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			3304 lines
		
	
	
		
			118 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			3304 lines
		
	
	
		
			118 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 * # CategoryHints
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 *
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 * Official documentation for SDL configuration variables
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 *
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 * This file contains functions to set and get configuration hints, as well as
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 * listing each of them alphabetically.
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 *
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 * The convention for naming hints is SDL_HINT_X, where "SDL_X" is the
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 * environment variable that can be used to override the default.
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 *
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 * In general these hints are just that - they may or may not be supported or
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 * applicable on any given platform, but they provide a way for an application
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 * or user to give the library a hint as to how they would like the library to
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 * work.
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 */
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#ifndef SDL_hints_h_
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#define SDL_hints_h_
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#include "SDL_stdinc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 * A variable controlling whether the Android / iOS built-in accelerometer
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 * should be listed as a joystick device.
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 *
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 * This variable can be set to the following values:
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 *
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 * - "0": The accelerometer is not listed as a joystick
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 * - "1": The accelerometer is available as a 3 axis joystick (the default).
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 */
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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 * Specify the behavior of Alt+Tab while the keyboard is grabbed.
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 *
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 * By default, SDL emulates Alt+Tab functionality while the keyboard is
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 * grabbed and your window is full-screen. This prevents the user from getting
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 * stuck in your application if you've enabled keyboard grab.
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 *
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 * The variable can be set to the following values:
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 *
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 * - "0": SDL will not handle Alt+Tab. Your application is responsible for
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 *   handling Alt+Tab while the keyboard is grabbed.
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 * - "1": SDL will minimize your window when Alt+Tab is pressed (default)
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 */
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#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
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/**
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 * If set to "0" then never set the top most bit on a SDL Window, even if the
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 * video mode expects it.
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 *
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 * This is a debugging aid for developers and not expected to be used by end
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 * users. The default is "1"
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 *
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 * This variable can be set to the following values:
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 *
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 * - "0": don't allow topmost
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 * - "1": allow topmost
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 */
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#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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/**
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 * Android APK expansion main file version.
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 *
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 * Should be a string number like "1", "2" etc.
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 *
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 * Must be set together with
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 * SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
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 *
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 * If both hints were set then SDL_RWFromFile() will look into expansion files
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 * after a given relative path was not found in the internal storage and
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 * assets.
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 *
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 * By default this hint is not set and the APK expansion files are not
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 * searched.
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 */
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#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
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/**
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 * Android APK expansion patch file version.
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 *
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 * Should be a string number like "1", "2" etc.
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 *
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 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
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 *
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 * If both hints were set then SDL_RWFromFile() will look into expansion files
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 * after a given relative path was not found in the internal storage and
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 * assets.
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 *
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 * By default this hint is not set and the APK expansion files are not
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 * searched.
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 */
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#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
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/**
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 * A variable to control whether the event loop will block itself when the app
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 * is paused.
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 *
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 * The variable can be set to the following values:
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 *
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 * - "0": Non blocking.
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 * - "1": Blocking. (default)
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 *
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 * The value should be set before SDL is initialized.
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 */
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
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/**
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 * A variable to control whether SDL will pause audio in background (Requires
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 * SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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 *
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 * The variable can be set to the following values:
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 *
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 * - "0": Non paused.
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 * - "1": Paused. (default)
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 *
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 * The value should be set before SDL is initialized.
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 */
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
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/**
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 * A variable to control whether we trap the Android back button to handle it
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 * manually.
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 *
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 * This is necessary for the right mouse button to work on some Android
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 * devices, or to be able to trap the back button for use in your code
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 * reliably. If set to true, the back button will show up as an SDL_KEYDOWN /
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 * SDL_KEYUP pair with a keycode of SDL_SCANCODE_AC_BACK.
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 *
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 * The variable can be set to the following values:
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 *
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 * - "0": Back button will be handled as usual for system. (default)
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 * - "1": Back button will be trapped, allowing you to handle the key press
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 *   manually. (This will also let right mouse click work on systems where the
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 *   right mouse button functions as back.)
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 *
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 * The value of this hint is used at runtime, so it can be changed at any
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 * time.
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 */
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#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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/**
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 * Specify an application name.
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 *
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 * This hint lets you specify the application name sent to the OS when
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 * required. For example, this will often appear in volume control applets for
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 * audio streams, and in lists of applications which are inhibiting the
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 * screensaver. You should use a string that describes your program ("My Game
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 * 2: The Revenge")
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 *
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 * Setting this to "" or leaving it unset will have SDL use a reasonable
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 * default: probably the application's name or "SDL Application" if SDL
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 * doesn't have any better information.
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 *
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 * Note that, for audio streams, this can be overridden with
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 * SDL_HINT_AUDIO_DEVICE_APP_NAME.
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 *
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 * On targets where this is not supported, this hint does nothing.
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 */
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#define SDL_HINT_APP_NAME "SDL_APP_NAME"
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/**
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 * A variable controlling whether controllers used with the Apple TV generate
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 * UI events.
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 *
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 * When UI events are generated by controller input, the app will be
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 * backgrounded when the Apple TV remote's menu button is pressed, and when
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 * the pause or B buttons on gamepads are pressed.
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 *
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 * More information about properly making use of controllers for the Apple TV
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 * can be found here:
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 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
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 *
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 * This variable can be set to the following values:
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 *
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 * - "0": Controller input does not generate UI events (the default).
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 * - "1": Controller input generates UI events.
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 */
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#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
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/**
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 * A variable controlling whether the Apple TV remote's joystick axes will
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 * automatically match the rotation of the remote.
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 *
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 * This variable can be set to the following values:
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 *
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 * - "0": Remote orientation does not affect joystick axes (the default).
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 * - "1": Joystick axes are based on the orientation of the remote.
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 */
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#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
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/**
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 * A variable controlling the audio category on iOS and Mac OS X
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 *
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 * This variable can be set to the following values:
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 *
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 * - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be
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 *   muted by the phone mute switch (default)
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 * - "playback": Use the AVAudioSessionCategoryPlayback category
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 *
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 * For more information, see Apple's documentation:
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 * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
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 */
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#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
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/**
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 * Specify an application name for an audio device.
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 *
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 * Some audio backends (such as PulseAudio) allow you to describe your audio
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 * stream. Among other things, this description might show up in a system
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 * control panel that lets the user adjust the volume on specific audio
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 * streams instead of using one giant master volume slider.
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 *
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 * This hints lets you transmit that information to the OS. The contents of
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 * this hint are used while opening an audio device. You should use a string
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 * that describes your program ("My Game 2: The Revenge")
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 *
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 * Setting this to "" or leaving it unset will have SDL use a reasonable
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 * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
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 * set. Otherwise, it'll probably the application's name or "SDL Application"
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 * if SDL doesn't have any better information.
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 *
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 * On targets where this is not supported, this hint does nothing.
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 */
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#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
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/**
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 * Specify an application name for an audio device.
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 *
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 * Some audio backends (such as PulseAudio) allow you to describe your audio
 | 
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 * stream. Among other things, this description might show up in a system
 | 
						|
 * control panel that lets the user adjust the volume on specific audio
 | 
						|
 * streams instead of using one giant master volume slider.
 | 
						|
 *
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 * This hints lets you transmit that information to the OS. The contents of
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 * this hint are used while opening an audio device. You should use a string
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 * that describes your what your program is playing ("audio stream" is
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 * probably sufficient in many cases, but this could be useful for something
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 * like "team chat" if you have a headset playing VoIP audio separately).
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 *
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 * Setting this to "" or leaving it unset will have SDL use a reasonable
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 * default: "audio stream" or something similar.
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 *
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 * On targets where this is not supported, this hint does nothing.
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 */
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#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
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/**
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 * Specify an application role for an audio device.
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 *
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 * Some audio backends (such as Pipewire) allow you to describe the role of
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 * your audio stream. Among other things, this description might show up in a
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 * system control panel or software for displaying and manipulating media
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 * playback/capture graphs.
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 *
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 * This hints lets you transmit that information to the OS. The contents of
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 * this hint are used while opening an audio device. You should use a string
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 * that describes your what your program is playing (Game, Music, Movie,
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 * etc...).
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 *
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 * Setting this to "" or leaving it unset will have SDL use a reasonable
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 * default: "Game" or something similar.
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 *
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 * On targets where this is not supported, this hint does nothing.
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 */
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#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
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/**
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 * A variable controlling speed/quality tradeoff of audio resampling.
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 *
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 * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
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 * to handle audio resampling. There are different resampling modes available
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 * that produce different levels of quality, using more CPU.
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 *
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 * If this hint isn't specified to a valid setting, or libsamplerate isn't
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 * available, SDL will use the default, internal resampling algorithm.
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 *
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 * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is
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 * available.
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 *
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 * This hint is currently only checked at audio subsystem initialization.
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 *
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 * This variable can be set to the following values:
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 *
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 * - "0" or "default": Use SDL's internal resampling (Default when not set -
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 *   low quality, fast)
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 * - "1" or "fast": Use fast, slightly higher quality resampling, if available
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 * - "2" or "medium": Use medium quality resampling, if available
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 * - "3" or "best": Use high quality resampling, if available
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 */
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#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
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 | 
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/**
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 * A variable controlling whether SDL updates joystick state when getting
 | 
						|
 * input events
 | 
						|
 *
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 * This variable can be set to the following values:
 | 
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 *
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 * - "0": You'll call SDL_JoystickUpdate() manually
 | 
						|
 * - "1": SDL will automatically call SDL_JoystickUpdate() (default)
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						|
 *
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						|
 * This hint can be toggled on and off at runtime.
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 */
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#define SDL_HINT_AUTO_UPDATE_JOYSTICKS  "SDL_AUTO_UPDATE_JOYSTICKS"
 | 
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 | 
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/**
 | 
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 * A variable controlling whether SDL updates sensor state when getting input
 | 
						|
 * events
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
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						|
 * - "0": You'll call SDL_SensorUpdate() manually
 | 
						|
 * - "1": SDL will automatically call SDL_SensorUpdate() (default)
 | 
						|
 *
 | 
						|
 * This hint can be toggled on and off at runtime.
 | 
						|
 */
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#define SDL_HINT_AUTO_UPDATE_SENSORS    "SDL_AUTO_UPDATE_SENSORS"
 | 
						|
 | 
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/**
 | 
						|
 * Prevent SDL from using version 4 of the bitmap header when saving BMPs.
 | 
						|
 *
 | 
						|
 * The bitmap header version 4 is required for proper alpha channel support
 | 
						|
 * and SDL will use it when required. Should this not be desired, this hint
 | 
						|
 * can force the use of the 40 byte header version which is supported
 | 
						|
 * everywhere.
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
 | 
						|
 *   BMP file with an alpha mask. SDL will use the bitmap header version 4 and
 | 
						|
 *   set the alpha mask accordingly.
 | 
						|
 * - "1": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
 | 
						|
 *   BMP file without an alpha mask. The alpha channel data will be in the
 | 
						|
 *   file, but applications are going to ignore it.
 | 
						|
 *
 | 
						|
 * The default value is "0".
 | 
						|
 */
 | 
						|
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
 | 
						|
 | 
						|
/**
 | 
						|
 * Override for SDL_GetDisplayUsableBounds()
 | 
						|
 *
 | 
						|
 * If set, this hint will override the expected results for
 | 
						|
 * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
 | 
						|
 * to do this, but this allows an embedded system to request that some of the
 | 
						|
 * screen be reserved for other uses when paired with a well-behaved
 | 
						|
 * application.
 | 
						|
 *
 | 
						|
 * The contents of this hint must be 4 comma-separated integers, the first is
 | 
						|
 * the bounds x, then y, width and height, in that order.
 | 
						|
 */
 | 
						|
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
 | 
						|
 | 
						|
/**
 | 
						|
 * Disable giving back control to the browser automatically when running with
 | 
						|
 * asyncify
 | 
						|
 *
 | 
						|
 * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations such as
 | 
						|
 * refreshing the screen or polling events.
 | 
						|
 *
 | 
						|
 * This hint only applies to the emscripten platform
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable emscripten_sleep calls (if you give back browser control
 | 
						|
 *   manually or use asyncify for other purposes)
 | 
						|
 * - "1": Enable emscripten_sleep calls (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"
 | 
						|
 | 
						|
/**
 | 
						|
 * override the binding element for keyboard inputs for Emscripten builds
 | 
						|
 *
 | 
						|
 * This hint only applies to the emscripten platform.
