SDL_hints.h (24673B)
1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20*/ 21 22/** 23 * \file SDL_hints.h 24 * 25 * Official documentation for SDL configuration variables 26 * 27 * This file contains functions to set and get configuration hints, 28 * as well as listing each of them alphabetically. 29 * 30 * The convention for naming hints is SDL_HINT_X, where "SDL_X" is 31 * the environment variable that can be used to override the default. 32 * 33 * In general these hints are just that - they may or may not be 34 * supported or applicable on any given platform, but they provide 35 * a way for an application or user to give the library a hint as 36 * to how they would like the library to work. 37 */ 38 39#ifndef _SDL_hints_h 40#define _SDL_hints_h 41 42#include "SDL_stdinc.h" 43 44#include "begin_code.h" 45/* Set up for C function definitions, even when using C++ */ 46#ifdef __cplusplus 47extern "C" { 48#endif 49 50/** 51 * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. 52 * 53 * SDL can try to accelerate the SDL screen surface by using streaming 54 * textures with a 3D rendering engine. This variable controls whether and 55 * how this is done. 56 * 57 * This variable can be set to the following values: 58 * "0" - Disable 3D acceleration 59 * "1" - Enable 3D acceleration, using the default renderer. 60 * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) 61 * 62 * By default SDL tries to make a best guess for each platform whether 63 * to use acceleration or not. 64 */ 65#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" 66 67/** 68 * \brief A variable specifying which render driver to use. 69 * 70 * If the application doesn't pick a specific renderer to use, this variable 71 * specifies the name of the preferred renderer. If the preferred renderer 72 * can't be initialized, the normal default renderer is used. 73 * 74 * This variable is case insensitive and can be set to the following values: 75 * "direct3d" 76 * "opengl" 77 * "opengles2" 78 * "opengles" 79 * "software" 80 * 81 * The default varies by platform, but it's the first one in the list that 82 * is available on the current platform. 83 */ 84#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" 85 86/** 87 * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. 88 * 89 * This variable can be set to the following values: 90 * "0" - Disable shaders 91 * "1" - Enable shaders 92 * 93 * By default shaders are used if OpenGL supports them. 94 */ 95#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" 96 97/** 98 * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. 99 * 100 * This variable can be set to the following values: 101 * "0" - Thread-safety is not enabled (faster) 102 * "1" - Thread-safety is enabled 103 * 104 * By default the Direct3D device is created with thread-safety disabled. 105 */ 106#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" 107 108/** 109 * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. 110 * 111 * This variable does not have any effect on the Direct3D 9 based renderer. 112 * 113 * This variable can be set to the following values: 114 * "0" - Disable Debug Layer use 115 * "1" - Enable Debug Layer use 116 * 117 * By default, SDL does not use Direct3D Debug Layer. 118 */ 119#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" 120 121/** 122 * \brief A variable controlling the scaling quality 123 * 124 * This variable can be set to the following values: 125 * "0" or "nearest" - Nearest pixel sampling 126 * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) 127 * "2" or "best" - Currently this is the same as "linear" 128 * 129 * By default nearest pixel sampling is used 130 */ 131#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" 132 133/** 134 * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. 135 * 136 * This variable can be set to the following values: 137 * "0" - Disable vsync 138 * "1" - Enable vsync 139 * 140 * By default SDL does not sync screen surface updates with vertical refresh. 141 */ 142#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" 143 144/** 145 * \brief A variable controlling whether the screensaver is enabled. 146 * 147 * This variable can be set to the following values: 148 * "0" - Disable screensaver 149 * "1" - Enable screensaver 150 * 151 * By default SDL will disable the screensaver. 152 */ 153#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" 154 155/** 156 * \brief A variable controlling whether the X11 VidMode extension should be used. 157 * 158 * This variable can be set to the following values: 159 * "0" - Disable XVidMode 160 * "1" - Enable XVidMode 161 * 162 * By default SDL will use XVidMode if it is available. 163 */ 164#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" 165 166/** 167 * \brief A variable controlling whether the X11 Xinerama extension should be used. 168 * 169 * This variable can be set to the following values: 170 * "0" - Disable Xinerama 171 * "1" - Enable Xinerama 172 * 173 * By default SDL will use Xinerama if it is available. 174 */ 175#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" 176 177/** 178 * \brief A variable controlling whether the X11 XRandR extension should be used. 179 * 180 * This variable can be set to the following values: 181 * "0" - Disable XRandR 182 * "1" - Enable XRandR 183 * 184 * By default SDL will not use XRandR because of window manager issues. 