1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org> |
4 | |
5 | This software is provided 'as-is', without any express or implied |
6 | warranty. In no event will the authors be held liable for any damages |
7 | arising from the use of this software. |
8 | |
9 | Permission is granted to anyone to use this software for any purpose, |
10 | including commercial applications, and to alter it and redistribute it |
11 | freely, subject to the following restrictions: |
12 | |
13 | 1. The origin of this software must not be misrepresented; you must not |
14 | claim that you wrote the original software. If you use this software |
15 | in a product, an acknowledgment in the product documentation would be |
16 | appreciated but is not required. |
17 | 2. Altered source versions must be plainly marked as such, and must not be |
18 | misrepresented as being the original software. |
19 | 3. This notice may not be removed or altered from any source distribution. |
20 | */ |
21 | |
22 | /** |
23 | * \file SDL_hints.h |
24 | * |
25 | * Official documentation for SDL configuration variables |
26 | * |
27 | * This file contains functions to set and get configuration hints, |
28 | * as well as listing each of them alphabetically. |
29 | * |
30 | * The convention for naming hints is SDL_HINT_X, where "SDL_X" is |
31 | * the environment variable that can be used to override the default. |
32 | * |
33 | * In general these hints are just that - they may or may not be |
34 | * supported or applicable on any given platform, but they provide |
35 | * a way for an application or user to give the library a hint as |
36 | * to how they would like the library to work. |
37 | */ |
38 | |
39 | #ifndef SDL_hints_h_ |
40 | #define SDL_hints_h_ |
41 | |
42 | #include "SDL_stdinc.h" |
43 | |
44 | #include "begin_code.h" |
45 | /* Set up for C function definitions, even when using C++ */ |
46 | #ifdef __cplusplus |
47 | extern "C" { |
48 | #endif |
49 | |
50 | /** |
51 | * \brief A variable controlling 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 motion is affected by renderer scaling |
319 | * |
320 | * This variable can be set to the following values: |
321 | * "0" - Relative motion is unaffected by DPI or renderer's logical size |
322 | * "1" - Relative motion is scaled according to DPI scaling and logical size |
323 | * |
324 | * By default relative mouse deltas are affected by DPI and renderer scaling |
325 | */ |
326 | #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING" |
327 | |
328 | /** |
329 | * \brief A variable controlling whether relative mouse mode is implemented using mouse warping |
330 | * |
331 | * This variable can be set to the following values: |
332 | * "0" - Relative mouse mode uses raw input |
333 | * "1" - Relative mouse mode uses mouse warping |
334 | * |
335 | * By default SDL will use raw input for relative mouse mode |
336 | */ |
337 | #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" |
338 | |
339 | /** |
340 | * \brief Allow mouse click events when clicking to focus an SDL window |
341 | * |
342 | * This variable can be set to the following values: |
343 | * "0" - Ignore mouse clicks that activate a window |
344 | * "1" - Generate events for mouse clicks that activate a window |
345 | * |
346 | * By default SDL will ignore mouse clicks that activate a window |
347 | */ |
348 | #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
349 | |
350 | /** |
351 | * \brief A variable controlling whether touch events should generate synthetic mouse events |
352 | * |
353 | * This variable can be set to the following values: |
354 | * "0" - Touch events will not generate mouse events |
355 | * "1" - Touch events will generate mouse events |
356 | * |
357 | * By default SDL will generate mouse events for touch events |
358 | */ |
359 | #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
360 | |
361 | /** |
362 | * \brief A variable controlling whether mouse events should generate synthetic touch events |
363 | * |
364 | * This variable can be set to the following values: |
365 | * "0" - Mouse events will not generate touch events (default for desktop platforms) |
366 | * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) |
367 | */ |
368 | |
369 | #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" |
370 | |
371 | /** |
372 | * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. |
373 | * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're |
374 | * seeing if "true" causes more problems than it solves in modern times. |
375 | * |
376 | */ |
377 | #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
378 | |
379 | /** |
380 | * \brief A variable controlling whether the idle timer is disabled on iOS. |
381 | * |
382 | * When an iOS app does not receive touches for some time, the screen is |
383 | * dimmed automatically. For games where the accelerometer is the only input |
384 | * this is problematic. This functionality can be disabled by setting this |
385 | * hint. |
386 | * |
387 | * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() |
388 | * accomplish the same thing on iOS. They should be preferred over this hint. |
389 | * |
390 | * This variable can be set to the following values: |
391 | * "0" - Enable idle timer |
392 | * "1" - Disable idle timer |
393 | */ |
394 | #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" |
395 | |
