SDL_hints.h (56878B)
1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 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 * "metal" 80 * "software" 81 * 82 * The default varies by platform, but it's the first one in the list that 83 * is available on the current platform. 84 */ 85#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" 86 87/** 88 * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. 89 * 90 * This variable can be set to the following values: 91 * "0" - Disable shaders 92 * "1" - Enable shaders 93 * 94 * By default shaders are used if OpenGL supports them. 95 */ 96#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" 97 98/** 99 * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. 100 * 101 * This variable can be set to the following values: 102 * "0" - Thread-safety is not enabled (faster) 103 * "1" - Thread-safety is enabled 104 * 105 * By default the Direct3D device is created with thread-safety disabled. 106 */ 107#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" 108 109/** 110 * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. 111 * 112 * This variable does not have any effect on the Direct3D 9 based renderer. 113 * 114 * This variable can be set to the following values: 115 * "0" - Disable Debug Layer use 116 * "1" - Enable Debug Layer use 117 * 118 * By default, SDL does not use Direct3D Debug Layer. 119 */ 120#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" 121 122/** 123 * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. 124 * 125 * This variable can be set to the following values: 126 * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen 127 * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen 128 * 129 * By default letterbox is used 130 */ 131#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" 132 133/** 134 * \brief A variable controlling the scaling quality 135 * 136 * This variable can be set to the following values: 137 * "0" or "nearest" - Nearest pixel sampling 138 * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) 139 * "2" or "best" - Currently this is the same as "linear" 140 * 141 * By default nearest pixel sampling is used 142 */ 143#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" 144 145/** 146 * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. 147 * 148 * This variable can be set to the following values: 149 * "0" - Disable vsync 150 * "1" - Enable vsync 151 * 152 * By default SDL does not sync screen surface updates with vertical refresh. 153 */ 154#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" 155 156/** 157 * \brief A variable controlling whether the screensaver is enabled. 158 * 159 * This variable can be set to the following values: 160 * "0" - Disable screensaver 161 * "1" - Enable screensaver 162 * 163 * By default SDL will disable the screensaver. 164 */ 165#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" 166 167/** 168 * \brief A variable controlling whether the graphics context is externally managed. 169 * 170 * This variable can be set to the following values: 171 * "0" - SDL will manage graphics contexts that are attached to windows. 172 * "1" - Disable graphics context management on windows. 173 * 174 * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the 175 * context will be automatically saved and restored when pausing the application. Additionally, some 176 * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this 177 * behavior, which is desireable when the application manages the graphics context, such as 178 * an externally managed OpenGL context or attaching a Vulkan surface to the window. 179 */ 180#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" 181 182/** 183 * \brief A variable controlling whether the X11 VidMode extension should be used. 184 * 185 * This variable can be set to the following values: 186 * "0" - Disable XVidMode 187 * "1" - Enable XVidMode 188 * 189 * By default SDL will use XVidMode if it is available. 190 */ 191#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" 192 193/** 194 * \brief A variable controlling whether the X11 Xinerama extension should be used. 195 * 196 * This variable can be set to the following values: 197 * "0" - Disable Xinerama 198 * "1" - Enable Xinerama 199 * 200 * By default SDL will use Xinerama if it is available. 201 */ 202#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" 203 204/** 205 * \brief A variable controlling whether the X11 XRandR extension should be used. 206 * 207 * This variable can be set to the following values: 208 * "0" - Disable XRandR 209 * "1" - Enable XRandR 210 * 211 * By default SDL will not use XRandR because of window manager issues. 212 */ 213#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" 214 215/** 216 * \brief A variable forcing the visual ID chosen for new X11 windows 217 * 218 */ 219#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" 220 221/** 222 * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. 223 * 224 * This variable can be set to the following values: 225 * "0" - Disable _NET_WM_PING 226 * "1" - Enable _NET_WM_PING 227 * 228 * By default SDL will use _NET_WM_PING, but for applications that know they 229 * will not always be able to respond to ping requests in a timely manner they can 230 * turn it off to avoid the window manager thinking the app is hung. 231 * The hint is checked in CreateWindow. 232 */ 233#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" 234 235/** 236 * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. 237 * 238 * This variable can be set to the following values: 239 * "0" - Disable _NET_WM_BYPASS_COMPOSITOR 240 * "1" - Enable _NET_WM_BYPASS_COMPOSITOR 241 * 242 * By default SDL will use _NET_WM_BYPASS_COMPOSITOR 243 * 244 */ 245#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" 246 247/** 248 * \brief A variable controlling whether X11 should use GLX or EGL by default 249 * 250 * This variable can be set to the following values: 251 * "0" - Use GLX 252 * "1" - Use EGL 253 * 254 * By default SDL will use GLX when both are present. 