185 */ 186#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" 187 188/** 189 * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden 190 * 191 * This variable can be set to the following values: 192 * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) 193 * "1" - The window frame is interactive when the cursor is hidden 194 * 195 * By default SDL will allow interaction with the window frame when the cursor is hidden 196 */ 197#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" 198 199/** 200 * \brief A variable controlling whether the windows message loop is processed by SDL 201 * 202 * This variable can be set to the following values: 203 * "0" - The window message loop is not run 204 * "1" - The window message loop is processed in SDL_PumpEvents() 205 * 206 * By default SDL will process the windows message loop 207 */ 208#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" 209 210/** 211 * \brief A variable controlling whether grabbing input grabs the keyboard 212 * 213 * This variable can be set to the following values: 214 * "0" - Grab will affect only the mouse 215 * "1" - Grab will affect mouse and keyboard 216 * 217 * By default SDL will not grab the keyboard so system shortcuts still work. 218 */ 219#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" 220 221/** 222* \brief A variable controlling whether relative mouse mode is implemented using mouse warping 223* 224* This variable can be set to the following values: 225* "0" - Relative mouse mode uses raw input 226* "1" - Relative mouse mode uses mouse warping 227* 228* By default SDL will use raw input for relative mouse mode 229*/ 230#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" 231 232/** 233 * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. 234 * 235 */ 236#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" 237 238/** 239 * \brief A variable controlling whether the idle timer is disabled on iOS. 240 * 241 * When an iOS app does not receive touches for some time, the screen is 242 * dimmed automatically. For games where the accelerometer is the only input 243 * this is problematic. This functionality can be disabled by setting this 244 * hint. 245 * 246 * This variable can be set to the following values: 247 * "0" - Enable idle timer 248 * "1" - Disable idle timer 249 */ 250#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" 251 252/** 253 * \brief A variable controlling which orientations are allowed on iOS. 254 * 255 * In some circumstances it is necessary to be able to explicitly control 256 * which UI orientations are allowed. 257 * 258 * This variable is a space delimited list of the following values: 259 * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" 260 */ 261#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" 262 263/** 264 * \brief A variable controlling whether an Android built-in accelerometer should be 265 * listed as a joystick device, rather than listing actual joysticks only. 266 * 267 * This variable can be set to the following values: 268 * "0" - List only real joysticks and accept input from them 269 * "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default). 270 */ 271#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" 272 273 274/** 275 * \brief A variable that lets you disable the detection and use of Xinput gamepad devices 276 * 277 * The variable can be set to the following values: 278 * "0" - Disable XInput detection (only uses direct input) 279 * "1" - Enable XInput detection (the default) 280 */ 281#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" 282 283 284/** 285 * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. 286 * 287 * This hint is for backwards compatibility only and will be removed in SDL 2.1 288 * 289 * The default value is "0". This hint must be set before SDL_Init() 290 */ 291#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" 292 293 294/** 295 * \brief A variable that lets you manually hint extra gamecontroller db entries 296 * 297 * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h 298 * 299 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) 300 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() 301 */ 302#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" 303 304 305/** 306 * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. 307 * 308 * The variable can be set to the following values: 309 * "0" - Disable joystick & gamecontroller input events when the 310 * application is in the background. 311 * "1" - Enable joystick & gamecontroller input events when the 312 * application is in the background. 313 * 314 * The default value is "0". This hint may be set at any time. 315 */ 316#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" 317 318 319/** 320 * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. 321 * This is a debugging aid for developers and not expected to be used by end users. The default is "1" 322 * 323 * This variable can be set to the following values: 324 * "0" - don't allow topmost 325 * "1" - allow topmost 326 */ 327#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" 328 329 330/** 331 * \brief A variable that controls the timer resolution, in milliseconds. 332 * 333 * The higher resolution the timer, the more frequently the CPU services 334 * timer interrupts, and the more precise delays are, but this takes up 335 * power and CPU time. This hint is only used on Windows 7 and earlier. 