 | 
						|
 *
 | 
						|
 * The variable can be one of:
 | 
						|
 *
 | 
						|
 * - "#window": the javascript window object (this is the default)
 | 
						|
 * - "#document": the javascript document object
 | 
						|
 * - "#screen": the javascript window.screen object
 | 
						|
 * - "#canvas": the WebGL canvas element
 | 
						|
 *
 | 
						|
 * Any other string without a leading # sign applies to the element on the
 | 
						|
 * page with that ID.
 | 
						|
 */
 | 
						|
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that controls whether the on-screen keyboard should be shown
 | 
						|
 * when text input is active
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Do not show the on-screen keyboard
 | 
						|
 * - "1": Show the on-screen keyboard
 | 
						|
 *
 | 
						|
 * The default value is "1". This hint must be set before text input is
 | 
						|
 * activated.
 | 
						|
 */
 | 
						|
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling verbosity of the logging of SDL events pushed onto
 | 
						|
 * the internal queue.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values, from least to most
 | 
						|
 * verbose:
 | 
						|
 *
 | 
						|
 * - "0": Don't log any events (default)
 | 
						|
 * - "1": Log most events (other than the really spammy ones).
 | 
						|
 * - "2": Include mouse and finger motion events.
 | 
						|
 * - "3": Include SDL_SysWMEvent events.
 | 
						|
 *
 | 
						|
 * This is generally meant to be used to debug SDL itself, but can be useful
 | 
						|
 * for application developers that need better visibility into what is going
 | 
						|
 * on in the event queue. Logged events are sent through SDL_Log(), which
 | 
						|
 * means by default they appear on stdout on most platforms or maybe
 | 
						|
 * OutputDebugString() on Windows, and can be funneled by the app with
 | 
						|
 * SDL_LogSetOutputFunction(), etc.
 | 
						|
 *
 | 
						|
 * This hint can be toggled on and off at runtime, if you only need to log
 | 
						|
 * events for a small subset of program execution.
 | 
						|
 */
 | 
						|
#define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether raising the window should be done more
 | 
						|
 * forcefully
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": No forcing (the default)
 | 
						|
 * - "1": Extra level of forcing
 | 
						|
 *
 | 
						|
 * At present, this is only an issue under MS Windows, which makes it nearly
 | 
						|
 * impossible to programmatically move a window to the foreground, for
 | 
						|
 * "security" reasons. See http://stackoverflow.com/a/34414846 for a
 | 
						|
 * discussion.
 | 
						|
 */
 | 
						|
#define SDL_HINT_FORCE_RAISEWINDOW    "SDL_HINT_FORCE_RAISEWINDOW"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling how 3D acceleration is used to accelerate the SDL
 | 
						|
 * screen surface.
 | 
						|
 *
 | 
						|
 * SDL can try to accelerate the SDL screen surface by using streaming
 | 
						|
 * textures with a 3D rendering engine. This variable controls whether and how
 | 
						|
 * this is done.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable 3D acceleration
 | 
						|
 * - "1": Enable 3D acceleration, using the default renderer.
 | 
						|
 * - "X": Enable 3D acceleration, using X where X is one of the valid
 | 
						|
 *   rendering drivers. (e.g. "direct3d", "opengl", etc.)
 | 
						|
 *
 | 
						|
 * By default SDL tries to make a best guess for each platform whether to use
 | 
						|
 * acceleration or not.
 | 
						|
 */
 | 
						|
#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that lets you manually hint extra gamecontroller db entries.
 | 
						|
 *
 | 
						|
 * The variable should be newline delimited rows of gamecontroller config
 | 
						|
 * data, see SDL_gamecontroller.h
 | 
						|
 *
 | 
						|
 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You
 | 
						|
 * can update mappings after the system is initialized with
 | 
						|
 * SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
 | 
						|
 */
 | 
						|
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that lets you provide a file with extra gamecontroller db
 | 
						|
 * entries.
 | 
						|
 *
 | 
						|
 * The file should contain lines of gamecontroller config data, see
 | 
						|
 * SDL_gamecontroller.h
 | 
						|
 *
 | 
						|
 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You
 | 
						|
 * can update mappings after the system is initialized with
 | 
						|
 * SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
 | 
						|
 */
 | 
						|
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that overrides the automatic controller type detection
 | 
						|
 *
 | 
						|
 * The variable should be comma separated entries, in the form: VID/PID=type
 | 
						|
 *
 | 
						|
 * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
 | 
						|
 *
 | 
						|
 * The type should be one of: Xbox360 XboxOne PS3 PS4 PS5 SwitchPro
 | 
						|
 *
 | 
						|
 * This hint affects what driver is used, and must be set before calling
 | 
						|
 * SDL_Init(SDL_INIT_GAMECONTROLLER)
 | 
						|
 */
 | 
						|
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices to skip when scanning for game
 | 
						|
 * controllers.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
 | 
						|
 | 
						|
/**
 | 
						|
 * If set, all devices will be skipped when scanning for game controllers
 | 
						|
 * except for the ones listed in this variable.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
 | 
						|
 | 
						|
/**
 | 
						|
 * If set, game controller face buttons report their values according to their
 | 
						|
 * labels instead of their positional layout.
 | 
						|
 *
 | 
						|
 * For example, on Nintendo Switch controllers, normally you'd get:
 | 
						|
 *
 | 
						|
 * ```
 | 
						|
 *      (Y)
 | 
						|
 *  (X)     (B)
 | 
						|
 *      (A)
 | 
						|
 * ```
 | 
						|
 *
 | 
						|
 * but if this hint is set, you'll get:
 | 
						|
 *
 | 
						|
 * ```
 | 
						|
 *      (X)
 | 
						|
 *  (Y)     (A)
 | 
						|
 *      (B)
 | 
						|
 * ```
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Report the face buttons by position, as though they were on an Xbox
 | 
						|
 *   controller.
 | 
						|
 * - "1": Report the face buttons by label instead of position
 | 
						|
 *
 | 
						|
 * The default value is "1". This hint may be set at any time.
 | 
						|
 */
 | 
						|
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether grabbing input grabs the keyboard
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Grab will affect only the mouse
 | 
						|
 * - "1": Grab will affect mouse and keyboard
 | 
						|
 *
 | 
						|
 * By default SDL will not grab the keyboard so system shortcuts still work.
 | 
						|
 */
 | 
						|
#define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices to ignore in SDL_hid_enumerate()
 | 
						|
 *
 | 
						|
 * For example, to ignore the Shanwan DS3 controller and any Valve controller,
 | 
						|
 * you might have the string "0x2563/0x0523,0x28de/0x0000"
 | 
						|
 */
 | 
						|
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the idle timer is disabled on iOS.
 | 
						|
 *
 | 
						|
 * When an iOS app does not receive touches for some time, the screen is
 | 
						|
 * dimmed automatically. For games where the accelerometer is the only input
 | 
						|
 * this is problematic. This functionality can be disabled by setting this
 | 
						|
 * hint.
 | 
						|
 *
 | 
						|
 * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
 | 
						|
 * accomplish the same thing on iOS. They should be preferred over this hint.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Enable idle timer
 | 
						|
 * - "1": Disable idle timer
 | 
						|
 */
 | 
						|
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable to control whether certain IMEs should handle text editing
 | 
						|
 * internally instead of sending SDL_TEXTEDITING events.
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": SDL_TEXTEDITING events are sent, and it is the application's
 | 
						|
 *   responsibility to render the text from these events and differentiate it
 | 
						|
 *   somehow from committed text. (default)
 | 
						|
 * - "1": If supported by the IME then SDL_TEXTEDITING events are not sent,
 | 
						|
 *   and text that is being composed will be rendered in its own UI.
 | 
						|
 */
 | 
						|
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable to control whether certain IMEs should show native UI components
 | 
						|
 * (such as the Candidate List) instead of suppressing them.
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Native UI components are not display. (default)
 | 
						|
 * - "1": Native UI components are displayed.
 | 
						|
 */
 | 
						|
#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable to control if extended IME text support is enabled.
 | 
						|
 *
 | 
						|
 * If enabled then SDL_TextEditingExtEvent will be issued if the text would be
 | 
						|
 * truncated otherwise. Additionally SDL_TextInputEvent will be dispatched
 | 
						|
 * multiple times so that it is not truncated.
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Legacy behavior. Text can be truncated, no heap allocations.
 | 
						|
 *   (default)
 | 
						|
 * - "1": Modern behavior.
 | 
						|
 */
 | 
						|
#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the home indicator bar on iPhone X should be
 | 
						|
 * hidden.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": The indicator bar is not hidden (default for windowed applications)
 | 
						|
 * - "1": The indicator bar is hidden and is shown when the screen is touched
 | 
						|
 *   (useful for movie playback applications)
 | 
						|
 * - "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)
 | 
						|
 */
 | 
						|
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that lets you enable joystick (and gamecontroller) events even
 | 
						|
 * when your app is in the background.
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable joystick & gamecontroller input events when the application
 | 
						|
 *   is in the background.
 | 
						|
 * - "1": Enable joystick & gamecontroller input events when the application
 | 
						|
 *   is in the background.
 | 
						|
 *
 | 
						|
 * The default value is "0". This hint may be set at any time.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of arcade stick style controllers.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices that are not arcade stick style
 | 
						|
 * controllers.
 | 
						|
 *
 | 
						|
 * This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in
 | 
						|
 * device list.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices that should not be considerd
 | 
						|
 * joysticks.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices that should be considered
 | 
						|
 * joysticks.
 | 
						|
 *
 | 
						|
 * This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in
 | 
						|
 * device list.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of flightstick style controllers.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices that are not flightstick style
 | 
						|
 * controllers.
 | 
						|
 *
 | 
						|
 * This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in
 | 
						|
 * device list.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices known to have a GameCube form
 | 
						|
 * factor.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices known not to have a GameCube form
 | 
						|
 * factor.
 | 
						|
 *
 | 
						|
 * This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in
 | 
						|
 * device list.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI joystick drivers should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI drivers are not used
 | 
						|
 * - "1": HIDAPI drivers are used (the default)
 | 
						|
 *
 | 
						|
 * This variable is the default for all drivers, but can be overridden by the
 | 
						|
 * hints for specific drivers below.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for Nintendo GameCube
 | 
						|
 * controllers should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether "low_frequency_rumble" and
 | 
						|
 * "high_frequency_rumble" is used to implement the GameCube controller's 3
 | 
						|
 * rumble modes, Stop(0), Rumble(1), and StopHard(2) this is useful for
 | 
						|
 * applications that need full compatibility for things like ADSR envelopes.
 | 
						|
 *
 | 
						|
 * Stop is implemented by setting "low_frequency_rumble" to "0" and
 | 
						|
 * "high_frequency_rumble" ">0" Rumble is both at any arbitrary value,
 | 
						|
 * StopHard is implemented by setting both "low_frequency_rumble" and
 | 
						|
 * "high_frequency_rumble" to "0"
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Normal rumble behavior is behavior is used (default)
 | 
						|
 * - "1": Proper GameCube controller rumble behavior is used
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for Nintendo Switch
 | 
						|
 * Joy-Cons should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether Nintendo Switch Joy-Con controllers will be
 | 
						|
 * combined into a single Pro-like controller when using the HIDAPI driver
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Left and right Joy-Con controllers will not be combined and each
 | 
						|
 *   will be a mini-gamepad
 | 
						|
 * - "1": Left and right Joy-Con controllers will be combined into a single
 | 
						|
 *   controller (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether Nintendo Switch Joy-Con controllers will be
 | 
						|
 * in vertical mode when using the HIDAPI driver
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Left and right Joy-Con controllers will not be in vertical mode (the
 | 
						|
 *   default)
 | 
						|
 * - "1": Left and right Joy-Con controllers will be in vertical mode
 | 
						|
 *
 | 
						|
 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for Amazon Luna
 | 
						|
 * controllers connected via Bluetooth should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for Nintendo Online
 | 
						|
 * classic controllers should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for NVIDIA SHIELD
 | 
						|
 * controllers should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for PS3 controllers should
 | 
						|
 * be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on
 | 
						|
 * other platforms.
 | 
						|
 *
 | 
						|
 * It is not possible to use this driver on Windows, due to limitations in the
 | 
						|
 * default drivers installed. See https://github.com/ViGEm/DsHidMini for an
 | 
						|
 * alternative driver on Windows.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for PS4 controllers should
 | 
						|
 * be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether extended input reports should be used for
 | 
						|
 * PS4 controllers when using the HIDAPI driver.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": extended reports are not enabled (the default)
 | 
						|
 * - "1": extended reports
 | 
						|
 *
 | 
						|
 * Extended input reports allow rumble on Bluetooth PS4 controllers, but break
 | 
						|
 * DirectInput handling for applications that don't use SDL.