255 */ 256#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" 257 258/** 259 * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden 260 * 261 * This variable can be set to the following values: 262 * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) 263 * "1" - The window frame is interactive when the cursor is hidden 264 * 265 * By default SDL will allow interaction with the window frame when the cursor is hidden 266 */ 267#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" 268 269/** 270 * \brief A variable to specify custom icon resource id from RC file on Windows platform 271 */ 272#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" 273#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" 274 275/** 276 * \brief A variable controlling whether the windows message loop is processed by SDL 277 * 278 * This variable can be set to the following values: 279 * "0" - The window message loop is not run 280 * "1" - The window message loop is processed in SDL_PumpEvents() 281 * 282 * By default SDL will process the windows message loop 283 */ 284#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" 285 286/** 287 * \brief A variable controlling whether grabbing input grabs the keyboard 288 * 289 * This variable can be set to the following values: 290 * "0" - Grab will affect only the mouse 291 * "1" - Grab will affect mouse and keyboard 292 * 293 * By default SDL will not grab the keyboard so system shortcuts still work. 294 */ 295#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" 296 297/** 298 * \brief A variable setting the double click time, in milliseconds. 299 */ 300#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" 301 302/** 303 * \brief A variable setting the double click radius, in pixels. 304 */ 305#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" 306 307/** 308 * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode 309 */ 310#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" 311 312/** 313 * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode 314 */ 315#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" 316 317/** 318 * \brief A variable controlling whether relative mouse mode is implemented using mouse warping 319 * 320 * This variable can be set to the following values: 321 * "0" - Relative mouse mode uses raw input 322 * "1" - Relative mouse mode uses mouse warping 323 * 324 * By default SDL will use raw input for relative mouse mode 325 */ 326#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" 327 328/** 329 * \brief Allow mouse click events when clicking to focus an SDL window 330 * 331 * This variable can be set to the following values: 332 * "0" - Ignore mouse clicks that activate a window 333 * "1" - Generate events for mouse clicks that activate a window 334 * 335 * By default SDL will ignore mouse clicks that activate a window 336 */ 337#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" 338 339/** 340 * \brief A variable controlling whether touch events should generate synthetic mouse events 341 * 342 * This variable can be set to the following values: 343 * "0" - Touch events will not generate mouse events 344 * "1" - Touch events will generate mouse events 345 * 346 * By default SDL will generate mouse events for touch events 347 */ 348#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" 349 350/** 351 * \brief A variable controlling whether mouse events should generate synthetic touch events 352 * 353 * This variable can be set to the following values: 354 * "0" - Mouse events will not generate touch events (default for desktop platforms) 355 * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) 356 */ 357 358#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" 359 360/** 361 * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. 362 * 363 */ 364#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" 365 366/** 367 * \brief A variable controlling whether the idle timer is disabled on iOS. 368 * 369 * When an iOS app does not receive touches for some time, the screen is 370 * dimmed automatically. For games where the accelerometer is the only input 371 * this is problematic. This functionality can be disabled by setting this 372 * hint. 373 * 374 * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() 375 * accomplish the same thing on iOS. They should be preferred over this hint. 376 * 377 * This variable can be set to the following values: 378 * "0" - Enable idle timer 379 * "1" - Disable idle timer 380 */ 381#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" 382 383/** 384 * \brief A variable controlling which orientations are allowed on iOS/Android. 385 * 386 * In some circumstances it is necessary to be able to explicitly control 387 * which UI orientations are allowed. 388 * 389 * This variable is a space delimited list of the following values: 390 * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" 391 */ 392#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" 393 394/** 395 * \brief A variable controlling whether controllers used with the Apple TV 396 * generate UI events. 397 * 398 * When UI events are generated by controller input, the app will be 399 * backgrounded when the Apple TV remote's menu button is pressed, and when the 400 * pause or B buttons on gamepads are pressed. 401 * 402 * More information about properly making use of controllers for the Apple TV 403 * can be found here: 404 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ 405 * 406 * This variable can be set to the following values: 407 * "0" - Controller input does not generate UI events (the default). 408 * "1" - Controller input generates UI events. 409 */ 410#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" 411 412/** 413 * \brief A variable controlling whether the Apple TV remote's joystick axes 414 * will automatically match the rotation of the remote. 415 * 416 * This variable can be set to the following values: 417 * "0" - Remote orientation does not affect joystick axes (the default). 418 * "1" - Joystick axes are based on the orientation of the remote. 419 */ 420#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" 421 422/** 423 * \brief A variable controlling whether the home indicator bar on iPhone X 424 * should be hidden. 425 * 426 * This variable can be set to the following values: 427 * "0" - The indicator bar is not hidden (default for windowed applications) 428 * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) 429 * "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) 430 */ 431#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" 432 433/** 434 * \brief A variable controlling whether the Android / iOS built-in 435 * accelerometer should be listed as a joystick device. 