Windows
991 *
992 * This variable can be set to the following values:
993 * "0" - A separate thread is not used (the default)
994 * "1" - A separate thread is used for handling raw input messages
995 *
996 */
997 #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
998
999 /**
1000 * \brief Determines whether SDL enforces that DRM master is required in order
1001 * to initialize the KMSDRM video backend.
1002 *
1003 * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
1004 * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
1005 * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
1006 * is still able to process input and query attributes of attached displays,
1007 * but it cannot change display state or draw to the screen directly.
1008 *
1009 * In some cases, it can be useful to have the KMSDRM backend even if it cannot
1010 * be used for rendering. An app may want to use SDL for input processing while
1011 * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
1012 * using its own code to render to DRM overlays that SDL doesn't support.
1013 *
1014 * This hint must be set before initializing the video subsystem.
1015 *
1016 * This variable can be set to the following values:
1017 * "0" - SDL will allow usage of the KMSDRM backend without DRM master
1018 * "1" - SDL Will require DRM master to use the KMSDRM backend (default)
1019 */
1020 #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
1021
1022 /**
1023 * \brief A comma separated list of devices to open as joysticks
1024 *
1025 * This variable is currently only used by the Linux joystick driver.
1026 */
1027 #define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
1028
1029 /**
1030 * \brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
1031 *
1032 * This variable can be set to the following values:
1033 * "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
1034 * "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
1035 */
1036 #define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
1037
1038 /**
1039 * \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
1040 *
1041 * This variable can be set to the following values:
1042 * "0" - Return digital hat values based on unfiltered input axis values
1043 * "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
1044 */
1045 #define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
1046
1047 /**
1048 * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
1049 *
1050 * This variable can be set to the following values:
1051 * "0" - Use /dev/input/event*
1052 * "1" - Use /dev/input/js*
1053 *
1054 * By default the /dev/input/event* interfaces are used
1055 */
1056 #define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
1057
1058 /**
1059 * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
1060 *
1061 * This variable can be set to the following values:
1062 * "0" - Return unfiltered joystick axis values (the default)
1063 * "1" - Return axis values with deadzones taken into account
1064 */
1065 #define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
1066
1067 /**
1068 * \brief When set don't force the SDL app to become a foreground process
1069 *
1070 * This hint only applies to Mac OS X.
1071 *
1072 */
1073 #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
1074
1075 /**
1076 * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
1077 *
1078 * If present, holding ctrl while left clicking will generate a right click
1079 * event when on Mac.
1080 */
1081 #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
1082
1083 /**
1084 * \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
1085 *
1086 * This variable can be set to the following values:
1087 * "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
1088 * "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
1089 *
1090 * Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
1091 * hangs because it's waiting for that background thread, but that background thread is also hanging because it's
1092 * waiting for the main thread to do an update, this might fix your issue.
1093 *
1094 * This hint only applies to macOS.
1095 *
1096 * This hint is available since SDL 2.24.0.
1097 *
1098 */
1099 #define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
1100
1101 /**
1102 * \brief A variable setting the double click radius, in pixels.
1103 */
1104 #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
1105
1106 /**
1107 * \brief A variable setting the double click time, in milliseconds.
1108 */
1109 #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
1110
1111 /**
1112 * \brief Allow mouse click events when clicking to focus an SDL window
1113 *
1114 * This variable can be set to the following values:
1115 * "0" - Ignore mouse clicks that activate a window
1116 * "1" - Generate events for mouse clicks that activate a window
1117 *
1118 * By default SDL will ignore mouse clicks that activate a window
1119 */
1120 #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
1121
1122 /**
1123 * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
1124 */
1125 #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
1126
1127 /**
1128 * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
1129 *
1130 * This variable can be set to the following values:
1131 * "0" - Relative mouse mode constrains the mouse to the window
1132 * "1" - Relative mouse mode constrains the mouse to the center of the window
1133 *
1134 * Constraining to the center of the window works better for FPS games and when the
1135 * application is running over RDP. Constraining to the whole window works better
1136 * for 2D games and increases the chance that the mouse will be in the correct
1137 * position when using high DPI mice.
1138 *
1139 * By default SDL will constrain the mouse to the center of the window
1140 */
1141 #define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
1142
1143 /**
1144 * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
1145 *
1146 * This variable can be set to the following values:
1147 * "0" - Relative mouse mode uses raw input
1148 * "1" - Relative mouse mode uses mouse warping
1149 *
1150 * By default SDL will use raw input for relative mouse mode
1151 */
1152 #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
1153
1154 /**
1155 * \brief A variable controlling whether relative mouse motion is affected by renderer scaling
1156 *
1157 * This variable can be set to the following values:
1158 * "0" - Relative motion is unaffected by DPI or renderer's logical size
1159 * "1" - Relative motion is scaled according to DPI scaling and logical size
1160 *
1161 * By default relative mouse deltas are affected by DPI and renderer scaling
1162 */
1163 #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
1164
1165 /**
1166 * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
1167 */
1168 #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
1169
1170 /**
1171 * \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
1172 *
1173 * This variable can be set to the following values:
1174 * "0" - Relative mouse motion will be unscaled (the default)
1175 * "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
1176 *
1177 * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
1178 */
1179 #define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
1180
1181 /**
1182 * \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
1183 *
1184 * This variable can be set to the following values:
1185 * "0" - Warping the mouse will not generate a motion event in relative mode
1186 * "1" - Warping the mouse will generate a motion event in relative mode
1187 *
1188 * By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
1189 */
1190 #define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
1191
1192 /**
1193 * \brief A variable controlling whether mouse events should generate synthetic touch events
1194 *
1195 * This variable can be set to the following values:
1196 * "0" - Mouse events will not generate touch events (default for desktop platforms)
1197 * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
1198 */
1199 #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
1200
1201 /**
1202 * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed
1203 *
1204 * This variable can be set to the following values:
1205 * "0" - The mouse is not captured while mouse buttons are pressed
1206 * "1" - The mouse is captured while mouse buttons are pressed
1207 *
1208 * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
1209 * outside the window, the application continues to receive mouse events until the button is
1210 * released.
1211 */
1212 #define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
1213
1214 /**
1215 * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
1216 *
1217 * This hint only applies to Unix-like platforms, and should set before
1218 * any calls to SDL_Init()
1219 *
1220 * The variable can be set to the following values:
1221 * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
1222 * catches a signal, convert it into an SDL_QUIT event.