 | 
						|
 *
 | 
						|
 * Once extended reports are enabled, they can not be disabled without power
 | 
						|
 * cycling the controller.
 | 
						|
 *
 | 
						|
 * For compatibility with applications written for versions of SDL prior to
 | 
						|
 * the introduction of PS5 controller support, this value will also control
 | 
						|
 * the state of extended reports on PS5 controllers when the
 | 
						|
 * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for PS5 controllers should
 | 
						|
 * be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the player LEDs should be lit to indicate
 | 
						|
 * which player is associated with a PS5 controller.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": player LEDs are not enabled
 | 
						|
 * - "1": player LEDs are enabled (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether extended input reports should be used for
 | 
						|
 * PS5 controllers when using the HIDAPI driver.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": extended reports are not enabled (the default)
 | 
						|
 * - "1": extended reports
 | 
						|
 *
 | 
						|
 * Extended input reports allow rumble on Bluetooth PS5 controllers, but break
 | 
						|
 * DirectInput handling for applications that don't use SDL.
 | 
						|
 *
 | 
						|
 * Once extended reports are enabled, they can not be disabled without power
 | 
						|
 * cycling the controller.
 | 
						|
 *
 | 
						|
 * For compatibility with applications written for versions of SDL prior to
 | 
						|
 * the introduction of PS5 controller support, this value defaults to the
 | 
						|
 * value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for Google Stadia
 | 
						|
 * controllers should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for Bluetooth Steam
 | 
						|
 * Controllers should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used for Steam Controllers, which requires
 | 
						|
 *   Bluetooth access and may prompt the user for permission on iOS and
 | 
						|
 *   Android.
 | 
						|
 *
 | 
						|
 * The default is "0"
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for the Steam Deck builtin
 | 
						|
 * controller should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for Nintendo Switch
 | 
						|
 * controllers should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the Home button LED should be turned on when
 | 
						|
 * a Nintendo Switch Pro controller is opened
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": home button LED is turned off
 | 
						|
 * - "1": home button LED is turned on
 | 
						|
 *
 | 
						|
 * 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.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the Home button LED should be turned on when
 | 
						|
 * a Nintendo Switch Joy-Con controller is opened
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": home button LED is turned off
 | 
						|
 * - "1": home button LED is turned on
 | 
						|
 *
 | 
						|
 * 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.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the player LEDs should be lit to indicate
 | 
						|
 * which player is associated with a Nintendo Switch controller.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": player LEDs are not enabled
 | 
						|
 * - "1": player LEDs are enabled (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U
 | 
						|
 * controllers should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE
 | 
						|
 * for now.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the player LEDs should be lit to indicate
 | 
						|
 * which player is associated with a Wii controller.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": player LEDs are not enabled
 | 
						|
 * - "1": player LEDs are enabled (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for XBox controllers
 | 
						|
 * should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is "0" on Windows, otherwise the value of
 | 
						|
 * SDL_HINT_JOYSTICK_HIDAPI
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for XBox 360 controllers
 | 
						|
 * should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360   "SDL_JOYSTICK_HIDAPI_XBOX_360"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the player LEDs should be lit to indicate
 | 
						|
 * which player is associated with an Xbox 360 controller.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": player LEDs are not enabled
 | 
						|
 * - "1": player LEDs are enabled (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for XBox 360 wireless
 | 
						|
 * controllers should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS   "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the HIDAPI driver for XBox One controllers
 | 
						|
 * should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": HIDAPI driver is not used
 | 
						|
 * - "1": HIDAPI driver is used
 | 
						|
 *
 | 
						|
 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE   "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the Home button LED should be turned on when
 | 
						|
 * an Xbox One controller is opened
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": home button LED is turned off
 | 
						|
 * - "1": home button LED is turned on
 | 
						|
 *
 | 
						|
 * 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.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether IOKit should be used for controller
 | 
						|
 * handling.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": IOKit is not used
 | 
						|
 * - "1": IOKit is used (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether GCController should be used for controller
 | 
						|
 * handling.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": GCController is not used
 | 
						|
 * - "1": GCController is used (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the RAWINPUT joystick drivers should be used
 | 
						|
 * for better handling XInput-capable devices.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": RAWINPUT drivers are not used
 | 
						|
 * - "1": RAWINPUT drivers are used (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the RAWINPUT driver should pull correlated
 | 
						|
 * data from XInput.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": RAWINPUT driver will only use data from raw input APIs
 | 
						|
 * - "1": RAWINPUT driver will also pull data from XInput, providing better
 | 
						|
 *   trigger axes, guide button presses, and rumble support for Xbox
 | 
						|
 *   controllers
 | 
						|
 *
 | 
						|
 * The default is "1". This hint applies to any joysticks opened after setting
 | 
						|
 * the hint.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT   "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the ROG Chakram mice should show up as
 | 
						|
 * joysticks
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": ROG Chakram mice do not show up as joysticks (the default)
 | 
						|
 * - "1": ROG Chakram mice show up as joysticks
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether a separate thread should be used for
 | 
						|
 * handling joystick detection and raw input messages on Windows
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": A separate thread is not used (the default)
 | 
						|
 * - "1": A separate thread is used for handling raw input messages
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of throttle style controllers.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices that are not throttle style
 | 
						|
 * controllers.
 | 
						|
 *
 | 
						|
 * This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in
 | 
						|
 * device list.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether Windows.Gaming.Input should be used for
 | 
						|
 * controller handling.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": WGI is not used
 | 
						|
 * - "1": WGI is used (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of wheel style controllers.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices that are not wheel style
 | 
						|
 * controllers.
 | 
						|
 *
 | 
						|
 * This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device
 | 
						|
 * list.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices known to have all axes centered at
 | 
						|
 * zero.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
 | 
						|
 | 
						|
/**
 | 
						|
 * Determines whether SDL enforces that DRM master is required in order to
 | 
						|
 * initialize the KMSDRM video backend.
 | 
						|
 *
 | 
						|
 * The DRM subsystem has a concept of a "DRM master" which is a DRM client
 | 
						|
 * that has the ability to set planes, set cursor, etc. When SDL is DRM
 | 
						|
 * master, it can draw to the screen using the SDL rendering APIs. Without DRM
 | 
						|
 * master, SDL is still able to process input and query attributes of attached
 | 
						|
 * displays, but it cannot change display state or draw to the screen
 | 
						|
 * directly.
 | 
						|
 *
 | 
						|
 * In some cases, it can be useful to have the KMSDRM backend even if it
 | 
						|
 * cannot be used for rendering. An app may want to use SDL for input
 | 
						|
 * processing while using another rendering API (such as an MMAL overlay on
 | 
						|
 * Raspberry Pi) or using its own code to render to DRM overlays that SDL
 | 
						|
 * doesn't support.
 | 
						|
 *
 | 
						|
 * This hint must be set before initializing the video subsystem.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": SDL will allow usage of the KMSDRM backend without DRM master
 | 
						|
 * - "1": SDL Will require DRM master to use the KMSDRM backend (default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER      "SDL_KMSDRM_REQUIRE_DRM_MASTER"
 | 
						|
 | 
						|
/**
 | 
						|
 * A comma separated list of devices to open as joysticks
 | 
						|
 *
 | 
						|
 * This variable is currently only used by the Linux joystick driver.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices and their desired number of haptic
 | 
						|
 * (force feedback) enabled axis.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form plus the number of desired axes, e.g.
 | 
						|
 *
 | 
						|
 * `0xAAAA/0xBBBB/1,0xCCCC/0xDDDD/3`
 | 
						|
 *
 | 
						|
 * This hint supports a "wildcard" device that will set the number of haptic
 | 
						|
 * axes on all initialized haptic devices which were not defined explicitly in
 | 
						|
 * this hint.
 | 
						|
 *
 | 
						|
 * `0xFFFF/0xFFFF/1`
 | 
						|
 *
 | 
						|
 * This hint should be set before a controller is opened. The number of haptic
 | 
						|
 * axes won't exceed the number of real axes found on the device.
 | 
						|
 */
 | 
						|
#define SDL_HINT_JOYSTICK_HAPTIC_AXES "SDL_JOYSTICK_HAPTIC_AXES"
 | 
						|
 | 
						|
/**
 | 
						|
 * 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.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Only map hat axis inputs to digital hat outputs if the input axes
 | 
						|
 *   appear to actually be digital (the default)
 | 
						|
 * - "1": Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as
 | 
						|
 *   digital hats
 | 
						|
 */
 | 
						|
#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether digital hats on Linux will apply deadzones
 | 
						|
 * to their underlying input axes or use unfiltered values.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Return digital hat values based on unfiltered input axis values
 | 
						|
 * - "1": Return digital hat values with deadzones on the input axes taken
 | 
						|
 *   into account (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether to use the classic /dev/input/js* joystick
 | 
						|
 * interface or the newer /dev/input/event* joystick interface on Linux
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Use /dev/input/event*
 | 
						|
 * - "1": Use /dev/input/js*
 | 
						|
 *
 | 
						|
 * By default the /dev/input/event* interfaces are used
 | 
						|
 */
 | 
						|
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether joysticks on Linux adhere to their
 | 
						|
 * HID-defined deadzones or return unfiltered values.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Return unfiltered joystick axis values (the default)
 | 
						|
 * - "1": Return axis values with deadzones taken into account
 | 
						|
 */
 | 
						|
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling the default SDL log levels.
 | 
						|
 *
 | 
						|
 * This variable is a comma separated set of category=level tokens that define
 | 
						|
 * the default logging levels for SDL applications.
 | 
						|
 *
 | 
						|
 * The category can be a numeric category, one of "app", "error", "assert",
 | 
						|
 * "system", "audio", "video", "render", "input", "test", or `*` for any
 | 
						|
 * unspecified category.
 | 
						|
 *
 | 
						|
 * The level can be a numeric level, one of "verbose", "debug", "info",
 | 
						|
 * "warn", "error", "critical", or "quiet" to disable that category.
 | 
						|
 *
 | 
						|
 * You can omit the category if you want to set the logging level for all
 | 
						|
 * categories.
 | 
						|
 *
 | 
						|
 * If this hint isn't set, the default log levels are equivalent to:
 | 
						|
 * "app=info,assert=warn,test=verbose,*=error"
 | 
						|
 */
 | 
						|
#define SDL_HINT_LOGGING   "SDL_LOGGING"
 | 
						|
 | 
						|
/**
 | 
						|
 * When set don't force the SDL app to become a foreground process
 | 
						|
 *
 | 
						|
 * This hint only applies to Mac OS X.
 | 
						|
 */
 | 
						|
#define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that determines whether ctrl+click should generate a right-click
 | 
						|
 * event on Mac
 | 
						|
 *
 | 
						|
 * If present, holding ctrl while left clicking will generate a right click
 | 
						|
 * event when on Mac.
 | 
						|
 */
 | 
						|
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether dispatching OpenGL context updates should
 | 
						|
 * block the dispatching thread until the main thread finishes processing
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Dispatching OpenGL context updates will block the dispatching thread
 | 
						|
 *   until the main thread finishes processing (default).
 | 
						|
 * - "1": Dispatching OpenGL context updates will allow the dispatching thread
 | 
						|
 *   to continue execution.
 | 
						|
 *
 | 
						|
 * Generally you want the default, but if you have OpenGL code in a background
 | 
						|
 * thread on a Mac, and the main thread hangs because it's waiting for that
 | 
						|
 * background thread, but that background thread is also hanging because it's
 | 
						|
 * waiting for the main thread to do an update, this might fix your issue.
 | 
						|
 *
 | 
						|
 * This hint only applies to macOS.
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.24.0.
 | 
						|
 */
 | 
						|
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable setting the double click radius, in pixels.
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS    "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable setting the double click time, in milliseconds.