336 * 337 * See this blog post for more information: 338 * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ 339 * 340 * If this variable is set to "0", the system timer resolution is not set. 341 * 342 * The default value is "1". This hint may be set at any time. 343 */ 344#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" 345 346 347/** 348 * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac) 349 */ 350#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" 351 352/** 353 * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac 354 * 355 * If present, holding ctrl while left clicking will generate a right click 356 * event when on Mac. 357 */ 358#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" 359 360/** 361* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries 362* 363* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It 364* can use two different sets of binaries, those compiled by the user from source 365* or those provided by the Chrome browser. In the later case, these binaries require 366* that SDL loads a DLL providing the shader compiler. 367* 368* This variable can be set to the following values: 369* "d3dcompiler_46.dll" - default, best for Vista or later. 370* "d3dcompiler_43.dll" - for XP support. 371* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. 372* 373*/ 374#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" 375 376/** 377* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). 378* 379* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has 380* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 381* created SDL_Window: 382* 383* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is 384* needed for example when sharing an OpenGL context across multiple windows. 385* 386* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for 387* OpenGL rendering. 388* 389* This variable can be set to the following values: 390* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should 391* share a pixel format with. 392*/ 393#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" 394 395/** 396 * \brief A URL to a WinRT app's privacy policy 397 * 398 * All network-enabled WinRT apps must make a privacy policy available to its 399 * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be 400 * be available in the Windows Settings charm, as accessed from within the app. 401 * SDL provides code to add a URL-based link there, which can point to the app's 402 * privacy policy. 403 * 404 * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL 405 * before calling any SDL_Init functions. The contents of the hint should 406 * be a valid URL. For example, "http://www.example.com". 407 * 408 * The default value is "", which will prevent SDL from adding a privacy policy 409 * link to the Settings charm. This hint should only be set during app init. 410 * 411 * The label text of an app's "Privacy Policy" link may be customized via another 412 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. 413 * 414 * Please note that on Windows Phone, Microsoft does not provide standard UI 415 * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL 416 * will not get used on that platform. Network-enabled phone apps should display 417 * their privacy policy through some other, in-app means. 418 */ 419#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" 420 421/** \brief Label text for a WinRT app's privacy policy link 422 * 423 * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, 424 * Microsoft mandates that this policy be available via the Windows Settings charm. 425 * SDL provides code to add a link there, with its label text being set via the 426 * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. 427 * 428 * Please note that a privacy policy's contents are not set via this hint. A separate 429 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the 430 * policy. 431 * 432 * The contents of this hint should be encoded as a UTF8 string. 433 * 434 * The default value is "Privacy Policy". This hint should only be set during app 435 * initialization, preferably before any calls to SDL_Init. 436 * 437 * For additional information on linking to a privacy policy, see the documentation for 438 * SDL_HINT_WINRT_PRIVACY_POLICY_URL. 439 */ 440#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" 441 442/** \brief Allows back-button-press events on Windows Phone to be marked as handled 443 * 444 * Windows Phone devices typically feature a Back button. When pressed, 445 * the OS will emit back-button-press events, which apps are expected to 446 * handle in an appropriate manner. If apps do not explicitly mark these 447 * events as 'Handled', then the OS will invoke its default behavior for 448 * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to 449 * terminate the app (and attempt to switch to the previous app, or to the 450 * device's home screen). 451 * 452 * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL 453 * to mark back-button-press events as Handled, if and when one is sent to 454 * the app. 455 * 456 * Internally, Windows Phone sends back button events as parameters to 457 * special back-button-press callback functions. Apps that need to respond 458 * to back-button-press events are expected to register one or more 459 * callback functions for such, shortly after being launched (during the 460 * app's initialization phase). After the back button is pressed, the OS 461 * will invoke these callbacks. If the app's callback(s) do not explicitly 462 * mark the event as handled by the time they return, or if the app never 463 * registers one of these callback, the OS will consider the event 464 * un-handled, and it will apply its default back button behavior (terminate 465 * the app). 