1223 * "1" - SDL will not install a signal handler at all.
1224 */
1225 #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
1226
1227 /**
1228 * \brief A variable controlling what driver to use for OpenGL ES contexts.
1229 *
1230 * On some platforms, currently Windows and X11, OpenGL drivers may support
1231 * creating contexts with an OpenGL ES profile. By default SDL uses these
1232 * profiles, when available, otherwise it attempts to load an OpenGL ES
1233 * library, e.g. that provided by the ANGLE project. This variable controls
1234 * whether SDL follows this default behaviour or will always load an
1235 * OpenGL ES library.
1236 *
1237 * Circumstances where this is useful include
1238 * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
1239 * or emulator, e.g. those from ARM, Imagination or Qualcomm.
1240 * - Resolving OpenGL ES function addresses at link time by linking with
1241 * the OpenGL ES library instead of querying them at run time with
1242 * SDL_GL_GetProcAddress().
1243 *
1244 * Caution: for an application to work with the default behaviour across
1245 * different OpenGL drivers it must query the OpenGL ES function
1246 * addresses at run time using SDL_GL_GetProcAddress().
1247 *
1248 * This variable is ignored on most platforms because OpenGL ES is native
1249 * or not supported.
1250 *
1251 * This variable can be set to the following values:
1252 * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
1253 * "1" - Load OpenGL ES library using the default library names.
1254 *
1255 */
1256 #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
1257
1258 /**
1259 * \brief A variable controlling which orientations are allowed on iOS/Android.
1260 *
1261 * In some circumstances it is necessary to be able to explicitly control
1262 * which UI orientations are allowed.
1263 *
1264 * This variable is a space delimited list of the following values:
1265 * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
1266 */
1267 #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
1268
1269 /**
1270 * \brief A variable controlling the use of a sentinel event when polling the event queue
1271 *
1272 * This variable can be set to the following values:
1273 * "0" - Disable poll sentinels
1274 * "1" - Enable poll sentinels
1275 *
1276 * When polling for events, SDL_PumpEvents is used to gather new events from devices.
1277 * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
1278 * become stuck until the new events stop.
1279 * This is most noticeable when moving a high frequency mouse.
1280 *
1281 * By default, poll sentinels are enabled.
1282 */
1283 #define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
1284
1285 /**
1286 * \brief Override for SDL_GetPreferredLocales()
1287 *
1288 * If set, this will be favored over anything the OS might report for the
1289 * user's preferred locales. Changing this hint at runtime will not generate
1290 * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
1291 * your own event, if you want).
1292 *
1293 * The format of this hint is a comma-separated list of language and locale,
1294 * combined with an underscore, as is a common format: "en_GB". Locale is
1295 * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
1296 */
1297 #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
1298
1299 /**
1300 * \brief A variable describing the content orientation on QtWayland-based platforms.
1301 *
1302 * On QtWayland platforms, windows are rotated client-side to allow for custom
1303 * transitions. In order to correctly position overlays (e.g. volume bar) and
1304 * gestures (e.g. events view, close/minimize gestures), the system needs to
1305 * know in which orientation the application is currently drawing its contents.
1306 *
1307 * This does not cause the window to be rotated or resized, the application
1308 * needs to take care of drawing the content in the right orientation (the
1309 * framebuffer is always in portrait mode).
1310 *
1311 * This variable can be one of the following values:
1312 * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
1313 */
1314 #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
1315
1316 /**
1317 * \brief Flags to set on QtWayland windows to integrate with the native window manager.
1318 *
1319 * On QtWayland platforms, this hint controls the flags to set on the windows.
1320 * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
1321 *
1322 * This variable is a space-separated list of the following values (empty = no flags):
1323 * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
1324 */
1325 #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
1326
1327 /**
1328 * \brief A variable controlling whether the 2D render API is compatible or efficient.
1329 *
1330 * This variable can be set to the following values:
1331 *
1332 * "0" - Don't use batching to make rendering more efficient.
1333 * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
1334 *
1335 * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
1336 * it batches up draw requests and sends them all to the GPU only when forced
1337 * to (during SDL_RenderPresent, when changing render targets, by updating a
1338 * texture that the batch needs, etc). This is significantly more efficient,
1339 * but it can cause problems for apps that expect to render on top of the
1340 * render API's output. As such, SDL will disable batching if a specific
1341 * render backend is requested (since this might indicate that the app is
1342 * planning to use the underlying graphics API directly). This hint can
1343 * be used to explicitly request batching in this instance. It is a contract
1344 * that you will either never use the underlying graphics API directly, or
1345 * if you do, you will call SDL_RenderFlush() before you do so any current
1346 * batch goes to the GPU before your work begins. Not following this contract
1347 * will result in undefined behavior.
1348 */
1349 #define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
1350
1351 /**
1352 * \brief A variable controlling how the 2D render API renders lines
1353 *
1354 * This variable can be set to the following values:
1355 * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
1356 * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
1357 * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
1358 * "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
1359 *
1360 * This variable should be set when the renderer is created.
1361 */
1362 #define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
1363
1364 /**
1365 * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
1366 *
1367 * This variable does not have any effect on the Direct3D 9 based renderer.
1368 *
1369 * This variable can be set to the following values:
1370 * "0" - Disable Debug Layer use
1371 * "1" - Enable Debug Layer use
1372 *
1373 * By default, SDL does not use Direct3D Debug Layer.
1374 */
1375 #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
1376
1377 /**
1378 * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
1379 *
1380 * This variable can be set to the following values:
1381 * "0" - Thread-safety is not enabled (faster)
1382 * "1" - Thread-safety is enabled
1383 *
1384 * By default the Direct3D device is created with thread-safety disabled.
1385 */
1386 #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
1387
1388 /**
1389 * \brief A variable specifying which render driver to use.
1390 *
1391 * If the application doesn't pick a specific renderer to use, this variable
1392 * specifies the name of the preferred renderer. If the preferred renderer
1393 * can't be initialized, the normal default renderer is used.
1394 *
1395 * This variable is case insensitive and can be set to the following values:
1396 * "direct3d"
1397 * "direct3d11"
1398 * "direct3d12"
1399 * "opengl"
1400 * "opengles2"
1401 * "opengles"
1402 * "metal"
1403 * "software"
1404 *
1405 * The default varies by platform, but it's the first one in the list that
1406 * is available on the current platform.