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME    "SDL_MOUSE_DOUBLE_CLICK_TIME"
 | 
						|
 | 
						|
/**
 | 
						|
 * Allow mouse click events when clicking to focus an SDL window
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Ignore mouse clicks that activate a window
 | 
						|
 * - "1": Generate events for mouse clicks that activate a window
 | 
						|
 *
 | 
						|
 * By default SDL will ignore mouse clicks that activate a window
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable setting the speed scale for mouse motion, in floating point,
 | 
						|
 * when the mouse is not in relative mode
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether relative mouse mode constrains the mouse to
 | 
						|
 * the center of the window
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Relative mouse mode constrains the mouse to the window
 | 
						|
 * - "1": Relative mouse mode constrains the mouse to the center of the window
 | 
						|
 *
 | 
						|
 * Constraining to the center of the window works better for FPS games and
 | 
						|
 * when the application is running over RDP. Constraining to the whole window
 | 
						|
 * works better for 2D games and increases the chance that the mouse will be
 | 
						|
 * in the correct position when using high DPI mice.
 | 
						|
 *
 | 
						|
 * By default SDL will constrain the mouse to the center of the window
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER    "SDL_MOUSE_RELATIVE_MODE_CENTER"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether relative mouse mode is implemented using
 | 
						|
 * mouse warping
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Relative mouse mode uses raw input
 | 
						|
 * - "1": Relative mouse mode uses mouse warping
 | 
						|
 *
 | 
						|
 * By default SDL will use raw input for relative mouse mode
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether relative mouse motion is affected by
 | 
						|
 * renderer scaling
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Relative motion is unaffected by DPI or renderer's logical size
 | 
						|
 * - "1": Relative motion is scaled according to DPI scaling and logical size
 | 
						|
 *
 | 
						|
 * By default relative mouse deltas are affected by DPI and renderer scaling
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable setting the scale for mouse motion, in floating point, when the
 | 
						|
 * mouse is in relative mode
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the system mouse acceleration curve is used
 | 
						|
 * for relative mouse motion.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Relative mouse motion will be unscaled (the default)
 | 
						|
 * - "1": Relative mouse motion will be scaled using the system mouse
 | 
						|
 *   acceleration curve.
 | 
						|
 *
 | 
						|
 * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the
 | 
						|
 * system speed scale.
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE    "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether a motion event should be generated for mouse
 | 
						|
 * warping in relative mode.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Warping the mouse will not generate a motion event in relative mode
 | 
						|
 * - "1": Warping the mouse will generate a motion event in relative mode
 | 
						|
 *
 | 
						|
 * 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.
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION  "SDL_MOUSE_RELATIVE_WARP_MOTION"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the hardware cursor stays visible when
 | 
						|
 * relative mode is active.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values: "0" - The cursor will be
 | 
						|
 * hidden while relative mode is active (default) "1" - The cursor will remain
 | 
						|
 * visible while relative mode is active
 | 
						|
 *
 | 
						|
 * Note that for systems without raw hardware inputs, relative mode is
 | 
						|
 * implemented using warping, so the hardware cursor will visibly warp between
 | 
						|
 * frames if this is enabled on those systems.
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE  "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether mouse events should generate synthetic touch
 | 
						|
 * events
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Mouse events will not generate touch events (default for desktop
 | 
						|
 *   platforms)
 | 
						|
 * - "1": Mouse events will generate touch events (default for mobile
 | 
						|
 *   platforms, such as Android and iOS)
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_TOUCH_EVENTS    "SDL_MOUSE_TOUCH_EVENTS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the mouse is captured while mouse buttons
 | 
						|
 * are pressed
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": The mouse is not captured while mouse buttons are pressed
 | 
						|
 * - "1": The mouse is captured while mouse buttons are pressed
 | 
						|
 *
 | 
						|
 * By default the mouse is captured while mouse buttons are pressed so if the
 | 
						|
 * mouse is dragged outside the window, the application continues to receive
 | 
						|
 * mouse events until the button is released.
 | 
						|
 */
 | 
						|
#define SDL_HINT_MOUSE_AUTO_CAPTURE    "SDL_MOUSE_AUTO_CAPTURE"
 | 
						|
 | 
						|
/**
 | 
						|
 * Tell SDL not to catch the SIGINT or SIGTERM signals.
 | 
						|
 *
 | 
						|
 * This hint only applies to Unix-like platforms, and should set before any
 | 
						|
 * calls to SDL_Init()
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a
 | 
						|
 *   signal, convert it into an SDL_QUIT event.
 | 
						|
 * - "1": SDL will not install a signal handler at all.
 | 
						|
 */
 | 
						|
#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling what driver to use for OpenGL ES contexts.
 | 
						|
 *
 | 
						|
 * On some platforms, currently Windows and X11, OpenGL drivers may support
 | 
						|
 * creating contexts with an OpenGL ES profile. By default SDL uses these
 | 
						|
 * profiles, when available, otherwise it attempts to load an OpenGL ES
 | 
						|
 * library, e.g. that provided by the ANGLE project. This variable controls
 | 
						|
 * whether SDL follows this default behaviour or will always load an OpenGL ES
 | 
						|
 * library.
 | 
						|
 *
 | 
						|
 * Circumstances where this is useful include - Testing an app with a
 | 
						|
 * particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those
 | 
						|
 * from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses
 | 
						|
 * at link time by linking with the OpenGL ES library instead of querying them
 | 
						|
 * at run time with SDL_GL_GetProcAddress().
 | 
						|
 *
 | 
						|
 * Caution: for an application to work with the default behaviour across
 | 
						|
 * different OpenGL drivers it must query the OpenGL ES function addresses at
 | 
						|
 * run time using SDL_GL_GetProcAddress().
 | 
						|
 *
 | 
						|
 * This variable is ignored on most platforms because OpenGL ES is native or
 | 
						|
 * not supported.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Use ES profile of OpenGL, if available. (Default when not set.)
 | 
						|
 * - "1": Load OpenGL ES library using the default library names.
 | 
						|
 */
 | 
						|
#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling which orientations are allowed on iOS/Android.
 | 
						|
 *
 | 
						|
 * In some circumstances it is necessary to be able to explicitly control
 | 
						|
 * which UI orientations are allowed.
 | 
						|
 *
 | 
						|
 * This variable is a space delimited list of the following values:
 | 
						|
 *
 | 
						|
 * - "LandscapeLeft"
 | 
						|
 * - "LandscapeRight"
 | 
						|
 * - "Portrait"
 | 
						|
 * - "PortraitUpsideDown"
 | 
						|
 */
 | 
						|
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling the use of a sentinel event when polling the event
 | 
						|
 * queue
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable poll sentinels
 | 
						|
 * - "1": Enable poll sentinels
 | 
						|
 *
 | 
						|
 * When polling for events, SDL_PumpEvents is used to gather new events from
 | 
						|
 * devices. If a device keeps producing new events between calls to
 | 
						|
 * SDL_PumpEvents, a poll loop will become stuck until the new events stop.
 | 
						|
 * This is most noticeable when moving a high frequency mouse.
 | 
						|
 *
 | 
						|
 * By default, poll sentinels are enabled.
 | 
						|
 */
 | 
						|
#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
 | 
						|
 | 
						|
/**
 | 
						|
 * Override for SDL_GetPreferredLocales()
 | 
						|
 *
 | 
						|
 * If set, this will be favored over anything the OS might report for the
 | 
						|
 * user's preferred locales. Changing this hint at runtime will not generate a
 | 
						|
 * SDL_LOCALECHANGED event (but if you can change the hint, you can push your
 | 
						|
 * own event, if you want).
 | 
						|
 *
 | 
						|
 * The format of this hint is a comma-separated list of language and locale,
 | 
						|
 * combined with an underscore, as is a common format: "en_GB". Locale is
 | 
						|
 * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
 | 
						|
 */
 | 
						|
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable describing the content orientation on QtWayland-based platforms.
 | 
						|
 *
 | 
						|
 * On QtWayland platforms, windows are rotated client-side to allow for custom
 | 
						|
 * transitions. In order to correctly position overlays (e.g. volume bar) and
 | 
						|
 * gestures (e.g. events view, close/minimize gestures), the system needs to
 | 
						|
 * know in which orientation the application is currently drawing its
 | 
						|
 * contents.
 | 
						|
 *
 | 
						|
 * This does not cause the window to be rotated or resized, the application
 | 
						|
 * needs to take care of drawing the content in the right orientation (the
 | 
						|
 * framebuffer is always in portrait mode).
 | 
						|
 *
 | 
						|
 * This variable can be one of the following values:
 | 
						|
 *
 | 
						|
 * - "primary" (default)
 | 
						|
 * - "portrait"
 | 
						|
 * - "landscape"
 | 
						|
 * - "inverted-portrait"
 | 
						|
 * - "inverted-landscape"
 | 
						|
 *
 | 
						|
 * Since SDL 2.0.22 this variable accepts a comma-separated list of values
 | 
						|
 * above.
 | 
						|
 */
 | 
						|
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
 | 
						|
 | 
						|
/**
 | 
						|
 * Flags to set on QtWayland windows to integrate with the native window
 | 
						|
 * manager.
 | 
						|
 *
 | 
						|
 * On QtWayland platforms, this hint controls the flags to set on the windows.
 | 
						|
 * For example, on Sailfish OS "OverridesSystemGestures" disables swipe
 | 
						|
 * gestures.
 | 
						|
 *
 | 
						|
 * This variable is a space-separated list of the following values (empty = no
 | 
						|
 * flags):
 | 
						|
 *
 | 
						|
 * - "OverridesSystemGestures"
 | 
						|
 * - "StaysOnTop"
 | 
						|
 * - "BypassWindowManager"
 | 
						|
 */
 | 
						|
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the 2D render API is compatible or
 | 
						|
 * efficient.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Don't use batching to make rendering more efficient.
 | 
						|
 * - "1": Use batching, but might cause problems if app makes its own direct
 | 
						|
 *   OpenGL calls.
 | 
						|
 *
 | 
						|
 * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
 | 
						|
 * it batches up draw requests and sends them all to the GPU only when forced
 | 
						|
 * to (during SDL_RenderPresent, when changing render targets, by updating a
 | 
						|
 * texture that the batch needs, etc). This is significantly more efficient,
 | 
						|
 * but it can cause problems for apps that expect to render on top of the
 | 
						|
 * render API's output. As such, SDL will disable batching if a specific
 | 
						|
 * render backend is requested (since this might indicate that the app is
 | 
						|
 * planning to use the underlying graphics API directly). This hint can be
 | 
						|
 * used to explicitly request batching in this instance. It is a contract that
 | 
						|
 * you will either never use the underlying graphics API directly, or if you
 | 
						|
 * do, you will call SDL_RenderFlush() before you do so any current batch goes
 | 
						|
 * to the GPU before your work begins. Not following this contract will result
 | 
						|
 * in undefined behavior.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_BATCHING  "SDL_RENDER_BATCHING"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling how the 2D render API renders lines
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Use the default line drawing method (Bresenham's line algorithm as
 | 
						|
 *   of SDL 2.0.20)
 | 
						|
 * - "1": Use the driver point API using Bresenham's line algorithm (correct,
 | 
						|
 *   draws many points)
 | 
						|
 * - "2": Use the driver line API (occasionally misses line endpoints based on
 | 
						|
 *   hardware driver quirks, was the default before 2.0.20)
 | 
						|
 * - "3": Use the driver geometry API (correct, draws thicker diagonal lines)
 | 
						|
 *
 | 
						|
 * This variable should be set when the renderer is created.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether to enable Direct3D 11+'s Debug Layer.
 | 
						|
 *
 | 
						|
 * This variable does not have any effect on the Direct3D 9 based renderer.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable Debug Layer use
 | 
						|
 * - "1": Enable Debug Layer use
 | 
						|
 *
 | 
						|
 * By default, SDL does not use Direct3D Debug Layer.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the Direct3D device is initialized for
 | 
						|
 * thread-safe operations.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Thread-safety is not enabled (faster)
 | 
						|
 * - "1": Thread-safety is enabled
 | 
						|
 *
 | 
						|
 * By default the Direct3D device is created with thread-safety disabled.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable specifying which render driver to use.
 | 
						|
 *
 | 
						|
 * If the application doesn't pick a specific renderer to use, this variable
 | 
						|
 * specifies the name of the preferred renderer. If the preferred renderer
 | 
						|
 * can't be initialized, the normal default renderer is used.