466 * 467 * SDL registers its own back-button-press callback with the Windows Phone 468 * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN 469 * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which 470 * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. 471 * If the hint's value is set to "1", the back button event's Handled 472 * property will get set to 'true'. If the hint's value is set to something 473 * else, or if it is unset, SDL will leave the event's Handled property 474 * alone. (By default, the OS sets this property to 'false', to note.) 475 * 476 * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a 477 * back button is pressed, or can set it in direct-response to a back button 478 * being pressed. 479 * 480 * In order to get notified when a back button is pressed, SDL apps should 481 * register a callback function with SDL_AddEventWatch(), and have it listen 482 * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. 483 * (Alternatively, SDL_KEYUP events can be listened-for. Listening for 484 * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON 485 * set by such a callback, will be applied to the OS' current 486 * back-button-press event. 487 * 488 * More details on back button behavior in Windows Phone apps can be found 489 * at the following page, on Microsoft's developer site: 490 * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx 491 */ 492#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" 493 494/** 495 * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. 496 * 497 * This hint only applies to Mac OS X. 498 * 499 * The variable can be set to the following values: 500 * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and 501 * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" 502 * button on their titlebars). 503 * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and 504 * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" 505 * button on their titlebars). 506 * 507 * The default value is "1". Spaces are disabled regardless of this hint if 508 * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before 509 * any windows are created. 510 */ 511#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" 512 513/** 514 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. 515 */ 516#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" 517 518/** 519 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. 520 */ 521#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" 522 523/** 524 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. 525 * 526 * The variable can be set to the following values: 527 * "0" - SDL_TEXTEDITING events are sent, and it is the application's 528 * responsibility to render the text from these events and 529 * differentiate it somehow from committed text. (default) 530 * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, 531 * and text that is being composed will be rendered in its own UI. 532 */ 533#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" 534 535/** 536 * \brief An enumeration of hint priorities 537 */ 538typedef enum 539{ 540 SDL_HINT_DEFAULT, 541 SDL_HINT_NORMAL, 542 SDL_HINT_OVERRIDE 543} SDL_HintPriority; 544 545 546/** 547 * \brief Set a hint with a specific priority 548 * 549 * The priority controls the behavior when setting a hint that already 550 * has a value. Hints will replace existing hints of their priority and 551 * lower. Environment variables are considered to have override priority. 552 * 553 * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise 554 */ 555extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, 556 const char *value, 557 SDL_HintPriority priority); 558 559/** 560 * \brief Set a hint with normal priority 561 * 562 * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise 563 */ 564extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, 565 const char *value); 566 567/** 568 * \brief Get a hint 569 * 570 * \return The string value of a hint variable. 571 */ 572extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); 573 574/** 575 * \brief Add a function to watch a particular hint 576 * 577 * \param name The hint to watch 578 * \param callback The function to call when the hint value changes 579 * \param userdata A pointer to pass to the callback function 580 */ 581typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); 582extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, 583 SDL_HintCallback callback, 584 void *userdata); 585 586/** 587 * \brief Remove a function watching a particular hint 588 * 589 * \param name The hint being watched 590 * \param callback The function being called when the hint value changes 591 * \param userdata A pointer being passed to the callback function 592 */ 593extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, 594 SDL_HintCallback callback, 595 void *userdata); 596 597/** 598 * \brief Clear all hints 599 * 600 * This function is called during SDL_Quit() to free stored hints. 601 */ 602extern DECLSPEC void SDLCALL SDL_ClearHints(void); 603 604 605/* Ends C function definitions when using C++ */ 606#ifdef __cplusplus 607} 608#endif 609#include "close_code.h" 610 611#endif /* _SDL_hints_h */ 612 613/* vi: set ts=4 sw=4 expandtab: */