1407 */
1408 #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
1409
1410 /**
1411 * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
1412 *
1413 * This variable can be set to the following values:
1414 * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
1415 * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
1416 *
1417 * By default letterbox is used
1418 */
1419 #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
1420
1421 /**
1422 * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
1423 *
1424 * This variable can be set to the following values:
1425 * "0" - Disable shaders
1426 * "1" - Enable shaders
1427 *
1428 * By default shaders are used if OpenGL supports them.
1429 */
1430 #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
1431
1432 /**
1433 * \brief A variable controlling the scaling quality
1434 *
1435 * This variable can be set to the following values:
1436 * "0" or "nearest" - Nearest pixel sampling
1437 * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
1438 * "2" or "best" - Currently this is the same as "linear"
1439 *
1440 * By default nearest pixel sampling is used
1441 */
1442 #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
1443
1444 /**
1445 * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
1446 *
1447 * This variable can be set to the following values:
1448 * "0" - Disable vsync
1449 * "1" - Enable vsync
1450 *
1451 * By default SDL does not sync screen surface updates with vertical refresh.
1452 */
1453 #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
1454
1455 /**
1456 * \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
1457 *
1458 * This variable can be set to the following values:
1459 * "0" - It will be using VSYNC as defined in the main flag. Default
1460 * "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
1461 *
1462 * By default SDL does not enable the automatic VSYNC
1463 */
1464 #define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
1465
1466 /**
1467 * \brief A variable to control whether the return key on the soft keyboard
1468 * should hide the soft keyboard on Android and iOS.
1469 *
1470 * The variable can be set to the following values:
1471 * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
1472 * "1" - The return key will hide the keyboard.
1473 *
1474 * The value of this hint is used at runtime, so it can be changed at any time.
1475 */
1476 #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
1477
1478 /**
1479 * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
1480 *
1481 * Also known as Z-order. The variable can take a negative or positive value.
1482 * The default is 10000.
1483 */
1484 #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
1485
1486 /**
1487 * \brief Specify an "activity name" for screensaver inhibition.
1488 *
1489 * Some platforms, notably Linux desktops, list the applications which are
1490 * inhibiting the screensaver or other power-saving features.
1491 *
1492 * This hint lets you specify the "activity name" sent to the OS when
1493 * SDL_DisableScreenSaver() is used (or the screensaver is automatically
1494 * disabled). The contents of this hint are used when the screensaver is
1495 * disabled. You should use a string that describes what your program is doing
1496 * (and, therefore, why the screensaver is disabled). For example, "Playing a
1497 * game" or "Watching a video".
1498 *
1499 * Setting this to "" or leaving it unset will have SDL use a reasonable
1500 * default: "Playing a game" or something similar.
1501 *
1502 * On targets where this is not supported, this hint does nothing.
1503 */
1504 #define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
1505
1506 /**
1507 * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
1508 *
1509 * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
1510 * that require special handling by the application. This hint exists to let SDL know that
1511 * the app is prepared to handle said restrictions.
1512 *
1513 * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
1514 * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
1515 * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
1516 * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
1517 * * Refer to the man pages for more information.
1518 *
1519 * This variable can be set to the following values:
1520 * "0" - default platform specific behaviour
1521 * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
1522 */
1523 #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
1524
1525 /**
1526 * \brief A string specifying additional information to use with SDL_SetThreadPriority.
1527 *
1528 * By default SDL_SetThreadPriority will make appropriate system changes in order to
1529 * apply a thread priority. For example on systems using pthreads the scheduler policy
1530 * is changed automatically to a policy that works well with a given priority.
1531 * Code which has specific requirements can override SDL's default behavior with this hint.
1532 *
1533 * pthread hint values are "current", "other", "fifo" and "rr".
1534 * Currently no other platform hint values are defined but may be in the future.
1535 *
1536 * \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
1537 * configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
1538 * after calling SDL_SetThreadPriority().
1539 */
1540 #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
1541
1542 /**
1543 * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
1544 *
1545 * Use this hint in case you need to set SDL's threads stack size to other than the default.
1546 * This is specially useful if you build SDL against a non glibc libc library (such as musl) which
1547 * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
1548 * Support for this hint is currently available only in the pthread, Windows, and PSP backend.
1549 *
1550 * Instead of this hint, in 2.0.9 and later, you can use
1551 * SDL_CreateThreadWithStackSize(). This hint only works with the classic
1552 * SDL_CreateThread().
1553 */
1554 #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
1555
1556 /**
1557 * \brief A variable that controls the timer resolution, in milliseconds.
1558 *
1559 * The higher resolution the timer, the more frequently the CPU services
1560 * timer interrupts, and the more precise delays are, but this takes up
1561 * power and CPU time. This hint is only used on Windows.
1562 *
1563 * See this blog post for more information:
1564 * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
1565 *
1566 * If this variable is set to "0", the system timer resolution is not set.
1567 *
1568 * The default value is "1". This hint may be set at any time.
1569 */
1570 #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
1571
1572 /**
1573 * \brief A variable controlling whether touch events should generate synthetic mouse events
1574 *
1575 * This variable can be set to the following values:
1576 * "0" - Touch events will not generate mouse events
1577 * "1" - Touch events will generate mouse events
1578 *
1579 * By default SDL will generate mouse events for touch events
1580 */
1581 #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
1582
1583 /**
1584 * \brief A variable controlling which touchpad should generate synthetic mouse events
1585 *
1586 * This variable can be set to the following values:
1587 * "0" - Only front touchpad should generate mouse events. Default
1588 * "1" - Only back touchpad should generate mouse events.
1589 * "2" - Both touchpads should generate mouse events.
1590 *
1591 * By default SDL will generate mouse events for all touch devices
1592 */
1593 #define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
1594
1595 /**
1596 * \brief A variable controlling whether the Android / tvOS remotes
1597 * should be listed as joystick devices, instead of sending keyboard events.
1598 *
1599 * This variable can be set to the following values:
1600 * "0" - Remotes send enter/escape/arrow key events
1601 * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
1602 */
1603 #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
1604
1605 /**
1606 * \brief A variable controlling whether the screensaver is enabled.