 | 
						|
 *
 | 
						|
 * This variable is case insensitive and can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "direct3d"
 | 
						|
 * - "direct3d11"
 | 
						|
 * - "direct3d12"
 | 
						|
 * - "opengl"
 | 
						|
 * - "opengles2"
 | 
						|
 * - "opengles"
 | 
						|
 * - "metal"
 | 
						|
 * - "software"
 | 
						|
 *
 | 
						|
 * The default varies by platform, but it's the first one in the list that is
 | 
						|
 * available on the current platform.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on
 | 
						|
 * screen "1" or "overscan" - Will zoom the rendering so it fills the entire
 | 
						|
 * screen, allowing edges to be drawn offscreen
 | 
						|
 *
 | 
						|
 * By default letterbox is used
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the OpenGL render driver uses shaders if
 | 
						|
 * they are available.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable shaders
 | 
						|
 * - "1": Enable shaders
 | 
						|
 *
 | 
						|
 * By default shaders are used if OpenGL supports them.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling the scaling quality
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0" or "nearest": Nearest pixel sampling
 | 
						|
 * - "1" or "linear": Linear filtering (supported by OpenGL and Direct3D)
 | 
						|
 * - "2" or "best": Currently this is the same as "linear"
 | 
						|
 *
 | 
						|
 * By default nearest pixel sampling is used
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether updates to the SDL screen surface should be
 | 
						|
 * synchronized with the vertical refresh, to avoid tearing.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable vsync
 | 
						|
 * - "1": Enable vsync
 | 
						|
 *
 | 
						|
 * By default SDL does not sync screen surface updates with vertical refresh.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the Metal render driver select low power
 | 
						|
 * device over default one
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Use the prefered OS device
 | 
						|
 * - "1": Select a low power one
 | 
						|
 *
 | 
						|
 * By default the prefered OS device is used.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of ROG gamepad capable mice.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable containing a list of devices that are not ROG gamepad capable
 | 
						|
 * mice.
 | 
						|
 *
 | 
						|
 * This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list.
 | 
						|
 *
 | 
						|
 * The format of the string is a comma separated list of USB VID/PID pairs in
 | 
						|
 * hexadecimal form, e.g.
 | 
						|
 *
 | 
						|
 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
 | 
						|
 *
 | 
						|
 * The variable can also take the form of @file, in which case the named file
 | 
						|
 * will be loaded and interpreted as the value of the variable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling if VSYNC is automatically disable if doesn't reach
 | 
						|
 * the enough FPS
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": It will be using VSYNC as defined in the main flag. Default
 | 
						|
 * - "1": If VSYNC was previously enabled, then it will disable VSYNC if
 | 
						|
 *   doesn't reach enough speed
 | 
						|
 *
 | 
						|
 * By default SDL does not enable the automatic VSYNC
 | 
						|
 */
 | 
						|
#define SDL_HINT_PS2_DYNAMIC_VSYNC    "SDL_PS2_DYNAMIC_VSYNC"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable to control whether the return key on the soft keyboard should
 | 
						|
 * hide the soft keyboard on Android and iOS.
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": The return key will be handled as a key event. This is the behaviour
 | 
						|
 *   of SDL <= 2.0.3. (default)
 | 
						|
 * - "1": The return key will hide the keyboard.
 | 
						|
 *
 | 
						|
 * The value of this hint is used at runtime, so it can be changed at any
 | 
						|
 * time.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
 | 
						|
 | 
						|
/**
 | 
						|
 * Tell SDL which Dispmanx layer to use on a Raspberry PI
 | 
						|
 *
 | 
						|
 * Also known as Z-order. The variable can take a negative or positive value.
 | 
						|
 * The default is 10000.
 | 
						|
 */
 | 
						|
#define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
 | 
						|
 | 
						|
/**
 | 
						|
 * Specify an "activity name" for screensaver inhibition.
 | 
						|
 *
 | 
						|
 * Some platforms, notably Linux desktops, list the applications which are
 | 
						|
 * inhibiting the screensaver or other power-saving features.
 | 
						|
 *
 | 
						|
 * This hint lets you specify the "activity name" sent to the OS when
 | 
						|
 * SDL_DisableScreenSaver() is used (or the screensaver is automatically
 | 
						|
 * disabled). The contents of this hint are used when the screensaver is
 | 
						|
 * disabled. You should use a string that describes what your program is doing
 | 
						|
 * (and, therefore, why the screensaver is disabled). For example, "Playing a
 | 
						|
 * game" or "Watching a video".
 | 
						|
 *
 | 
						|
 * Setting this to "" or leaving it unset will have SDL use a reasonable
 | 
						|
 * default: "Playing a game" or something similar.
 | 
						|
 *
 | 
						|
 * On targets where this is not supported, this hint does nothing.
 | 
						|
 */
 | 
						|
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
 | 
						|
 | 
						|
/**
 | 
						|
 * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as
 | 
						|
 * realtime.
 | 
						|
 *
 | 
						|
 * On some platforms, like Linux, a realtime priority thread may be subject to
 | 
						|
 * restrictions that require special handling by the application. This hint
 | 
						|
 * exists to let SDL know that the app is prepared to handle said
 | 
						|
 * restrictions.
 | 
						|
 *
 | 
						|
 * On Linux, SDL will apply the following configuration to any thread that
 | 
						|
 * becomes realtime:
 | 
						|
 *
 | 
						|
 * - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy.
 | 
						|
 * - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
 | 
						|
 * - Exceeding this limit will result in the kernel sending SIGKILL to the
 | 
						|
 *   app.
 | 
						|
 *
 | 
						|
 * Refer to the man pages for more information.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": default platform specific behaviour
 | 
						|
 * - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling
 | 
						|
 *   policy
 | 
						|
 */
 | 
						|
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
 | 
						|
 | 
						|
/**
 | 
						|
 * A string specifying additional information to use with
 | 
						|
 * SDL_SetThreadPriority.
 | 
						|
 *
 | 
						|
 * By default SDL_SetThreadPriority will make appropriate system changes in
 | 
						|
 * order to apply a thread priority. For example on systems using pthreads the
 | 
						|
 * scheduler policy is changed automatically to a policy that works well with
 | 
						|
 * a given priority. Code which has specific requirements can override SDL's
 | 
						|
 * default behavior with this hint.
 | 
						|
 *
 | 
						|
 * pthread hint values are "current", "other", "fifo" and "rr". Currently no
 | 
						|
 * other platform hint values are defined but may be in the future.
 | 
						|
 */
 | 
						|
#define SDL_HINT_THREAD_PRIORITY_POLICY         "SDL_THREAD_PRIORITY_POLICY"
 | 
						|
 | 
						|
/**
 | 
						|
 * A string specifying SDL's threads stack size in bytes or "0" for the
 | 
						|
 * backend's default size
 | 
						|
 *
 | 
						|
 * Use this hint in case you need to set SDL's threads stack size to other
 | 
						|
 * than the default. This is specially useful if you build SDL against a non
 | 
						|
 * glibc libc library (such as musl) which provides a relatively small default
 | 
						|
 * thread stack size (a few kilobytes versus the default 8MB glibc uses).
 | 
						|
 * Support for this hint is currently available only in the pthread, Windows,
 | 
						|
 * and PSP backend.
 | 
						|
 *
 | 
						|
 * Instead of this hint, in 2.0.9 and later, you can use
 | 
						|
 * SDL_CreateThreadWithStackSize(). This hint only works with the classic
 | 
						|
 * SDL_CreateThread().
 | 
						|
 */
 | 
						|
#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that controls the timer resolution, in milliseconds.
 | 
						|
 *
 | 
						|
 * The higher resolution the timer, the more frequently the CPU services timer
 | 
						|
 * interrupts, and the more precise delays are, but this takes up power and
 | 
						|
 * CPU time. This hint is only used on Windows.
 | 
						|
 *
 | 
						|
 * See this blog post for more information:
 | 
						|
 * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
 | 
						|
 *
 | 
						|
 * If this variable is set to "0", the system timer resolution is not set.
 | 
						|
 *
 | 
						|
 * The default value is "1". This hint may be set at any time.
 | 
						|
 */
 | 
						|
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether touch events should generate synthetic mouse
 | 
						|
 * events
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Touch events will not generate mouse events
 | 
						|
 * - "1": Touch events will generate mouse events
 | 
						|
 *
 | 
						|
 * By default SDL will generate mouse events for touch events
 | 
						|
 */
 | 
						|
#define SDL_HINT_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling which touchpad should generate synthetic mouse
 | 
						|
 * events
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Only front touchpad should generate mouse events. Default
 | 
						|
 * - "1": Only back touchpad should generate mouse events.
 | 
						|
 * - "2": Both touchpads should generate mouse events.
 | 
						|
 *
 | 
						|
 * By default SDL will generate mouse events for all touch devices
 | 
						|
 */
 | 
						|
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE    "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the Android / tvOS remotes should be listed
 | 
						|
 * as joystick devices, instead of sending keyboard events.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Remotes send enter/escape/arrow key events
 | 
						|
 * - "1": Remotes are available as 2 axis, 2 button joysticks (the default).
 | 
						|
 */
 | 
						|
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the screensaver is enabled.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable screensaver
 | 
						|
 * - "1": Enable screensaver
 | 
						|
 *
 | 
						|
 * By default SDL will disable the screensaver.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
 | 
						|
 | 
						|
/**
 | 
						|
 * Tell the video driver that we only want a double buffer.
 | 
						|
 *
 | 
						|
 * By default, most lowlevel 2D APIs will use a triple buffer scheme that
 | 
						|
 * wastes no CPU time on waiting for vsync after issuing a flip, but
 | 
						|
 * introduces a frame of latency. On the other hand, using a double buffer
 | 
						|
 * scheme instead is recommended for cases where low latency is an important
 | 
						|
 * factor because we save a whole frame of latency. We do so by waiting for
 | 
						|
 * vsync immediately after issuing a flip, usually just after eglSwapBuffers
 | 
						|
 * call in the backend's *_SwapWindow function.
 | 
						|
 *
 | 
						|
 * Since it's driver-specific, it's only supported where possible and
 | 
						|
 * implemented. Currently supported the following drivers:
 | 
						|
 *
 | 
						|
 * - Wayland (wayland)
 | 
						|
 * - KMSDRM (kmsdrm)
 | 
						|
 * - Raspberry Pi (raspberrypi)
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_DOUBLE_BUFFER      "SDL_VIDEO_DOUBLE_BUFFER"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the EGL window is allowed to be composited
 | 
						|
 * as transparent, rather than opaque.
 | 
						|
 *
 | 
						|
 * Most window systems will always render windows opaque, even if the surface
 | 
						|
 * format has an alpha channel. This is not always true, however, so by
 | 
						|
 * default SDL will try to enforce opaque composition. To override this
 | 
						|
 * behavior, you can set this hint to "1".
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the graphics context is externally managed.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": SDL will manage graphics contexts that are attached to windows.
 | 
						|
 * - "1": Disable graphics context management on windows.
 | 
						|
 *
 | 
						|
 * By default SDL will manage OpenGL contexts in certain situations. For
 | 
						|
 * example, on Android the context will be automatically saved and restored
 | 
						|
 * when pausing the application. Additionally, some platforms will assume
 | 
						|
 * usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
 | 
						|
 * behavior, which is desireable when the application manages the graphics
 | 
						|
 * context, such as an externally managed OpenGL context or attaching a Vulkan
 | 
						|
 * surface to the window.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT    "SDL_VIDEO_EXTERNAL_CONTEXT"
 | 
						|
 | 
						|
/**
 | 
						|
 * If set to 1, then do not allow high-DPI windows.
 | 
						|
 *
 | 
						|
 * ("Retina" on Mac and iOS)
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that dictates policy for fullscreen Spaces on Mac OS X.
 | 
						|
 *
 | 
						|
 * This hint only applies to Mac OS X.
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
 | 
						|
 *   SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their
 | 
						|
 *   titlebars).
 | 
						|
 * - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and
 | 
						|
 *   SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their
 | 
						|
 *   titlebars).
 | 
						|
 *
 | 
						|
 * The default value is "1". This hint must be set before any windows are
 | 
						|
 * created.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
 | 
						|
 | 
						|
/**
 | 
						|
 * Minimize your SDL_Window if it loses key focus when in fullscreen mode.
 | 
						|
 *
 | 
						|
 * Defaults to false.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the libdecor Wayland backend is allowed to
 | 
						|
 * be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": libdecor use is disabled.
 | 
						|
 * - "1": libdecor use is enabled (default).
 | 
						|
 *
 | 
						|
 * libdecor is used over xdg-shell when xdg-decoration protocol is
 | 
						|
 * unavailable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the libdecor Wayland backend is preferred
 | 
						|
 * over native decorations.
 | 
						|
 *
 | 
						|
 * When this hint is set, libdecor will be used to provide window decorations,
 | 
						|
 * even if xdg-decoration is available. (Note that, by default, libdecor will
 | 
						|
 * use xdg-decoration itself if available).