436 * 437 * This variable can be set to the following values: 438 * "0" - The accelerometer is not listed as a joystick 439 * "1" - The accelerometer is available as a 3 axis joystick (the default). 440 */ 441#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" 442 443/** 444 * \brief A variable controlling whether the Android / tvOS remotes 445 * should be listed as joystick devices, instead of sending keyboard events. 446 * 447 * This variable can be set to the following values: 448 * "0" - Remotes send enter/escape/arrow key events 449 * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). 450 */ 451#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" 452 453/** 454 * \brief A variable that lets you disable the detection and use of Xinput gamepad devices 455 * 456 * The variable can be set to the following values: 457 * "0" - Disable XInput detection (only uses direct input) 458 * "1" - Enable XInput detection (the default) 459 */ 460#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" 461 462/** 463 * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. 464 * 465 * This hint is for backwards compatibility only and will be removed in SDL 2.1 466 * 467 * The default value is "0". This hint must be set before SDL_Init() 468 */ 469#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" 470 471/** 472 * \brief A variable that overrides the automatic controller type detection 473 * 474 * The variable should be comma separated entries, in the form: VID/PID=type 475 * 476 * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd 477 * 478 * The type should be one of: 479 * Xbox360 480 * XboxOne 481 * PS3 482 * PS4 483 * SwitchPro 484 * 485 * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) 486 */ 487#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" 488 489/** 490 * \brief A variable that lets you manually hint extra gamecontroller db entries. 491 * 492 * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h 493 * 494 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) 495 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() 496 */ 497#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" 498 499/** 500 * \brief A variable that lets you provide a file with extra gamecontroller db entries. 501 * 502 * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h 503 * 504 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) 505 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() 506 */ 507#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" 508 509/** 510 * \brief A variable containing a list of devices to skip when scanning for game controllers. 511 * 512 * The format of the string is a comma separated list of USB VID/PID pairs 513 * in hexadecimal form, e.g. 514 * 515 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD 516 * 517 * The variable can also take the form of @file, in which case the named 518 * file will be loaded and interpreted as the value of the variable. 519 */ 520#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" 521 522/** 523 * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. 524 * 525 * The format of the string is a comma separated list of USB VID/PID pairs 526 * in hexadecimal form, e.g. 527 * 528 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD 529 * 530 * The variable can also take the form of @file, in which case the named 531 * file will be loaded and interpreted as the value of the variable. 532 */ 533#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" 534 535/** 536 * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. 537 * 538 * For example, on Nintendo Switch controllers, normally you'd get: 539 * 540 * (Y) 541 * (X) (B) 542 * (A) 543 * 544 * but if this hint is set, you'll get: 545 * 546 * (X) 547 * (Y) (A) 548 * (B) 549 * 550 * The variable can be set to the following values: 551 * "0" - Report the face buttons by position, as though they were on an Xbox controller. 552 * "1" - Report the face buttons by label instead of position 553 * 554 * The default value is "1". This hint may be set at any time. 555 */ 556#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" 557 558/** 559 * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. 560 * 561 * The variable can be set to the following values: 562 * "0" - Disable joystick & gamecontroller input events when the 563 * application is in the background. 564 * "1" - Enable joystick & gamecontroller input events when the 565 * application is in the background. 566 * 567 * The default value is "0". This hint may be set at any time. 568 */ 569#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" 570 571/** 572 * \brief A variable controlling whether the HIDAPI joystick drivers should be used. 573 * 574 * This variable can be set to the following values: 575 * "0" - HIDAPI drivers are not used 576 * "1" - HIDAPI drivers are used (the default) 577 * 578 * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. 579 */ 580#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" 581 582/** 583 * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. 584 * 585 * This variable can be set to the following values: 586 * "0" - HIDAPI driver is not used 587 * "1" - HIDAPI driver is used 588 * 589 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI 590 */ 591#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" 592 593/** 594 * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. 595 * 596 * This variable can be set to the following values: 597 * "0" - extended reports are not enabled (the default) 598 * "1" - extended reports 599 * 600 * Extended input reports allow rumble on Bluetooth PS4 controllers, but 601 * break DirectInput handling for applications that don't use SDL. 602 * 603 * Once extended reports are enabled, they can not be disabled without 604 * power cycling the controller. 605 */ 606#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" 607 608/** 609 * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. 610 * 611 * This variable can be set to the following values: 612 * "0" - HIDAPI driver is not used 613 * "1" - HIDAPI driver is used 614 * 615 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI 616 */ 617#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" 618 619/** 620 * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. 