1607 *
1608 * This variable can be set to the following values:
1609 * "0" - Disable screensaver
1610 * "1" - Enable screensaver
1611 *
1612 * By default SDL will disable the screensaver.
1613 */
1614 #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
1615
1616 /**
1617 * \brief Tell the video driver that we only want a double buffer.
1618 *
1619 * By default, most lowlevel 2D APIs will use a triple buffer scheme that
1620 * wastes no CPU time on waiting for vsync after issuing a flip, but
1621 * introduces a frame of latency. On the other hand, using a double buffer
1622 * scheme instead is recommended for cases where low latency is an important
1623 * factor because we save a whole frame of latency.
1624 * We do so by waiting for vsync immediately after issuing a flip, usually just
1625 * after eglSwapBuffers call in the backend's *_SwapWindow function.
1626 *
1627 * Since it's driver-specific, it's only supported where possible and
1628 * implemented. Currently supported the following drivers:
1629 *
1630 * - KMSDRM (kmsdrm)
1631 * - Raspberry Pi (raspberrypi)
1632 */
1633 #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
1634
1635 /**
1636 * \brief A variable controlling whether the EGL window is allowed to be
1637 * composited as transparent, rather than opaque.
1638 *
1639 * Most window systems will always render windows opaque, even if the surface
1640 * format has an alpha channel. This is not always true, however, so by default
1641 * SDL will try to enforce opaque composition. To override this behavior, you
1642 * can set this hint to "1".
1643 */
1644 #define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
1645
1646 /**
1647 * \brief A variable controlling whether the graphics context is externally managed.
1648 *
1649 * This variable can be set to the following values:
1650 * "0" - SDL will manage graphics contexts that are attached to windows.
1651 * "1" - Disable graphics context management on windows.
1652 *
1653 * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
1654 * context will be automatically saved and restored when pausing the application. Additionally, some
1655 * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
1656 * behavior, which is desireable when the application manages the graphics context, such as
1657 * an externally managed OpenGL context or attaching a Vulkan surface to the window.
1658 */
1659 #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
1660
1661 /**
1662 * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
1663 */
1664 #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
1665
1666 /**
1667 * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
1668 *
1669 * This hint only applies to Mac OS X.
1670 *
1671 * The variable can be set to the following values:
1672 * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
1673 * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
1674 * button on their titlebars).
1675 * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
1676 * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
1677 * button on their titlebars).
1678 *
1679 * The default value is "1". This hint must be set before any windows are created.
1680 */
1681 #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
1682
1683 /**
1684 * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
1685 * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
1686 * seeing if "true" causes more problems than it solves in modern times.
1687 *
1688 */
1689 #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
1690
1691 /**
1692 * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.
1693 *
1694 * This variable can be set to the following values:
1695 * "0" - libdecor use is disabled.
1696 * "1" - libdecor use is enabled (default).
1697 *
1698 * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1699 */
1700 #define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
1701
1702 /**
1703 * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
1704 *
1705 * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
1706 * available. (Note that, by default, libdecor will use xdg-decoration itself if available).
1707 *
1708 * This variable can be set to the following values:
1709 * "0" - libdecor is enabled only if server-side decorations are unavailable.
1710 * "1" - libdecor is always enabled if available.
1711 *
1712 * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1713 */
1714 #define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
1715
1716 /**
1717 * \brief A variable controlling whether video mode emulation is enabled under Wayland.
1718 *
1719 * When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
1720 * If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
1721 * desktop, the native display resolution.
1722 *
1723 * This variable can be set to the following values:
1724 * "0" - Video mode emulation is disabled.
1725 * "1" - Video mode emulation is enabled.
1726 *
1727 * By default video mode emulation is enabled.
1728 */
1729 #define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
1730
1731 /**
1732 * \brief Enable or disable mouse pointer warp emulation, needed by some older games.
1733 *
1734 * When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
1735 * This is required for some older games (such as Source engine games), which warp the
1736 * mouse to the centre of the screen rather than using relative mouse motion. Note that
1737 * relative mouse mode may have different mouse acceleration behaviour than pointer warps.
1738 *
1739 * This variable can be set to the following values:
1740 * "0" - All mouse warps fail, as mouse warping is not available under wayland.
1741 * "1" - Some mouse warps will be emulated by forcing relative mouse mode.
1742 *
1743 * If not set, this is automatically enabled unless an application uses relative mouse
1744 * mode directly.
1745 */
1746 #define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
1747
1748 /**
1749 * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
1750 *
1751 * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
1752 * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
1753 * created SDL_Window:
1754 *
1755 * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
1756 * needed for example when sharing an OpenGL context across multiple windows.
1757 *
1758 * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
1759 * OpenGL rendering.
1760 *
1761 * This variable can be set to the following values:
1762 * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
1763 * share a pixel format with.
1764 */
1765 #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
1766
1767 /**
1768 * \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
1769 *
1770 * This variable can be set to the following values:
1771 * "0" - Don't add any graphics flags to the SDL_WindowFlags
1772 * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
1773 *
1774 * By default SDL will not make the foreign window compatible with OpenGL.
1775 */
1776 #define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
1777
1778 /**
1779 * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
1780 *
1781 * This variable can be set to the following values:
1782 * "0" - Don't add any graphics flags to the SDL_WindowFlags
1783 * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
1784 *
1785 * By default SDL will not make the foreign window compatible with Vulkan.
1786 */
1787 #define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
1788
1789 /**
1790 * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
1791 *
1792 * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
1793 * can use two different sets of binaries, those compiled by the user from source
1794 * or those provided by the Chrome browser. In the later case, these binaries require
1795 * that SDL loads a DLL providing the shader compiler.
1796 *
1797 * This variable can be set to the following values:
1798 * "d3dcompiler_46.dll" - default, best for Vista or later.
1799 * "d3dcompiler_43.dll" - for XP support.
1800 * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
1801 *
1802 */
1803 #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
1804
1805 /**
1806 * \brief A variable controlling whether X11 should use GLX or EGL by default
1807 *
1808 * This variable can be set to the following values:
1809 * "0" - Use GLX
1810 * "1" - Use EGL
1811 *
1812 * By default SDL will use GLX when both are present.