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": libdecor is enabled only if server-side decorations are unavailable.
 | 
						|
 * - "1": libdecor is always enabled if available.
 | 
						|
 *
 | 
						|
 * libdecor is used over xdg-shell when xdg-decoration protocol is
 | 
						|
 * unavailable.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether video mode emulation is enabled under
 | 
						|
 * Wayland.
 | 
						|
 *
 | 
						|
 * When this hint is set, a standard set of emulated CVT video modes will be
 | 
						|
 * exposed for use by the application. If it is disabled, the only modes
 | 
						|
 * exposed will be the logical desktop size and, in the case of a scaled
 | 
						|
 * desktop, the native display resolution.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Video mode emulation is disabled.
 | 
						|
 * - "1": Video mode emulation is enabled.
 | 
						|
 *
 | 
						|
 * By default video mode emulation is enabled.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
 | 
						|
 | 
						|
/**
 | 
						|
 * Enable or disable mouse pointer warp emulation, needed by some older games.
 | 
						|
 *
 | 
						|
 * When this hint is set, any SDL will emulate mouse warps using relative
 | 
						|
 * mouse mode. This is required for some older games (such as Source engine
 | 
						|
 * games), which warp the mouse to the centre of the screen rather than using
 | 
						|
 * relative mouse motion. Note that relative mouse mode may have different
 | 
						|
 * mouse acceleration behaviour than pointer warps.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": All mouse warps fail, as mouse warping is not available under
 | 
						|
 *   wayland.
 | 
						|
 * - "1": Some mouse warps will be emulated by forcing relative mouse mode.
 | 
						|
 *
 | 
						|
 * If not set, this is automatically enabled unless an application uses
 | 
						|
 * relative mouse mode directly.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that is the address of another SDL_Window* (as a hex string
 | 
						|
 * formatted with "%p").
 | 
						|
 *
 | 
						|
 * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is
 | 
						|
 * set to has SDL_WINDOW_OPENGL set (and running on WGL only, currently), then
 | 
						|
 * two things will occur on the newly created SDL_Window:
 | 
						|
 *
 | 
						|
 * 1. Its pixel format will be set to the same pixel format as this
 | 
						|
 * SDL_Window. This is needed for example when sharing an OpenGL context
 | 
						|
 * across multiple windows.
 | 
						|
 *
 | 
						|
 * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be
 | 
						|
 * used for OpenGL rendering.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values: The address (as a string
 | 
						|
 * "%p") of the SDL_Window* that new windows created with
 | 
						|
 * SDL_CreateWindowFrom() should share a pixel format with.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
 | 
						|
 | 
						|
/**
 | 
						|
 * When calling SDL_CreateWindowFrom(), make the window compatible with
 | 
						|
 * OpenGL.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Don't add any graphics flags to the SDL_WindowFlags
 | 
						|
 * - "1": Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
 | 
						|
 *
 | 
						|
 * By default SDL will not make the foreign window compatible with OpenGL.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
 | 
						|
 | 
						|
/**
 | 
						|
 * When calling SDL_CreateWindowFrom(), make the window compatible with
 | 
						|
 * Vulkan.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Don't add any graphics flags to the SDL_WindowFlags
 | 
						|
 * - "1": Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
 | 
						|
 *
 | 
						|
 * By default SDL will not make the foreign window compatible with Vulkan.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable specifying which shader compiler to preload when using the
 | 
						|
 * Chrome ANGLE binaries
 | 
						|
 *
 | 
						|
 * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can
 | 
						|
 * use two different sets of binaries, those compiled by the user from source
 | 
						|
 * or those provided by the Chrome browser. In the later case, these binaries
 | 
						|
 * require that SDL loads a DLL providing the shader compiler.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "d3dcompiler_46.dll: default, best for Vista or later.
 | 
						|
 * - "d3dcompiler_43.dll: for XP support.
 | 
						|
 * - "none": do not load any library, useful if you compiled ANGLE from source
 | 
						|
 *   and included the compiler in your binaries.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether X11 should use GLX or EGL by default
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Use GLX
 | 
						|
 * - "1": Use EGL
 | 
						|
 *
 | 
						|
 * By default SDL will use GLX when both are present.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint
 | 
						|
 * should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable _NET_WM_BYPASS_COMPOSITOR
 | 
						|
 * - "1": Enable _NET_WM_BYPASS_COMPOSITOR
 | 
						|
 *
 | 
						|
 * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the X11 _NET_WM_PING protocol should be
 | 
						|
 * supported.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable _NET_WM_PING
 | 
						|
 * - "1": Enable _NET_WM_PING
 | 
						|
 *
 | 
						|
 * By default SDL will use _NET_WM_PING, but for applications that know they
 | 
						|
 * will not always be able to respond to ping requests in a timely manner they
 | 
						|
 * can turn it off to avoid the window manager thinking the app is hung. The
 | 
						|
 * hint is checked in CreateWindow.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable forcing the visual ID chosen for new X11 windows
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID      "SDL_VIDEO_X11_WINDOW_VISUALID"
 | 
						|
 | 
						|
/**
 | 
						|
 * A no-longer-used variable controlling whether the X11 Xinerama extension
 | 
						|
 * should be used.
 | 
						|
 *
 | 
						|
 * Before SDL 2.0.24, this would let apps and users disable Xinerama support
 | 
						|
 * on X11. Now SDL never uses Xinerama, and does not check for this hint at
 | 
						|
 * all. The preprocessor define is left here for source compatibility.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the X11 XRandR extension should be used.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable XRandR
 | 
						|
 * - "1": Enable XRandR
 | 
						|
 *
 | 
						|
 * By default SDL will use XRandR.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
 | 
						|
 | 
						|
/**
 | 
						|
 * A no-longer-used variable controlling whether the X11 VidMode extension
 | 
						|
 * should be used.
 | 
						|
 *
 | 
						|
 * Before SDL 2.0.24, this would let apps and users disable XVidMode support
 | 
						|
 * on X11. Now SDL never uses XVidMode, and does not check for this hint at
 | 
						|
 * all. The preprocessor define is left here for source compatibility.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
 | 
						|
 | 
						|
/**
 | 
						|
 * Controls how the fact chunk affects the loading of a WAVE file.
 | 
						|
 *
 | 
						|
 * The fact chunk stores information about the number of samples of a WAVE
 | 
						|
 * file. The Standards Update from Microsoft notes that this value can be used
 | 
						|
 * to 'determine the length of the data in seconds'. This is especially useful
 | 
						|
 * for compressed formats (for which this is a mandatory chunk) if they
 | 
						|
 * produce multiple sample frames per block and truncating the block is not
 | 
						|
 * allowed. The fact chunk can exactly specify how many sample frames there
 | 
						|
 * should be in this case.
 | 
						|
 *
 | 
						|
 * Unfortunately, most application seem to ignore the fact chunk and so SDL
 | 
						|
 * ignores it by default as well.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "truncate": Use the number of samples to truncate the wave data if the
 | 
						|
 *   fact chunk is present and valid
 | 
						|
 * - "strict": Like "truncate", but raise an error if the fact chunk is
 | 
						|
 *   invalid, not present for non-PCM formats, or if the data chunk doesn't
 | 
						|
 *   have that many samples
 | 
						|
 * - "ignorezero": Like "truncate", but ignore fact chunk if the number of
 | 
						|
 *   samples is zero
 | 
						|
 * - "ignore": Ignore fact chunk entirely (default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"
 | 
						|
 | 
						|
/**
 | 
						|
 * Controls how the size of the RIFF chunk affects the loading of a WAVE file.
 | 
						|
 *
 | 
						|
 * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
 | 
						|
 * file) is not always reliable. In case the size is wrong, it's possible to
 | 
						|
 * just ignore it and step through the chunks until a fixed limit is reached.
 | 
						|
 *
 | 
						|
 * Note that files that have trailing data unrelated to the WAVE file or
 | 
						|
 * corrupt files may slow down the loading process without a reliable
 | 
						|
 * boundary. By default, SDL stops after 10000 chunks to prevent wasting time.
 | 
						|
 * Use the environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "force": Always use the RIFF chunk size as a boundary for the chunk
 | 
						|
 *   search
 | 
						|
 * - "ignorezero": Like "force", but a zero size searches up to 4 GiB
 | 
						|
 *   (default)
 | 
						|
 * - "ignore": Ignore the RIFF chunk size and always search up to 4 GiB
 | 
						|
 * - "maximum": Search for chunks until the end of file (not recommended)
 | 
						|
 */
 | 
						|
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"
 | 
						|
 | 
						|
/**
 | 
						|
 * Controls how a truncated WAVE file is handled.
 | 
						|
 *
 | 
						|
 * A WAVE file is considered truncated if any of the chunks are incomplete or
 | 
						|
 * the data chunk size is not a multiple of the block size. By default, SDL
 | 
						|
 * decodes until the first incomplete block, as most applications seem to do.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "verystrict": Raise an error if the file is truncated
 | 
						|
 * - "strict": Like "verystrict", but the size of the RIFF chunk is ignored
 | 
						|
 * - "dropframe": Decode until the first incomplete sample frame
 | 
						|
 * - "dropblock": Decode until the first incomplete block (default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"
 | 
						|
 | 
						|
/**
 | 
						|
 * Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
 | 
						|
 *
 | 
						|
 * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
 | 
						|
 * thread's name, but it tends to cause problems with other debuggers, and the
 | 
						|
 * .NET runtime. Note that SDL 2.0.6 and later will still use the (safer)
 | 
						|
 * SetThreadDescription API, introduced in the Windows 10 Creators Update, if
 | 
						|
 * available.
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": SDL will raise the 0x406D1388 Exception to name threads. This is the
 | 
						|
 *   default behavior of SDL <= 2.0.4.
 | 
						|
 * - "1": SDL will not raise this exception, and threads will be unnamed.
 | 
						|
 *   (default) This is necessary with .NET languages or debuggers that aren't
 | 
						|
 *   Visual Studio.
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
 | 
						|
 | 
						|
/**
 | 
						|
 * Controls whether menus can be opened with their keyboard shortcut
 | 
						|
 * (Alt+mnemonic).
 | 
						|
 *
 | 
						|
 * If the mnemonics are enabled, then menus can be opened by pressing the Alt
 | 
						|
 * key and the corresponding mnemonic (for example, Alt+F opens the File
 | 
						|
 * menu). However, in case an invalid mnemonic is pressed, Windows makes an
 | 
						|
 * audible beep to convey that nothing happened. This is true even if the
 | 
						|
 * window has no menu at all!
 | 
						|
 *
 | 
						|
 * Because most SDL applications don't have menus, and some want to use the
 | 
						|
 * Alt key for other purposes, SDL disables mnemonics (and the beeping) by
 | 
						|
 * default.
 | 
						|
 *
 | 
						|
 * Note: This also affects keyboard events: with mnemonics enabled, when a
 | 
						|
 * menu is opened from the keyboard, you will not receive a KEYUP event for
 | 
						|
 * the mnemonic key, and *might* not receive one for Alt.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Alt+mnemonic does nothing, no beeping. (default)
 | 
						|
 * - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep.
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the windows message loop is processed by SDL
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": The window message loop is not run
 | 
						|
 * - "1": The window message loop is processed in SDL_PumpEvents()
 | 
						|
 *
 | 
						|
 * By default SDL will process the windows message loop
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
 | 
						|
 | 
						|
/**
 | 
						|
 * Force SDL to use Critical Sections for mutexes on Windows.
 | 
						|
 *
 | 
						|
 * On Windows 7 and newer, Slim Reader/Writer Locks are available. They offer
 | 
						|
 * better performance, allocate no kernel resources and use less memory. SDL
 | 
						|
 * will fall back to Critical Sections on older OS versions or if forced to by
 | 
						|
 * this hint.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Use SRW Locks when available. If not, fall back to Critical
 | 
						|
 *   Sections. (default)
 | 
						|
 * - "1": Force the use of Critical Sections in all cases.
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
 | 
						|
 | 
						|
/**
 | 
						|
 * Force SDL to use Kernel Semaphores on Windows.
 | 
						|
 *
 | 
						|
 * Kernel Semaphores are inter-process and require a context switch on every
 | 
						|
 * interaction. On Windows 8 and newer, the WaitOnAddress API is available.
 | 
						|
 * Using that and atomics to implement semaphores increases performance. SDL
 | 
						|
 * will fall back to Kernel Objects on older OS versions or if forced to by
 | 
						|
 * this hint.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Use Atomics and WaitOnAddress API when available. If not, fall back
 | 
						|
 *   to Kernel Objects. (default)
 | 
						|
 * - "1": Force the use of Kernel Objects in all cases.
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable to specify custom icon resource id from RC file on Windows
 | 
						|
 * platform
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable to specify custom icon resource id from RC file on Windows
 | 
						|
 * platform
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
 | 
						|
 | 
						|
/**
 | 
						|
 * Tell SDL not to generate window-close events for Alt+F4 on Windows.