621 * 622 * This variable can be set to the following values: 623 * "0" - HIDAPI driver is not used 624 * "1" - HIDAPI driver is used 625 * 626 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI 627 */ 628#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" 629 630/** 631 * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. 632 * 633 * This variable can be set to the following values: 634 * "0" - HIDAPI driver is not used 635 * "1" - HIDAPI driver is used 636 * 637 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI 638 */ 639#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" 640 641/** 642 * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. 643 * 644 * This variable can be set to the following values: 645 * "0" - HIDAPI driver is not used 646 * "1" - HIDAPI driver is used 647 * 648 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI 649 */ 650#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" 651 652/** 653 * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs 654 * 655 * The variable can be set to the following values: 656 * "0" - Do not scan for Steam Controllers 657 * "1" - Scan for Steam Controllers (the default) 658 * 659 * The default value is "1". This hint must be set before initializing the joystick subsystem. 660 */ 661#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" 662 663 664/** 665 * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. 666 * This is a debugging aid for developers and not expected to be used by end users. The default is "1" 667 * 668 * This variable can be set to the following values: 669 * "0" - don't allow topmost 670 * "1" - allow topmost 671 */ 672#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" 673 674/** 675 * \brief A variable that controls the timer resolution, in milliseconds. 676 * 677 * The higher resolution the timer, the more frequently the CPU services 678 * timer interrupts, and the more precise delays are, but this takes up 679 * power and CPU time. This hint is only used on Windows 7 and earlier. 680 * 681 * See this blog post for more information: 682 * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ 683 * 684 * If this variable is set to "0", the system timer resolution is not set. 685 * 686 * The default value is "1". This hint may be set at any time. 687 */ 688#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" 689 690 691/** 692 * \brief A variable describing the content orientation on QtWayland-based platforms. 693 * 694 * On QtWayland platforms, windows are rotated client-side to allow for custom 695 * transitions. In order to correctly position overlays (e.g. volume bar) and 696 * gestures (e.g. events view, close/minimize gestures), the system needs to 697 * know in which orientation the application is currently drawing its contents. 698 * 699 * This does not cause the window to be rotated or resized, the application 700 * needs to take care of drawing the content in the right orientation (the 701 * framebuffer is always in portrait mode). 702 * 703 * This variable can be one of the following values: 704 * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" 705 */ 706#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" 707 708/** 709 * \brief Flags to set on QtWayland windows to integrate with the native window manager. 710 * 711 * On QtWayland platforms, this hint controls the flags to set on the windows. 712 * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. 713 * 714 * This variable is a space-separated list of the following values (empty = no flags): 715 * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" 716 */ 717#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" 718 719/** 720* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size 721* 722* Use this hint in case you need to set SDL's threads stack size to other than the default. 723* This is specially useful if you build SDL against a non glibc libc library (such as musl) which 724* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). 725* Support for this hint is currently available only in the pthread, Windows, and PSP backend. 726* 727* Instead of this hint, in 2.0.9 and later, you can use 728* SDL_CreateThreadWithStackSize(). This hint only works with the classic 729* SDL_CreateThread(). 730*/ 731#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" 732 733/** 734 * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) 735 */ 736#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" 737 738/** 739 * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac 740 * 741 * If present, holding ctrl while left clicking will generate a right click 742 * event when on Mac. 743 */ 744#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" 745 746/** 747* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries 748* 749* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It 750* can use two different sets of binaries, those compiled by the user from source 751* or those provided by the Chrome browser. In the later case, these binaries require 752* that SDL loads a DLL providing the shader compiler. 753* 754* This variable can be set to the following values: 755* "d3dcompiler_46.dll" - default, best for Vista or later. 756* "d3dcompiler_43.dll" - for XP support. 757* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. 758* 759*/ 760#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" 761 762/** 763* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). 764* 765* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has 766* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 767* created SDL_Window: 768* 769* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is 770* needed for example when sharing an OpenGL context across multiple windows. 771* 772* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for 773* OpenGL rendering. 774* 775* This variable can be set to the following values: 776* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should 777* share a pixel format with. 778*/ 779#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" 780 781/** 782 * \brief A URL to a WinRT app's privacy policy 783 * 784 * All network-enabled WinRT apps must make a privacy policy available to its 785 * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be 786 * be available in the Windows Settings charm, as accessed from within the app. 787 * SDL provides code to add a URL-based link there, which can point to the app's 788 * privacy policy. 