1813 */
1814 #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
1815
1816 /**
1817 * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
1818 *
1819 * This variable can be set to the following values:
1820 * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
1821 * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
1822 *
1823 * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
1824 *
1825 */
1826 #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
1827
1828 /**
1829 * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
1830 *
1831 * This variable can be set to the following values:
1832 * "0" - Disable _NET_WM_PING
1833 * "1" - Enable _NET_WM_PING
1834 *
1835 * By default SDL will use _NET_WM_PING, but for applications that know they
1836 * will not always be able to respond to ping requests in a timely manner they can
1837 * turn it off to avoid the window manager thinking the app is hung.
1838 * The hint is checked in CreateWindow.
1839 */
1840 #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
1841
1842 /**
1843 * \brief A variable forcing the visual ID chosen for new X11 windows
1844 *
1845 */
1846 #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
1847
1848 /**
1849 * \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used.
1850 *
1851 * Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11.
1852 * Now SDL never uses Xinerama, and does not check for this hint at all.
1853 * The preprocessor define is left here for source compatibility.
1854 */
1855 #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
1856
1857 /**
1858 * \brief A variable controlling whether the X11 XRandR extension should be used.
1859 *
1860 * This variable can be set to the following values:
1861 * "0" - Disable XRandR
1862 * "1" - Enable XRandR
1863 *
1864 * By default SDL will use XRandR.
1865 */
1866 #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
1867
1868 /**
1869 * \brief A no-longer-used variable controlling whether the X11 VidMode extension should be used.
1870 *
1871 * Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11.
1872 * Now SDL never uses XVidMode, and does not check for this hint at all.
1873 * The preprocessor define is left here for source compatibility.
1874 */
1875 #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
1876
1877 /**
1878 * \brief Controls how the fact chunk affects the loading of a WAVE file.
1879 *
1880 * The fact chunk stores information about the number of samples of a WAVE
1881 * file. The Standards Update from Microsoft notes that this value can be used
1882 * to 'determine the length of the data in seconds'. This is especially useful
1883 * for compressed formats (for which this is a mandatory chunk) if they produce
1884 * multiple sample frames per block and truncating the block is not allowed.
1885 * The fact chunk can exactly specify how many sample frames there should be
1886 * in this case.
1887 *
1888 * Unfortunately, most application seem to ignore the fact chunk and so SDL
1889 * ignores it by default as well.
1890 *
1891 * This variable can be set to the following values:
1892 *
1893 * "truncate" - Use the number of samples to truncate the wave data if
1894 * the fact chunk is present and valid
1895 * "strict" - Like "truncate", but raise an error if the fact chunk
1896 * is invalid, not present for non-PCM formats, or if the
1897 * data chunk doesn't have that many samples
1898 * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
1899 * samples is zero
1900 * "ignore" - Ignore fact chunk entirely (default)
1901 */
1902 #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
1903
1904 /**
1905 * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
1906 *
1907 * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
1908 * file) is not always reliable. In case the size is wrong, it's possible to
1909 * just ignore it and step through the chunks until a fixed limit is reached.
1910 *
1911 * Note that files that have trailing data unrelated to the WAVE file or
1912 * corrupt files may slow down the loading process without a reliable boundary.
1913 * By default, SDL stops after 10000 chunks to prevent wasting time. Use the
1914 * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
1915 *
1916 * This variable can be set to the following values:
1917 *
1918 * "force" - Always use the RIFF chunk size as a boundary for the chunk search
1919 * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
1920 * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
1921 * "maximum" - Search for chunks until the end of file (not recommended)
1922 */
1923 #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
1924
1925 /**
1926 * \brief Controls how a truncated WAVE file is handled.
1927 *
1928 * A WAVE file is considered truncated if any of the chunks are incomplete or
1929 * the data chunk size is not a multiple of the block size. By default, SDL
1930 * decodes until the first incomplete block, as most applications seem to do.
1931 *
1932 * This variable can be set to the following values:
1933 *
1934 * "verystrict" - Raise an error if the file is truncated
1935 * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
1936 * "dropframe" - Decode until the first incomplete sample frame
1937 * "dropblock" - Decode until the first incomplete block (default)
1938 */
1939 #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
1940
1941 /**
1942 * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
1943 * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
1944 * thread's name, but it tends to cause problems with other debuggers,
1945 * and the .NET runtime. Note that SDL 2.0.6 and later will still use
1946 * the (safer) SetThreadDescription API, introduced in the Windows 10
1947 * Creators Update, if available.
1948 *
1949 * The variable can be set to the following values:
1950 * "0" - SDL will raise the 0x406D1388 Exception to name threads.
1951 * This is the default behavior of SDL <= 2.0.4.
1952 * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
1953 * This is necessary with .NET languages or debuggers that aren't Visual Studio.
1954 */
1955 #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
1956
1957 /**
1958 * \brief A variable controlling whether the windows message loop is processed by SDL
1959 *
1960 * This variable can be set to the following values:
1961 * "0" - The window message loop is not run
1962 * "1" - The window message loop is processed in SDL_PumpEvents()
1963 *
1964 * By default SDL will process the windows message loop
1965 */
1966 #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
1967
1968 /**
1969 * \brief Force SDL to use Critical Sections for mutexes on Windows.
1970 * On Windows 7 and newer, Slim Reader/Writer Locks are available.
1971 * They offer better performance, allocate no kernel ressources and
1972 * use less memory. SDL will fall back to Critical Sections on older
1973 * OS versions or if forced to by this hint.
1974 *
1975 * This variable can be set to the following values:
1976 * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
1977 * "1" - Force the use of Critical Sections in all cases.
1978 *
1979 */
1980 #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
1981
1982 /**
1983 * \brief Force SDL to use Kernel Semaphores on Windows.
1984 * Kernel Semaphores are inter-process and require a context
1985 * switch on every interaction. On Windows 8 and newer, the
1986 * WaitOnAddress API is available. Using that and atomics to
1987 * implement semaphores increases performance.
1988 * SDL will fall back to Kernel Objects on older OS versions
1989 * or if forced to by this hint.
1990 *
1991 * This variable can be set to the following values:
1992 * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
1993 * "1" - Force the use of Kernel Objects in all cases.
1994 *
1995 */
1996 #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
1997
1998 /**
1999 * \brief A variable to specify custom icon resource id from RC file on Windows platform
2000 */
2001 #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
2002 #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
2003
2004 /**
2005 * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
2006 *
2007 * The variable can be set to the following values:
2008 * "0" - SDL will generate a window-close event when it sees Alt+F4.