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": SDL will generate a window-close event when it sees Alt+F4.
 | 
						|
 * - "1": SDL will only do normal key handling for Alt+F4.
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
 | 
						|
 | 
						|
/**
 | 
						|
 * Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
 | 
						|
 *
 | 
						|
 * Direct3D 9Ex contains changes to state management that can eliminate device
 | 
						|
 * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may
 | 
						|
 * require some changes to your application to cope with the new behavior, so
 | 
						|
 * this is disabled by default.
 | 
						|
 *
 | 
						|
 * This hint must be set before initializing the video subsystem.
 | 
						|
 *
 | 
						|
 * For more information on Direct3D 9Ex, see: -
 | 
						|
 * https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
 | 
						|
 * -
 | 
						|
 * https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Use the original Direct3D 9 API (default)
 | 
						|
 * - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex
 | 
						|
 *   is unavailable)
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
 | 
						|
 | 
						|
/**
 | 
						|
 * Controls whether SDL will declare the process to be DPI aware.
 | 
						|
 *
 | 
						|
 * This hint must be set before initializing the video subsystem.
 | 
						|
 *
 | 
						|
 * The main purpose of declaring DPI awareness is to disable OS bitmap scaling
 | 
						|
 * of SDL windows on monitors with a DPI scale factor.
 | 
						|
 *
 | 
						|
 * This hint is equivalent to requesting DPI awareness via external means
 | 
						|
 * (e.g. calling SetProcessDpiAwarenessContext) and does not cause SDL to use
 | 
						|
 * a virtualized coordinate system, so it will generally give you 1 SDL
 | 
						|
 * coordinate = 1 pixel even on high-DPI displays.
 | 
						|
 *
 | 
						|
 * For more information, see:
 | 
						|
 * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "": Do not change the DPI awareness (default).
 | 
						|
 * - "unaware": Declare the process as DPI unaware. (Windows 8.1 and later).
 | 
						|
 * - "system": Request system DPI awareness. (Vista and later).
 | 
						|
 * - "permonitor": Request per-monitor DPI awareness. (Windows 8.1 and later).
 | 
						|
 * - "permonitorv2": Request per-monitor V2 DPI awareness. (Windows 10,
 | 
						|
 *   version 1607 and later). The most visible difference from "permonitor" is
 | 
						|
 *   that window title bar will be scaled to the visually correct size when
 | 
						|
 *   dragging between monitors with different scale factors. This is the
 | 
						|
 *   preferred DPI awareness level.
 | 
						|
 *
 | 
						|
 * If the requested DPI awareness is not available on the currently running
 | 
						|
 * OS, SDL will try to request the best available match.
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
 | 
						|
 | 
						|
/**
 | 
						|
 * Uses DPI-scaled points as the SDL coordinate system on Windows.
 | 
						|
 *
 | 
						|
 * This changes the SDL coordinate system units to be DPI-scaled points,
 | 
						|
 * rather than pixels everywhere. This means windows will be appropriately
 | 
						|
 * sized, even when created on high-DPI displays with scaling.
 | 
						|
 *
 | 
						|
 * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling
 | 
						|
 * in Windows display settings, will create a window with an 800x600 client
 | 
						|
 * area (in pixels).
 | 
						|
 *
 | 
						|
 * Setting this to "1" implicitly requests process DPI awareness (setting
 | 
						|
 * SDL_WINDOWS_DPI_AWARENESS is unnecessary), and forces
 | 
						|
 * SDL_WINDOW_ALLOW_HIGHDPI on all windows.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": SDL coordinates equal Windows coordinates. No automatic window
 | 
						|
 *   resizing when dragging between monitors with different scale factors
 | 
						|
 *   (unless this is performed by Windows itself, which is the case when the
 | 
						|
 *   process is DPI unaware).
 | 
						|
 * - "1": SDL coordinates are in DPI-scaled points. Automatically resize
 | 
						|
 *   windows as needed on displays with non-100% scale factors.
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the window frame and title bar are
 | 
						|
 * interactive when the cursor is hidden
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": The window frame is not interactive when the cursor is hidden (no
 | 
						|
 *   move, resize, etc)
 | 
						|
 * - "1": The window frame is interactive when the cursor is hidden
 | 
						|
 *
 | 
						|
 * By default SDL will allow interaction with the window frame when the cursor
 | 
						|
 * is hidden
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable controlling whether the window is activated when the
 | 
						|
 * SDL_ShowWindow function is called
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": The window is activated when the SDL_ShowWindow function is called
 | 
						|
 * - "1": The window is not activated when the SDL_ShowWindow function is
 | 
						|
 *   called
 | 
						|
 *
 | 
						|
 * By default SDL will activate the window when the SDL_ShowWindow function is
 | 
						|
 * called
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN    "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
 | 
						|
 | 
						|
/** Allows back-button-press events on Windows Phone to be marked as handled
 | 
						|
 *
 | 
						|
 *  Windows Phone devices typically feature a Back button.  When pressed,
 | 
						|
 *  the OS will emit back-button-press events, which apps are expected to
 | 
						|
 *  handle in an appropriate manner.  If apps do not explicitly mark these
 | 
						|
 *  events as 'Handled', then the OS will invoke its default behavior for
 | 
						|
 *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
 | 
						|
 *  terminate the app (and attempt to switch to the previous app, or to the
 | 
						|
 *  device's home screen).
 | 
						|
 *
 | 
						|
 *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
 | 
						|
 *  to mark back-button-press events as Handled, if and when one is sent to
 | 
						|
 *  the app.
 | 
						|
 *
 | 
						|
 *  Internally, Windows Phone sends back button events as parameters to
 | 
						|
 *  special back-button-press callback functions.  Apps that need to respond
 | 
						|
 *  to back-button-press events are expected to register one or more
 | 
						|
 *  callback functions for such, shortly after being launched (during the
 | 
						|
 *  app's initialization phase).  After the back button is pressed, the OS
 | 
						|
 *  will invoke these callbacks.  If the app's callback(s) do not explicitly
 | 
						|
 *  mark the event as handled by the time they return, or if the app never
 | 
						|
 *  registers one of these callback, the OS will consider the event
 | 
						|
 *  un-handled, and it will apply its default back button behavior (terminate
 | 
						|
 *  the app).
 | 
						|
 *
 | 
						|
 *  SDL registers its own back-button-press callback with the Windows Phone
 | 
						|
 *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
 | 
						|
 *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
 | 
						|
 *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
 | 
						|
 *  If the hint's value is set to "1", the back button event's Handled
 | 
						|
 *  property will get set to 'true'.  If the hint's value is set to something
 | 
						|
 *  else, or if it is unset, SDL will leave the event's Handled property
 | 
						|
 *  alone.  (By default, the OS sets this property to 'false', to note.)
 | 
						|
 *
 | 
						|
 *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
 | 
						|
 *  back button is pressed, or can set it in direct-response to a back button
 | 
						|
 *  being pressed.
 | 
						|
 *
 | 
						|
 *  In order to get notified when a back button is pressed, SDL apps should
 | 
						|
 *  register a callback function with SDL_AddEventWatch(), and have it listen
 | 
						|
 *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
 | 
						|
 *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
 | 
						|
 *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
 | 
						|
 *  set by such a callback, will be applied to the OS' current
 | 
						|
 *  back-button-press event.
 | 
						|
 *
 | 
						|
 *  More details on back button behavior in Windows Phone apps can be found
 | 
						|
 *  at the following page, on Microsoft's developer site:
 | 
						|
 *
 | 
						|
 *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
 | 
						|
 | 
						|
/** Label text for a WinRT app's privacy policy link
 | 
						|
 *
 | 
						|
 *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
 | 
						|
 *  Microsoft mandates that this policy be available via the Windows Settings charm.
 | 
						|
 *  SDL provides code to add a link there, with its label text being set via the
 | 
						|
 *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
 | 
						|
 *
 | 
						|
 *  Please note that a privacy policy's contents are not set via this hint.  A separate
 | 
						|
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
 | 
						|
 *  policy.
 | 
						|
 *
 | 
						|
 *  The contents of this hint should be encoded as a UTF8 string.
 | 
						|
 *
 | 
						|
 *  The default value is "Privacy Policy".  This hint should only be set during app
 | 
						|
 *  initialization, preferably before any calls to SDL_Init().
 | 
						|
 *
 | 
						|
 *  For additional information on linking to a privacy policy, see the documentation for
 | 
						|
 *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
 | 
						|
 | 
						|
/**
 | 
						|
 * A URL to a WinRT app's privacy policy
 | 
						|
 *
 | 
						|
 * All network-enabled WinRT apps must make a privacy policy available to its
 | 
						|
 * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be be
 | 
						|
 * available in the Windows Settings charm, as accessed from within the app.
 | 
						|
 * SDL provides code to add a URL-based link there, which can point to the
 | 
						|
 * app's privacy policy.
 | 
						|
 *
 | 
						|
 * To setup a URL to an app's privacy policy, set
 | 
						|
 * SDL_HINT_WINRT_PRIVACY_POLICY_URL before calling any SDL_Init() functions.
 | 
						|
 * The contents of the hint should be a valid URL. For example,
 | 
						|
 * "http://www.example.com".
 | 
						|
 *
 | 
						|
 * The default value is "", which will prevent SDL from adding a privacy
 | 
						|
 * policy link to the Settings charm. This hint should only be set during app
 | 
						|
 * init.
 | 
						|
 *
 | 
						|
 * The label text of an app's "Privacy Policy" link may be customized via
 | 
						|
 * another hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
 | 
						|
 *
 | 
						|
 * Please note that on Windows Phone, Microsoft does not provide standard UI
 | 
						|
 * for displaying a privacy policy link, and as such,
 | 
						|
 * SDL_HINT_WINRT_PRIVACY_POLICY_URL will not get used on that platform.
 | 
						|
 * Network-enabled phone apps should display their privacy policy through some
 | 
						|
 * other, in-app means.
 | 
						|
 */
 | 
						|
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
 | 
						|
 | 
						|
/**
 | 
						|
 * Mark X11 windows as override-redirect.
 | 
						|
 *
 | 
						|
 * If set, this _might_ increase framerate at the expense of the desktop not
 | 
						|
 * working as expected. Override-redirect windows aren't noticed by the window
 | 
						|
 * manager at all.
 | 
						|
 *
 | 
						|
 * You should probably only use this for fullscreen windows, and you probably
 | 
						|
 * shouldn't even use it for that. But it's here if you want to try!
 | 
						|
 */
 | 
						|
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that lets you disable the detection and use of Xinput gamepad
 | 
						|
 * devices
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable XInput detection (only uses direct input)
 | 
						|
 * - "1": Enable XInput detection (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that lets you disable the detection and use of DirectInput
 | 
						|
 * gamepad devices
 | 
						|
 *
 | 
						|
 * The variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": Disable DirectInput detection (only uses XInput)
 | 
						|
 * - "1": Enable DirectInput detection (the default)
 | 
						|
 */
 | 
						|
#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that causes SDL to use the old axis and button mapping for
 | 
						|
 * XInput devices.
 | 
						|
 *
 | 
						|
 * This hint is for backwards compatibility only and will be removed in SDL
 | 
						|
 * 2.1
 | 
						|
 *
 | 
						|
 * The default value is "0". This hint must be set before SDL_Init()
 | 
						|
 */
 | 
						|
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that causes SDL to not ignore audio "monitors"
 | 
						|
 *
 | 
						|
 * This is currently only used for PulseAudio and ignored elsewhere.
 | 
						|
 *
 | 
						|
 * By default, SDL ignores audio devices that aren't associated with physical
 | 
						|
 * hardware. Changing this hint to "1" will expose anything SDL sees that
 | 
						|
 * appears to be an audio source or sink. This will add "devices" to the list
 | 
						|
 * that the user probably doesn't want or need, but it can be useful in
 | 
						|
 * scenarios where you want to hook up SDL to some sort of virtual device,
 | 
						|
 * etc.
 | 
						|
 *
 | 
						|
 * The default value is "0". This hint must be set before SDL_Init().