789 * 790 * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL 791 * before calling any SDL_Init() functions. The contents of the hint should 792 * be a valid URL. For example, "http://www.example.com". 793 * 794 * The default value is "", which will prevent SDL from adding a privacy policy 795 * link to the Settings charm. This hint should only be set during app init. 796 * 797 * The label text of an app's "Privacy Policy" link may be customized via another 798 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. 799 * 800 * Please note that on Windows Phone, Microsoft does not provide standard UI 801 * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL 802 * will not get used on that platform. Network-enabled phone apps should display 803 * their privacy policy through some other, in-app means. 804 */ 805#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" 806 807/** \brief Label text for a WinRT app's privacy policy link 808 * 809 * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, 810 * Microsoft mandates that this policy be available via the Windows Settings charm. 811 * SDL provides code to add a link there, with its label text being set via the 812 * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. 813 * 814 * Please note that a privacy policy's contents are not set via this hint. A separate 815 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the 816 * policy. 817 * 818 * The contents of this hint should be encoded as a UTF8 string. 819 * 820 * The default value is "Privacy Policy". This hint should only be set during app 821 * initialization, preferably before any calls to SDL_Init(). 822 * 823 * For additional information on linking to a privacy policy, see the documentation for 824 * SDL_HINT_WINRT_PRIVACY_POLICY_URL. 825 */ 826#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" 827 828/** \brief Allows back-button-press events on Windows Phone to be marked as handled 829 * 830 * Windows Phone devices typically feature a Back button. When pressed, 831 * the OS will emit back-button-press events, which apps are expected to 832 * handle in an appropriate manner. If apps do not explicitly mark these 833 * events as 'Handled', then the OS will invoke its default behavior for 834 * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to 835 * terminate the app (and attempt to switch to the previous app, or to the 836 * device's home screen). 837 * 838 * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL 839 * to mark back-button-press events as Handled, if and when one is sent to 840 * the app. 841 * 842 * Internally, Windows Phone sends back button events as parameters to 843 * special back-button-press callback functions. Apps that need to respond 844 * to back-button-press events are expected to register one or more 845 * callback functions for such, shortly after being launched (during the 846 * app's initialization phase). After the back button is pressed, the OS 847 * will invoke these callbacks. If the app's callback(s) do not explicitly 848 * mark the event as handled by the time they return, or if the app never 849 * registers one of these callback, the OS will consider the event 850 * un-handled, and it will apply its default back button behavior (terminate 851 * the app). 852 * 853 * SDL registers its own back-button-press callback with the Windows Phone 854 * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN 855 * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which 856 * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. 857 * If the hint's value is set to "1", the back button event's Handled 858 * property will get set to 'true'. If the hint's value is set to something 859 * else, or if it is unset, SDL will leave the event's Handled property 860 * alone. (By default, the OS sets this property to 'false', to note.) 861 * 862 * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a 863 * back button is pressed, or can set it in direct-response to a back button 864 * being pressed. 865 * 866 * In order to get notified when a back button is pressed, SDL apps should 867 * register a callback function with SDL_AddEventWatch(), and have it listen 868 * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. 869 * (Alternatively, SDL_KEYUP events can be listened-for. Listening for 870 * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON 871 * set by such a callback, will be applied to the OS' current 872 * back-button-press event. 873 * 874 * More details on back button behavior in Windows Phone apps can be found 875 * at the following page, on Microsoft's developer site: 876 * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx 877 */ 878#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" 879 880/** 881 * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. 882 * 883 * This hint only applies to Mac OS X. 884 * 885 * The variable can be set to the following values: 886 * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and 887 * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" 888 * button on their titlebars). 889 * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and 890 * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" 891 * button on their titlebars). 892 * 893 * The default value is "1". Spaces are disabled regardless of this hint if 894 * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before 895 * any windows are created. 896 */ 897#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" 898 899/** 900* \brief When set don't force the SDL app to become a foreground process 901* 902* This hint only applies to Mac OS X. 903* 904*/ 905#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" 906 907/** 908 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. 909 * 910 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. 911 * 912 * If both hints were set then SDL_RWFromFile() will look into expansion files 913 * after a given relative path was not found in the internal storage and assets. 