2009 * "1" - SDL will only do normal key handling for Alt+F4.
2010 */
2011 #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
2012
2013 /**
2014 * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
2015 * Direct3D 9Ex contains changes to state management that can eliminate device
2016 * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
2017 * some changes to your application to cope with the new behavior, so this
2018 * is disabled by default.
2019 *
2020 * This hint must be set before initializing the video subsystem.
2021 *
2022 * For more information on Direct3D 9Ex, see:
2023 * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
2024 * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
2025 *
2026 * This variable can be set to the following values:
2027 * "0" - Use the original Direct3D 9 API (default)
2028 * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
2029 *
2030 */
2031 #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
2032
2033 /**
2034 * \brief Controls whether SDL will declare the process to be DPI aware.
2035 *
2036 * This hint must be set before initializing the video subsystem.
2037 *
2038 * The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
2039 * a DPI scale factor.
2040 *
2041 * This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
2042 * and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
2043 * even on high-DPI displays.
2044 *
2045 * For more information, see:
2046 * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
2047 *
2048 * This variable can be set to the following values:
2049 * "" - Do not change the DPI awareness (default).
2050 * "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
2051 * "system" - Request system DPI awareness. (Vista and later).
2052 * "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later).
2053 * "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
2054 * The most visible difference from "permonitor" is that window title bar will be scaled
2055 * to the visually correct size when dragging between monitors with different scale factors.
2056 * This is the preferred DPI awareness level.
2057 *
2058 * If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
2059 * available match.
2060 */
2061 #define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
2062
2063 /**
2064 * \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
2065 *
2066 * This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
2067 * This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
2068 *
2069 * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
2070 * will create a window with an 800x600 client area (in pixels).
2071 *
2072 * Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
2073 * and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
2074 *
2075 * This variable can be set to the following values:
2076 * "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
2077 * between monitors with different scale factors (unless this is performed by
2078 * Windows itself, which is the case when the process is DPI unaware).
2079 * "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
2080 * displays with non-100% scale factors.
2081 */
2082 #define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
2083
2084 /**
2085 * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
2086 *
2087 * This variable can be set to the following values:
2088 * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
2089 * "1" - The window frame is interactive when the cursor is hidden
2090 *
2091 * By default SDL will allow interaction with the window frame when the cursor is hidden
2092 */
2093 #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
2094
2095 /**
2096 * \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
2097 *
2098 * This variable can be set to the following values:
2099 * "0" - The window is activated when the SDL_ShowWindow function is called
2100 * "1" - The window is not activated when the SDL_ShowWindow function is called
2101 *
2102 * By default SDL will activate the window when the SDL_ShowWindow function is called
2103 */
2104 #define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
2105
2106 /** \brief Allows back-button-press events on Windows Phone to be marked as handled
2107 *
2108 * Windows Phone devices typically feature a Back button. When pressed,
2109 * the OS will emit back-button-press events, which apps are expected to
2110 * handle in an appropriate manner. If apps do not explicitly mark these
2111 * events as 'Handled', then the OS will invoke its default behavior for
2112 * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
2113 * terminate the app (and attempt to switch to the previous app, or to the
2114 * device's home screen).
2115 *
2116 * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
2117 * to mark back-button-press events as Handled, if and when one is sent to
2118 * the app.
2119 *
2120 * Internally, Windows Phone sends back button events as parameters to
2121 * special back-button-press callback functions. Apps that need to respond
2122 * to back-button-press events are expected to register one or more
2123 * callback functions for such, shortly after being launched (during the
2124 * app's initialization phase). After the back button is pressed, the OS
2125 * will invoke these callbacks. If the app's callback(s) do not explicitly
2126 * mark the event as handled by the time they return, or if the app never
2127 * registers one of these callback, the OS will consider the event
2128 * un-handled, and it will apply its default back button behavior (terminate
2129 * the app).
2130 *
2131 * SDL registers its own back-button-press callback with the Windows Phone
2132 * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
2133 * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
2134 * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
2135 * If the hint's value is set to "1", the back button event's Handled
2136 * property will get set to 'true'. If the hint's value is set to something
2137 * else, or if it is unset, SDL will leave the event's Handled property
2138 * alone. (By default, the OS sets this property to 'false', to note.)
2139 *
2140 * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
2141 * back button is pressed, or can set it in direct-response to a back button
2142 * being pressed.
2143 *
2144 * In order to get notified when a back button is pressed, SDL apps should
2145 * register a callback function with SDL_AddEventWatch(), and have it listen
2146 * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
2147 * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
2148 * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
2149 * set by such a callback, will be applied to the OS' current
2150 * back-button-press event.
2151 *
2152 * More details on back button behavior in Windows Phone apps can be found
2153 * at the following page, on Microsoft's developer site:
2154 * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
2155 */
2156 #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
2157
2158 /** \brief Label text for a WinRT app's privacy policy link
2159 *
2160 * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
2161 * Microsoft mandates that this policy be available via the Windows Settings charm.
2162 * SDL provides code to add a link there, with its label text being set via the
2163 * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
2164 *
2165 * Please note that a privacy policy's contents are not set via this hint. A separate
2166 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
2167 * policy.
2168 *
2169 * The contents of this hint should be encoded as a UTF8 string.
2170 *
2171 * The default value is "Privacy Policy". This hint should only be set during app
2172 * initialization, preferably before any calls to SDL_Init().
2173 *
2174 * For additional information on linking to a privacy policy, see the documentation for
2175 * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
2176 */
2177 #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
2178
2179 /**
2180 * \brief A URL to a WinRT app's privacy policy
2181 *
2182 * All network-enabled WinRT apps must make a privacy policy available to its
2183 * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
2184 * be available in the Windows Settings charm, as accessed from within the app.
2185 * SDL provides code to add a URL-based link there, which can point to the app's
2186 * privacy policy.
2187 *
2188 * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
2189 * before calling any SDL_Init() functions. The contents of the hint should
2190 * be a valid URL. For example, "http://www.example.com".
2191 *
2192 * The default value is "", which will prevent SDL from adding a privacy policy
2193 * link to the Settings charm. This hint should only be set during app init.
2194 *
2195 * The label text of an app's "Privacy Policy" link may be customized via another
2196 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
2197 *
2198 * Please note that on Windows Phone, Microsoft does not provide standard UI
2199 * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
2200 * will not get used on that platform. Network-enabled phone apps should display
2201 * their privacy policy through some other, in-app means.