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.0.16. Before then, virtual devices are
 | 
						|
 * always ignored.
 | 
						|
 */
 | 
						|
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that forces X11 windows to create as a custom type.
 | 
						|
 *
 | 
						|
 * This is currently only used for X11 and ignored elsewhere.
 | 
						|
 *
 | 
						|
 * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to
 | 
						|
 * report to the window manager the type of window it wants to create. This
 | 
						|
 * might be set to various things if SDL_WINDOW_TOOLTIP or
 | 
						|
 * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
 | 
						|
 * haven't set a specific type, this hint can be used to specify a custom
 | 
						|
 * type. For example, a dock window might set this to
 | 
						|
 * "_NET_WM_WINDOW_TYPE_DOCK".
 | 
						|
 *
 | 
						|
 * If not set or set to "", this hint is ignored. This hint must be set before
 | 
						|
 * the SDL_CreateWindow() call that it is intended to affect.
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.0.22.
 | 
						|
 */
 | 
						|
#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that decides whether to send SDL_QUIT when closing the final
 | 
						|
 * window.
 | 
						|
 *
 | 
						|
 * By default, SDL sends an SDL_QUIT event when there is only one window and
 | 
						|
 * it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most apps
 | 
						|
 * would also take the loss of this window as a signal to terminate the
 | 
						|
 * program.
 | 
						|
 *
 | 
						|
 * However, it's not unreasonable in some cases to have the program continue
 | 
						|
 * to live on, perhaps to create new windows later.
 | 
						|
 *
 | 
						|
 * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event when
 | 
						|
 * the final window is requesting to close. Note that in this case, there are
 | 
						|
 * still other legitimate reasons one might get an SDL_QUIT event: choosing
 | 
						|
 * "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc.
 | 
						|
 *
 | 
						|
 * The default value is "1". This hint can be changed at any time.
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.0.22. Before then, you always get an
 | 
						|
 * SDL_QUIT event when closing the final window.
 | 
						|
 */
 | 
						|
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that decides what video backend to use.
 | 
						|
 *
 | 
						|
 * By default, SDL will try all available video backends in a reasonable order
 | 
						|
 * until it finds one that can work, but this hint allows the app or user to
 | 
						|
 * force a specific target, such as "x11" if, say, you are on Wayland but want
 | 
						|
 * to try talking to the X server instead.
 | 
						|
 *
 | 
						|
 * This functionality has existed since SDL 2.0.0 (indeed, before that) but
 | 
						|
 * before 2.0.22 this was an environment variable only. In 2.0.22, it was
 | 
						|
 * upgraded to a full SDL hint, so you can set the environment variable as
 | 
						|
 * usual or programatically set the hint with SDL_SetHint, which won't
 | 
						|
 * propagate to child processes.
 | 
						|
 *
 | 
						|
 * The default value is unset, in which case SDL will try to figure out the
 | 
						|
 * best video backend on your behalf. This hint needs to be set before
 | 
						|
 * SDL_Init() is called to be useful.
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.0.22. Before then, you could set the
 | 
						|
 * environment variable to get the same effect.
 | 
						|
 */
 | 
						|
#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that decides what audio backend to use.
 | 
						|
 *
 | 
						|
 * By default, SDL will try all available audio backends in a reasonable order
 | 
						|
 * until it finds one that can work, but this hint allows the app or user to
 | 
						|
 * force a specific target, such as "alsa" if, say, you are on PulseAudio but
 | 
						|
 * want to try talking to the lower level instead.
 | 
						|
 *
 | 
						|
 * This functionality has existed since SDL 2.0.0 (indeed, before that) but
 | 
						|
 * before 2.0.22 this was an environment variable only. In 2.0.22, it was
 | 
						|
 * upgraded to a full SDL hint, so you can set the environment variable as
 | 
						|
 * usual or programatically set the hint with SDL_SetHint, which won't
 | 
						|
 * propagate to child processes.
 | 
						|
 *
 | 
						|
 * The default value is unset, in which case SDL will try to figure out the
 | 
						|
 * best audio backend on your behalf. This hint needs to be set before
 | 
						|
 * SDL_Init() is called to be useful.
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.0.22. Before then, you could set the
 | 
						|
 * environment variable to get the same effect.
 | 
						|
 */
 | 
						|
#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that decides what KMSDRM device to use.
 | 
						|
 *
 | 
						|
 * Internally, SDL might open something like "/dev/dri/cardNN" to access
 | 
						|
 * KMSDRM functionality, where "NN" is a device index number.
 | 
						|
 *
 | 
						|
 * SDL makes a guess at the best index to use (usually zero), but the app or
 | 
						|
 * user can set this hint to a number between 0 and 99 to force selection.
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.24.0.
 | 
						|
 */
 | 
						|
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * A variable that treats trackpads as touch devices.
 | 
						|
 *
 | 
						|
 * On macOS (and possibly other platforms in the future), SDL will report
 | 
						|
 * touches on a trackpad as mouse input, which is generally what users expect
 | 
						|
 * from this device; however, these are often actually full multitouch-capable
 | 
						|
 * touch devices, so it might be preferable to some apps to treat them as
 | 
						|
 * such.
 | 
						|
 *
 | 
						|
 * Setting this hint to true will make the trackpad input report as a
 | 
						|
 * multitouch device instead of a mouse. The default is false.
 | 
						|
 *
 | 
						|
 * Note that most platforms don't support this hint. As of 2.24.0, it only
 | 
						|
 * supports MacBooks' trackpads on macOS. Others may follow later.
 | 
						|
 *
 | 
						|
 * This hint is checked during SDL_Init and can not be changed after.
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.24.0.
 | 
						|
 */
 | 
						|
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
 | 
						|
 | 
						|
/**
 | 
						|
 * Cause SDL to call dbus_shutdown() on quit.
 | 
						|
 *
 | 
						|
 * This is useful as a debug tool to validate memory leaks, but shouldn't ever
 | 
						|
 * be set in production applications, as other libraries used by the
 | 
						|
 * application might use dbus under the hood and this cause cause crashes if
 | 
						|
 * they continue after SDL_Quit().
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": SDL will not call dbus_shutdown() on quit (default)
 | 
						|
 * - "1": SDL will call dbus_shutdown() on quit
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.30.0.
 | 
						|
 */
 | 
						|
#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT"
 | 
						|
 | 
						|
/**
 | 
						|
 * Specify if SDL_RWFromFile should use the resource dir on Apple platforms.
 | 
						|
 *
 | 
						|
 * SDL2 has always done this on Apple platforms, but it can be surprising to
 | 
						|
 * try opening a path to discover that SDL adjusts the path to elsewhere, so
 | 
						|
 * this hint allows that behavior to be disabled.
 | 
						|
 *
 | 
						|
 * If running from a App Bundle, this will be MyApp.app/Contents/Resources. If
 | 
						|
 * running as a normal Unix-like process, this will be the directory where the
 | 
						|
 * running binary lives. Setting this hint to 0 avoids this and just uses the
 | 
						|
 * requested path as-is.
 | 
						|
 *
 | 
						|
 * This variable can be set to the following values:
 | 
						|
 *
 | 
						|
 * - "0": SDL will not use the app resource directory.
 | 
						|
 * - "1": SDL will use the app's resource directory (default).
 | 
						|
 *
 | 
						|
 * This hint is available since SDL 2.32.0.
 | 
						|
 */
 | 
						|
#define SDL_HINT_APPLE_RWFROMFILE_USE_RESOURCES "SDL_APPLE_RWFROMFILE_USE_RESOURCES"
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * An enumeration of hint priorities
 | 
						|
 */
 | 
						|
typedef enum SDL_HintPriority
 | 
						|
{
 | 
						|
    SDL_HINT_DEFAULT,
 | 
						|
    SDL_HINT_NORMAL,
 | 
						|
    SDL_HINT_OVERRIDE
 | 
						|
} SDL_HintPriority;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Set a hint with a specific priority.
 | 
						|
 *
 | 
						|
 * The priority controls the behavior when setting a hint that already has a
 | 
						|
 * value. Hints will replace existing hints of their priority and lower.
 | 
						|
 * Environment variables are considered to have override priority.
 | 
						|
 *
 | 
						|
 * \param name the hint to set.
 | 
						|
 * \param value the value of the hint variable.
 | 
						|
 * \param priority the SDL_HintPriority level for the hint.
 | 
						|
 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetHint
 | 
						|
 * \sa SDL_SetHint
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
 | 
						|
                                                         const char *value,
 | 
						|
                                                         SDL_HintPriority priority);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set a hint with normal priority.
 | 
						|
 *
 | 
						|
 * Hints will not be set if there is an existing override hint or environment
 | 
						|
 * variable that takes precedence. You can use SDL_SetHintWithPriority() to
 | 
						|
 * set the hint with override priority instead.
 | 
						|
 *
 | 
						|
 * \param name the hint to set.
 | 
						|
 * \param value the value of the hint variable.
 | 
						|
 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetHint
 | 
						|
 * \sa SDL_SetHintWithPriority
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
 | 
						|
                                             const char *value);
 | 
						|
 | 
						|
/**
 | 
						|
 * Reset a hint to the default value.
 | 
						|
 *
 | 
						|
 * This will reset a hint to the value of the environment variable, or NULL if
 | 
						|
 * the environment isn't set. Callbacks will be called normally with this
 | 
						|
 * change.
 | 
						|
 *
 | 
						|
 * \param name the hint to set.
 | 
						|
 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.24.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetHint
 | 
						|
 * \sa SDL_SetHint
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
 | 
						|
 | 
						|
/**
 | 
						|
 * Reset all hints to the default values.
 | 
						|
 *
 | 
						|
 * This will reset all hints to the value of the associated environment
 | 
						|
 * variable, or NULL if the environment isn't set. Callbacks will be called
 | 
						|
 * normally with this change.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.26.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetHint
 | 
						|
 * \sa SDL_SetHint
 | 
						|
 * \sa SDL_ResetHint
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_ResetHints(void);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the value of a hint.
 | 
						|
 *
 | 
						|
 * \param name the hint to query.
 | 
						|
 * \returns the string value of a hint or NULL if the hint isn't set.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetHint
 | 
						|
 * \sa SDL_SetHintWithPriority
 | 
						|
 */
 | 
						|
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the boolean value of a hint variable.
 | 
						|
 *
 | 
						|
 * \param name the name of the hint to get the boolean value from.
 | 
						|
 * \param default_value the value to return if the hint does not exist.
 | 
						|
 * \returns the boolean value of a hint or the provided default value if the
 | 
						|
 *          hint does not exist.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.5.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetHint
 | 
						|
 * \sa SDL_SetHint
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
 | 
						|
 | 
						|
/**
 | 
						|
 * Type definition of the hint callback function.
 | 
						|
 *
 | 
						|
 * \param userdata what was passed as `userdata` to SDL_AddHintCallback().
 | 
						|
 * \param name what was passed as `name` to SDL_AddHintCallback().
 | 
						|
 * \param oldValue the previous hint value.
 | 
						|
 * \param newValue the new value hint is to be set to.
 | 
						|
 */
 | 
						|
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
 | 
						|
 | 
						|
/**
 | 
						|
 * Add a function to watch a particular hint.
 | 
						|
 *
 | 
						|
 * \param name the hint to watch.
 | 
						|
 * \param callback An SDL_HintCallback function that will be called when the
 | 
						|
 *                 hint value changes.
 | 
						|
 * \param userdata a pointer to pass to the callback function.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_DelHintCallback
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
 | 
						|
                                                 SDL_HintCallback callback,
 | 
						|
                                                 void *userdata);
 | 
						|
 | 
						|
/**
 | 
						|
 * Remove a function watching a particular hint.
 | 
						|
 *
 | 
						|
 * \param name the hint being watched.
 | 
						|
 * \param callback An SDL_HintCallback function that will be called when the
 | 
						|
 *                 hint value changes.
 | 
						|
 * \param userdata a pointer being passed to the callback function.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_AddHintCallback
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
 | 
						|
                                                 SDL_HintCallback callback,
 | 
						|
                                                 void *userdata);
 | 
						|
 | 
						|
/**
 | 
						|
 * Clear all hints.
 | 
						|
 *
 | 
						|
 * This function is automatically called during SDL_Quit(), and deletes all
 | 
						|
 * callbacks without calling them and frees all memory associated with hints.
 | 
						|
 * If you're calling this from application code you probably want to call
 | 
						|
 * SDL_ResetHints() instead.
 | 
						|
 *
 | 
						|
 * This function will be removed from the API the next time we rev the ABI.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_ResetHints
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
 | 
						|
 | 
						|
 | 
						|
/* Ends C function definitions when using C++ */
 | 
						|
#ifdef __cplusplus
 | 
						|
}
 | 
						|
#endif
 | 
						|
#include "close_code.h"
 | 
						|
 | 
						|
#endif /* SDL_hints_h_ */
 | 
						|
 | 
						|
/* vi: set ts=4 sw=4 expandtab: */
 |