914 * 915 * By default this hint is not set and the APK expansion files are not searched. 916 */ 917#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" 918 919/** 920 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. 921 * 922 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. 923 * 924 * If both hints were set then SDL_RWFromFile() will look into expansion files 925 * after a given relative path was not found in the internal storage and assets. 926 * 927 * By default this hint is not set and the APK expansion files are not searched. 928 */ 929#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" 930 931/** 932 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. 933 * 934 * The variable can be set to the following values: 935 * "0" - SDL_TEXTEDITING events are sent, and it is the application's 936 * responsibility to render the text from these events and 937 * differentiate it somehow from committed text. (default) 938 * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, 939 * and text that is being composed will be rendered in its own UI. 940 */ 941#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" 942 943/** 944 * \brief A variable to control whether we trap the Android back button to handle it manually. 945 * This is necessary for the right mouse button to work on some Android devices, or 946 * to be able to trap the back button for use in your code reliably. If set to true, 947 * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of 948 * SDL_SCANCODE_AC_BACK. 949 * 950 * The variable can be set to the following values: 951 * "0" - Back button will be handled as usual for system. (default) 952 * "1" - Back button will be trapped, allowing you to handle the key press 953 * manually. (This will also let right mouse click work on systems 954 * where the right mouse button functions as back.) 955 * 956 * The value of this hint is used at runtime, so it can be changed at any time. 957 */ 958#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" 959 960/** 961 * \brief A variable to control whether the event loop will block itself when the app is paused. 962 * 963 * The variable can be set to the following values: 964 * "0" - Non blocking. 965 * "1" - Blocking. (default) 966 * 967 * The value should be set before SDL is initialized. 968 */ 969#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" 970 971 /** 972 * \brief A variable to control whether the return key on the soft keyboard 973 * should hide the soft keyboard on Android and iOS. 974 * 975 * The variable can be set to the following values: 976 * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) 977 * "1" - The return key will hide the keyboard. 978 * 979 * The value of this hint is used at runtime, so it can be changed at any time. 980 */ 981#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" 982 983/** 984 * \brief override the binding element for keyboard inputs for Emscripten builds 985 * 986 * This hint only applies to the emscripten platform 987 * 988 * The variable can be one of 989 * "#window" - The javascript window object (this is the default) 990 * "#document" - The javascript document object 991 * "#screen" - the javascript window.screen object 992 * "#canvas" - the WebGL canvas element 993 * any other string without a leading # sign applies to the element on the page with that ID. 994 */ 995#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" 996 997/** 998 * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. 999 * 1000 * This hint only applies to Unix-like platforms. 1001 * 1002 * The variable can be set to the following values: 1003 * "0" - SDL will install a SIGINT and SIGTERM handler, and when it 1004 * catches a signal, convert it into an SDL_QUIT event. 1005 * "1" - SDL will not install a signal handler at all. 1006 */ 1007#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" 1008 1009/** 1010 * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. 1011 * 1012 * The variable can be set to the following values: 1013 * "0" - SDL will generate a window-close event when it sees Alt+F4. 1014 * "1" - SDL will only do normal key handling for Alt+F4. 1015 */ 1016#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" 1017 1018/** 1019 * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. 1020 * 1021 * The bitmap header version 4 is required for proper alpha channel support and 1022 * SDL will use it when required. Should this not be desired, this hint can 1023 * force the use of the 40 byte header version which is supported everywhere. 1024 * 1025 * The variable can be set to the following values: 1026 * "0" - Surfaces with a colorkey or an alpha channel are saved to a 1027 * 32-bit BMP file with an alpha mask. SDL will use the bitmap 1028 * header version 4 and set the alpha mask accordingly. 1029 * "1" - Surfaces with a colorkey or an alpha channel are saved to a 1030 * 32-bit BMP file without an alpha mask. The alpha channel data 1031 * will be in the file, but applications are going to ignore it. 1032 * 1033 * The default value is "0". 1034 */ 1035#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" 1036 1037/** 1038 * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. 1039 * The 0x406D1388 Exception is a trick used to inform Visual Studio of a 1040 * thread's name, but it tends to cause problems with other debuggers, 1041 * and the .NET runtime. Note that SDL 2.0.6 and later will still use 1042 * the (safer) SetThreadDescription API, introduced in the Windows 10 1043 * Creators Update, if available. 1044 * 1045 * The variable can be set to the following values: 1046 * "0" - SDL will raise the 0x406D1388 Exception to name threads. 1047 * This is the default behavior of SDL <= 2.0.4. 1048 * "1" - SDL will not raise this exception, and threads will be unnamed. (default) 1049 * This is necessary with .NET languages or debuggers that aren't Visual Studio. 1050 */ 1051#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" 1052 1053/** 1054 * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI 1055 * 1056 * Also known as Z-order. The variable can take a negative or positive value. 1057 * The default is 10000. 1058 */ 1059#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" 1060 1061/** 1062 * \brief Tell the video driver that we only want a double buffer. 