2202 */
2203 #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
2204
2205 /**
2206 * \brief Mark X11 windows as override-redirect.
2207 *
2208 * If set, this _might_ increase framerate at the expense of the desktop
2209 * not working as expected. Override-redirect windows aren't noticed by the
2210 * window manager at all.
2211 *
2212 * You should probably only use this for fullscreen windows, and you probably
2213 * shouldn't even use it for that. But it's here if you want to try!
2214 */
2215 #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
2216
2217 /**
2218 * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
2219 *
2220 * The variable can be set to the following values:
2221 * "0" - Disable XInput detection (only uses direct input)
2222 * "1" - Enable XInput detection (the default)
2223 */
2224 #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
2225
2226 /**
2227 * \brief A variable that lets you disable the detection and use of DirectInput gamepad devices
2228 *
2229 * The variable can be set to the following values:
2230 * "0" - Disable DirectInput detection (only uses XInput)
2231 * "1" - Enable DirectInput detection (the default)
2232 */
2233 #define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
2234
2235 /**
2236 * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
2237 *
2238 * This hint is for backwards compatibility only and will be removed in SDL 2.1
2239 *
2240 * The default value is "0". This hint must be set before SDL_Init()
2241 */
2242 #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
2243
2244 /**
2245 * \brief A variable that causes SDL to not ignore audio "monitors"
2246 *
2247 * This is currently only used for PulseAudio and ignored elsewhere.
2248 *
2249 * By default, SDL ignores audio devices that aren't associated with physical
2250 * hardware. Changing this hint to "1" will expose anything SDL sees that
2251 * appears to be an audio source or sink. This will add "devices" to the list
2252 * that the user probably doesn't want or need, but it can be useful in
2253 * scenarios where you want to hook up SDL to some sort of virtual device,
2254 * etc.
2255 *
2256 * The default value is "0". This hint must be set before SDL_Init().
2257 *
2258 * This hint is available since SDL 2.0.16. Before then, virtual devices are
2259 * always ignored.
2260 */
2261 #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
2262
2263 /**
2264 * \brief A variable that forces X11 windows to create as a custom type.
2265 *
2266 * This is currently only used for X11 and ignored elsewhere.
2267 *
2268 * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
2269 * to report to the window manager the type of window it wants to create.
2270 * This might be set to various things if SDL_WINDOW_TOOLTIP or
2271 * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
2272 * haven't set a specific type, this hint can be used to specify a custom
2273 * type. For example, a dock window might set this to
2274 * "_NET_WM_WINDOW_TYPE_DOCK".
2275 *
2276 * If not set or set to "", this hint is ignored. This hint must be set
2277 * before the SDL_CreateWindow() call that it is intended to affect.
2278 *
2279 * This hint is available since SDL 2.0.22.
2280 */
2281 #define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
2282
2283 /**
2284 * \brief A variable that decides whether to send SDL_QUIT when closing the final window.
2285 *
2286 * By default, SDL sends an SDL_QUIT event when there is only one window
2287 * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
2288 * apps would also take the loss of this window as a signal to terminate the
2289 * program.
2290 *
2291 * However, it's not unreasonable in some cases to have the program continue
2292 * to live on, perhaps to create new windows later.
2293 *
2294 * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
2295 * when the final window is requesting to close. Note that in this case,
2296 * there are still other legitimate reasons one might get an SDL_QUIT
2297 * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
2298 * on Unix, etc.
2299 *
2300 * The default value is "1". This hint can be changed at any time.
2301 *
2302 * This hint is available since SDL 2.0.22. Before then, you always get
2303 * an SDL_QUIT event when closing the final window.
2304 */
2305 #define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
2306
2307
2308 /**
2309 * \brief A variable that decides what video backend to use.
2310 *
2311 * By default, SDL will try all available video backends in a reasonable
2312 * order until it finds one that can work, but this hint allows the app
2313 * or user to force a specific target, such as "x11" if, say, you are
2314 * on Wayland but want to try talking to the X server instead.
2315 *
2316 * This functionality has existed since SDL 2.0.0 (indeed, before that)
2317 * but before 2.0.22 this was an environment variable only. In 2.0.22,
2318 * it was upgraded to a full SDL hint, so you can set the environment
2319 * variable as usual or programatically set the hint with SDL_SetHint,
2320 * which won't propagate to child processes.
2321 *
2322 * The default value is unset, in which case SDL will try to figure out
2323 * the best video backend on your behalf. This hint needs to be set
2324 * before SDL_Init() is called to be useful.
2325 *
2326 * This hint is available since SDL 2.0.22. Before then, you could set
2327 * the environment variable to get the same effect.
2328 */
2329 #define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
2330
2331 /**
2332 * \brief A variable that decides what audio backend to use.
2333 *
2334 * By default, SDL will try all available audio backends in a reasonable
2335 * order until it finds one that can work, but this hint allows the app
2336 * or user to force a specific target, such as "alsa" if, say, you are
2337 * on PulseAudio but want to try talking to the lower level instead.
2338 *
2339 * This functionality has existed since SDL 2.0.0 (indeed, before that)
2340 * but before 2.0.22 this was an environment variable only. In 2.0.22,
2341 * it was upgraded to a full SDL hint, so you can set the environment
2342 * variable as usual or programatically set the hint with SDL_SetHint,
2343 * which won't propagate to child processes.
2344 *
2345 * The default value is unset, in which case SDL will try to figure out
2346 * the best audio backend on your behalf. This hint needs to be set
2347 * before SDL_Init() is called to be useful.
2348 *
2349 * This hint is available since SDL 2.0.22. Before then, you could set
2350 * the environment variable to get the same effect.
2351 */
2352 #define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
2353
2354 /**
2355 * \brief A variable that decides what KMSDRM device to use.
2356 *
2357 * Internally, SDL might open something like "/dev/dri/cardNN" to
2358 * access KMSDRM functionality, where "NN" is a device index number.
2359 *
2360 * SDL makes a guess at the best index to use (usually zero), but the
2361 * app or user can set this hint to a number between 0 and 99 to
2362 * force selection.
2363 *
2364 * This hint is available since SDL 2.24.0.