1063 * 1064 * By default, most lowlevel 2D APIs will use a triple buffer scheme that 1065 * wastes no CPU time on waiting for vsync after issuing a flip, but 1066 * introduces a frame of latency. On the other hand, using a double buffer 1067 * scheme instead is recommended for cases where low latency is an important 1068 * factor because we save a whole frame of latency. 1069 * We do so by waiting for vsync immediately after issuing a flip, usually just 1070 * after eglSwapBuffers call in the backend's *_SwapWindow function. 1071 * 1072 * Since it's driver-specific, it's only supported where possible and 1073 * implemented. Currently supported the following drivers: 1074 * - KMSDRM (kmsdrm) 1075 * - Raspberry Pi (raspberrypi) 1076 */ 1077#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" 1078 1079/** 1080 * \brief A variable controlling what driver to use for OpenGL ES contexts. 1081 * 1082 * On some platforms, currently Windows and X11, OpenGL drivers may support 1083 * creating contexts with an OpenGL ES profile. By default SDL uses these 1084 * profiles, when available, otherwise it attempts to load an OpenGL ES 1085 * library, e.g. that provided by the ANGLE project. This variable controls 1086 * whether SDL follows this default behaviour or will always load an 1087 * OpenGL ES library. 1088 * 1089 * Circumstances where this is useful include 1090 * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, 1091 * or emulator, e.g. those from ARM, Imagination or Qualcomm. 1092 * - Resolving OpenGL ES function addresses at link time by linking with 1093 * the OpenGL ES library instead of querying them at run time with 1094 * SDL_GL_GetProcAddress(). 1095 * 1096 * Caution: for an application to work with the default behaviour across 1097 * different OpenGL drivers it must query the OpenGL ES function 1098 * addresses at run time using SDL_GL_GetProcAddress(). 1099 * 1100 * This variable is ignored on most platforms because OpenGL ES is native 1101 * or not supported. 1102 * 1103 * This variable can be set to the following values: 1104 * "0" - Use ES profile of OpenGL, if available. (Default when not set.) 1105 * "1" - Load OpenGL ES library using the default library names. 1106 * 1107 */ 1108#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" 1109 1110/** 1111 * \brief A variable controlling speed/quality tradeoff of audio resampling. 1112 * 1113 * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) 1114 * to handle audio resampling. There are different resampling modes available 1115 * that produce different levels of quality, using more CPU. 1116 * 1117 * If this hint isn't specified to a valid setting, or libsamplerate isn't 1118 * available, SDL will use the default, internal resampling algorithm. 1119 * 1120 * Note that this is currently only applicable to resampling audio that is 1121 * being written to a device for playback or audio being read from a device 1122 * for capture. SDL_AudioCVT always uses the default resampler (although this 1123 * might change for SDL 2.1). 1124 * 1125 * This hint is currently only checked at audio subsystem initialization. 1126 * 1127 * This variable can be set to the following values: 1128 * 1129 * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) 1130 * "1" or "fast" - Use fast, slightly higher quality resampling, if available 1131 * "2" or "medium" - Use medium quality resampling, if available 1132 * "3" or "best" - Use high quality resampling, if available 1133 */ 1134#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" 1135 1136/** 1137 * \brief A variable controlling the audio category on iOS and Mac OS X 1138 * 1139 * This variable can be set to the following values: 1140 * 1141 * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) 1142 * "playback" - Use the AVAudioSessionCategoryPlayback category 1143 * 1144 * For more information, see Apple's documentation: 1145 * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html 1146 */ 1147#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" 1148 1149/** 1150 * \brief A variable controlling whether the 2D render API is compatible or efficient. 1151 * 1152 * This variable can be set to the following values: 1153 * 1154 * "0" - Don't use batching to make rendering more efficient. 1155 * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. 1156 * 1157 * Up to SDL 2.0.9, the render API would draw immediately when requested. Now 1158 * it batches up draw requests and sends them all to the GPU only when forced 1159 * to (during SDL_RenderPresent, when changing render targets, by updating a 1160 * texture that the batch needs, etc). This is significantly more efficient, 1161 * but it can cause problems for apps that expect to render on top of the 1162 * render API's output. As such, SDL will disable batching if a specific 1163 * render backend is requested (since this might indicate that the app is 1164 * planning to use the underlying graphics API directly). This hint can 1165 * be used to explicitly request batching in this instance. It is a contract 1166 * that you will either never use the underlying graphics API directly, or 1167 * if you do, you will call SDL_RenderFlush() before you do so any current 1168 * batch goes to the GPU before your work begins. Not following this contract 1169 * will result in undefined behavior. 1170 */ 1171#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" 1172 1173 1174/** 1175 * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. 1176 * 1177 * This variable can be set to the following values: 1178 * 1179 * "0" - Don't log any events (default) 1180 * "1" - Log all events except mouse and finger motion, which are pretty spammy. 1181 * "2" - Log all events. 1182 * 1183 * This is generally meant to be used to debug SDL itself, but can be useful 1184 * for application developers that need better visibility into what is going 1185 * on in the event queue. Logged events are sent through SDL_Log(), which 1186 * means by default they appear on stdout on most platforms or maybe 1187 * OutputDebugString() on Windows, and can be funneled by the app with 1188 * SDL_LogSetOutputFunction(), etc. 1189 * 1190 * This hint can be toggled on and off at runtime, if you only need to log 1191 * events for a small subset of program execution. 