2365 */
2366 #define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
2367
2368
2369 /**
2370 * \brief A variable that treats trackpads as touch devices.
2371 *
2372 * On macOS (and possibly other platforms in the future), SDL will report
2373 * touches on a trackpad as mouse input, which is generally what users
2374 * expect from this device; however, these are often actually full
2375 * multitouch-capable touch devices, so it might be preferable to some apps
2376 * to treat them as such.
2377 *
2378 * Setting this hint to true will make the trackpad input report as a
2379 * multitouch device instead of a mouse. The default is false.
2380 *
2381 * Note that most platforms don't support this hint. As of 2.24.0, it
2382 * only supports MacBooks' trackpads on macOS. Others may follow later.
2383 *
2384 * This hint is checked during SDL_Init and can not be changed after.
2385 *
2386 * This hint is available since SDL 2.24.0.
2387 */
2388 #define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
2389
2390
2391 /**
2392 * \brief An enumeration of hint priorities
2393 */
2394 typedef enum
2395 {
2396 SDL_HINT_DEFAULT,
2397 SDL_HINT_NORMAL,
2398 SDL_HINT_OVERRIDE
2399 } SDL_HintPriority;
2400
2401
2402 /**
2403 * Set a hint with a specific priority.
2404 *
2405 * The priority controls the behavior when setting a hint that already has a
2406 * value. Hints will replace existing hints of their priority and lower.
2407 * Environment variables are considered to have override priority.
2408 *
2409 * \param name the hint to set
2410 * \param value the value of the hint variable
2411 * \param priority the SDL_HintPriority level for the hint
2412 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2413 *
2414 * \since This function is available since SDL 2.0.0.
2415 *
2416 * \sa SDL_GetHint
2417 * \sa SDL_SetHint
2418 */
2419 extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
2420 const char *value,
2421 SDL_HintPriority priority);
2422
2423 /**
2424 * Set a hint with normal priority.
2425 *
2426 * Hints will not be set if there is an existing override hint or environment
2427 * variable that takes precedence. You can use SDL_SetHintWithPriority() to
2428 * set the hint with override priority instead.
2429 *
2430 * \param name the hint to set
2431 * \param value the value of the hint variable
2432 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2433 *
2434 * \since This function is available since SDL 2.0.0.
2435 *
2436 * \sa SDL_GetHint
2437 * \sa SDL_SetHintWithPriority
2438 */
2439 extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
2440 const char *value);
2441
2442 /**
2443 * Reset a hint to the default value.
2444 *
2445 * This will reset a hint to the value of the environment variable, or NULL if
2446 * the environment isn't set. Callbacks will be called normally with this
2447 * change.
2448 *
2449 * \param name the hint to set
2450 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2451 *
2452 * \since This function is available since SDL 2.24.0.
2453 *
2454 * \sa SDL_GetHint
2455 * \sa SDL_SetHint
2456 */
2457 extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
2458
2459 /**
2460 * Reset all hints to the default values.
2461 *
2462 * This will reset all hints to the value of the associated environment
2463 * variable, or NULL if the environment isn't set. Callbacks will be called
2464 * normally with this change.
2465 *
2466 * \since This function is available since SDL 2.26.0.
2467 *
2468 * \sa SDL_GetHint
2469 * \sa SDL_SetHint
2470 * \sa SDL_ResetHint
2471 */
2472 extern DECLSPEC void SDLCALL SDL_ResetHints(void);
2473
2474 /**
2475 * Get the value of a hint.
2476 *
2477 * \param name the hint to query
2478 * \returns the string value of a hint or NULL if the hint isn't set.
2479 *
2480 * \since This function is available since SDL 2.0.0.
2481 *
2482 * \sa SDL_SetHint
2483 * \sa SDL_SetHintWithPriority
2484 */
2485 extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
2486
2487 /**
2488 * Get the boolean value of a hint variable.
2489 *
2490 * \param name the name of the hint to get the boolean value from
2491 * \param default_value the value to return if the hint does not exist
2492 * \returns the boolean value of a hint or the provided default value if the
2493 * hint does not exist.
2494 *
2495 * \since This function is available since SDL 2.0.5.
2496 *
2497 * \sa SDL_GetHint
2498 * \sa SDL_SetHint
2499 */
2500 extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
2501
2502 /**
2503 * Type definition of the hint callback function.
2504 *
2505 * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
2506 * \param name what was passed as `name` to SDL_AddHintCallback()
2507 * \param oldValue the previous hint value
2508 * \param newValue the new value hint is to be set to
2509 */
2510 typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
2511
2512 /**
2513 * Add a function to watch a particular hint.
2514 *
2515 * \param name the hint to watch
2516 * \param callback An SDL_HintCallback function that will be called when the
2517 * hint value changes
2518 * \param userdata a pointer to pass to the callback function
2519 *
2520 * \since This function is available since SDL 2.0.0.
2521 *
2522 * \sa SDL_DelHintCallback
2523 */
2524 extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
2525 SDL_HintCallback callback,
2526 void *userdata);
2527
2528 /**
2529 * Remove a function watching a particular hint.
2530 *
2531 * \param name the hint being watched
2532 * \param callback An SDL_HintCallback function that will be called when the
2533 * hint value changes
2534 * \param userdata a pointer being passed to the callback function
2535 *
2536 * \since This function is available since SDL 2.0.0.
2537 *
2538 * \sa SDL_AddHintCallback
2539 */
2540 extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
2541 SDL_HintCallback callback,
2542 void *userdata);
2543
2544 /**
2545 * Clear all hints.
2546 *
2547 * This function is automatically called during SDL_Quit(), and deletes all
2548 * callbacks without calling them and frees all memory associated with hints.
2549 * If you're calling this from application code you probably want to call
2550 * SDL_ResetHints() instead.
2551 *
2552 * This function will be removed from the API the next time we rev the ABI.
2553 *
2554 * \since This function is available since SDL 2.0.0.
2555 *
2556 * \sa SDL_ResetHints
2557 */
2558 extern DECLSPEC void SDLCALL SDL_ClearHints(void);
2559
2560
2561 /* Ends C function definitions when using C++ */
2562 #ifdef __cplusplus
2563 }
2564 #endif
2565 #include "close_code.h"
2566
2567 #endif /* SDL_hints_h_ */
2568
2569 /* vi: set ts=4 sw=4 expandtab: */