1192 */ 1193#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" 1194 1195 1196 1197/** 1198 * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. 1199 * 1200 * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE 1201 * file) is not always reliable. In case the size is wrong, it's possible to 1202 * just ignore it and step through the chunks until a fixed limit is reached. 1203 * 1204 * Note that files that have trailing data unrelated to the WAVE file or 1205 * corrupt files may slow down the loading process without a reliable boundary. 1206 * By default, SDL stops after 10000 chunks to prevent wasting time. Use the 1207 * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. 1208 * 1209 * This variable can be set to the following values: 1210 * 1211 * "force" - Always use the RIFF chunk size as a boundary for the chunk search 1212 * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) 1213 * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB 1214 * "maximum" - Search for chunks until the end of file (not recommended) 1215 */ 1216#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" 1217 1218/** 1219 * \brief Controls how a truncated WAVE file is handled. 1220 * 1221 * A WAVE file is considered truncated if any of the chunks are incomplete or 1222 * the data chunk size is not a multiple of the block size. By default, SDL 1223 * decodes until the first incomplete block, as most applications seem to do. 1224 * 1225 * This variable can be set to the following values: 1226 * 1227 * "verystrict" - Raise an error if the file is truncated 1228 * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored 1229 * "dropframe" - Decode until the first incomplete sample frame 1230 * "dropblock" - Decode until the first incomplete block (default) 1231 */ 1232#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" 1233 1234/** 1235 * \brief Controls how the fact chunk affects the loading of a WAVE file. 1236 * 1237 * The fact chunk stores information about the number of samples of a WAVE 1238 * file. The Standards Update from Microsoft notes that this value can be used 1239 * to 'determine the length of the data in seconds'. This is especially useful 1240 * for compressed formats (for which this is a mandatory chunk) if they produce 1241 * multiple sample frames per block and truncating the block is not allowed. 1242 * The fact chunk can exactly specify how many sample frames there should be 1243 * in this case. 1244 * 1245 * Unfortunately, most application seem to ignore the fact chunk and so SDL 1246 * ignores it by default as well. 1247 * 1248 * This variable can be set to the following values: 1249 * 1250 * "truncate" - Use the number of samples to truncate the wave data if 1251 * the fact chunk is present and valid 1252 * "strict" - Like "truncate", but raise an error if the fact chunk 1253 * is invalid, not present for non-PCM formats, or if the 1254 * data chunk doesn't have that many samples 1255 * "ignorezero" - Like "truncate", but ignore fact chunk if the number of 1256 * samples is zero 1257 * "ignore" - Ignore fact chunk entirely (default) 1258 */ 1259#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" 1260 1261/* 1262 * \brief Override for SDL_GetDisplayUsableBounds() 1263 * 1264 * If set, this hint will override the expected results for 1265 * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want 1266 * to do this, but this allows an embedded system to request that some of the 1267 * screen be reserved for other uses when paired with a well-behaved 1268 * application. 1269 * 1270 * The contents of this hint must be 4 comma-separated integers, the first 1271 * is the bounds x, then y, width and height, in that order. 1272 */ 1273#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" 1274 1275/** 1276 * \brief An enumeration of hint priorities 1277 */ 1278typedef enum 1279{ 1280 SDL_HINT_DEFAULT, 1281 SDL_HINT_NORMAL, 1282 SDL_HINT_OVERRIDE 1283} SDL_HintPriority; 1284 1285 1286/** 1287 * \brief Set a hint with a specific priority 1288 * 1289 * The priority controls the behavior when setting a hint that already 1290 * has a value. Hints will replace existing hints of their priority and 1291 * lower. Environment variables are considered to have override priority. 1292 * 1293 * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise 1294 */ 1295extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, 1296 const char *value, 1297 SDL_HintPriority priority); 1298 1299/** 1300 * \brief Set a hint with normal priority 1301 * 1302 * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise 1303 */ 1304extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, 1305 const char *value); 1306 1307/** 1308 * \brief Get a hint 1309 * 1310 * \return The string value of a hint variable. 1311 */ 1312extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); 1313 1314/** 1315 * \brief Get a hint 1316 * 1317 * \return The boolean value of a hint variable. 1318 */ 1319extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); 1320 1321/** 1322 * \brief type definition of the hint callback function. 1323 */ 1324typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); 1325 1326/** 1327 * \brief Add a function to watch a particular hint 1328 * 1329 * \param name The hint to watch 1330 * \param callback The function to call when the hint value changes 1331 * \param userdata A pointer to pass to the callback function 1332 */ 1333extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, 1334 SDL_HintCallback callback, 1335 void *userdata); 1336 1337/** 1338 * \brief Remove a function watching a particular hint 1339 * 1340 * \param name The hint being watched 1341 * \param callback The function being called when the hint value changes 1342 * \param userdata A pointer being passed to the callback function 1343 */ 1344extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, 1345 SDL_HintCallback callback, 1346 void *userdata); 1347 1348/** 1349 * \brief Clear all hints 1350 * 1351 * This function is called during SDL_Quit() to free stored hints. 1352 */ 1353extern DECLSPEC void SDLCALL SDL_ClearHints(void); 1354 1355 1356/* Ends C function definitions when using C++ */ 1357#ifdef __cplusplus 1358} 1359#endif 1360#include "close_code.h" 1361 1362#endif /* SDL_hints_h_ */ 1363 1364/* vi: set ts=4 sw=4 expandtab: */