396 | /** |
397 | * \brief A variable controlling which orientations are allowed on iOS/Android. |
398 | * |
399 | * In some circumstances it is necessary to be able to explicitly control |
400 | * which UI orientations are allowed. |
401 | * |
402 | * This variable is a space delimited list of the following values: |
403 | * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" |
404 | */ |
405 | #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" |
406 | |
407 | /** |
408 | * \brief A variable controlling whether controllers used with the Apple TV |
409 | * generate UI events. |
410 | * |
411 | * When UI events are generated by controller input, the app will be |
412 | * backgrounded when the Apple TV remote's menu button is pressed, and when the |
413 | * pause or B buttons on gamepads are pressed. |
414 | * |
415 | * More information about properly making use of controllers for the Apple TV |
416 | * can be found here: |
417 | * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ |
418 | * |
419 | * This variable can be set to the following values: |
420 | * "0" - Controller input does not generate UI events (the default). |
421 | * "1" - Controller input generates UI events. |
422 | */ |
423 | #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" |
424 | |
425 | /** |
426 | * \brief A variable controlling whether the Apple TV remote's joystick axes |
427 | * will automatically match the rotation of the remote. |
428 | * |
429 | * This variable can be set to the following values: |
430 | * "0" - Remote orientation does not affect joystick axes (the default). |
431 | * "1" - Joystick axes are based on the orientation of the remote. |
432 | */ |
433 | #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" |
434 | |
435 | /** |
436 | * \brief A variable controlling whether the home indicator bar on iPhone X |
437 | * should be hidden. |
438 | * |
439 | * This variable can be set to the following values: |
440 | * "0" - The indicator bar is not hidden (default for windowed applications) |
441 | * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) |
442 | * "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) |
443 | */ |
444 | #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" |
445 | |
446 | /** |
447 | * \brief A variable controlling whether the Android / iOS built-in |
448 | * accelerometer should be listed as a joystick device. |
449 | * |
450 | * This variable can be set to the following values: |
451 | * "0" - The accelerometer is not listed as a joystick |
452 | * "1" - The accelerometer is available as a 3 axis joystick (the default). |
453 | */ |
454 | #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" |
455 | |
456 | /** |
457 | * \brief A variable controlling whether the Android / tvOS remotes |
458 | * should be listed as joystick devices, instead of sending keyboard events. |
459 | * |
460 | * This variable can be set to the following values: |
461 | * "0" - Remotes send enter/escape/arrow key events |
462 | * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). |
463 | */ |
464 | #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" |
465 | |
466 | /** |
467 | * \brief A variable that lets you disable the detection and use of Xinput gamepad devices |
468 | * |
469 | * The variable can be set to the following values: |
470 | * "0" - Disable XInput detection (only uses direct input) |
471 | * "1" - Enable XInput detection (the default) |
472 | */ |
473 | #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
474 | |
475 | /** |
476 | * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. |
477 | * |
478 | * This hint is for backwards compatibility only and will be removed in SDL 2.1 |
479 | * |
480 | * The default value is "0". This hint must be set before SDL_Init() |
481 | */ |
482 | #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" |
483 | |
484 | /** |
485 | * \brief A variable that overrides the automatic controller type detection |
486 | * |
487 | * The variable should be comma separated entries, in the form: VID/PID=type |
488 | * |
489 | * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd |
490 | * |
491 | * The type should be one of: |
492 | * Xbox360 |
493 | * XboxOne |
494 | * PS3 |
495 | * PS4 |
496 | * PS5 |
497 | * SwitchPro |
498 | * |
499 | * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
500 | */ |
501 | #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" |
502 | |
503 | /** |
504 | * \brief A variable that lets you manually hint extra gamecontroller db entries. |
505 | * |
506 | * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h |
507 | * |
508 | * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
509 | * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() |
510 | */ |
511 | #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
512 | |
513 | /** |
514 | * \brief A variable that lets you provide a file with extra gamecontroller db entries. |
515 | * |
516 | * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h |
517 | * |
518 | * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
519 | * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() |
520 | */ |
521 | #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" |
522 | |
523 | /** |
524 | * \brief A variable containing a list of devices to skip when scanning for game controllers. |
525 | * |
526 | * The format of the string is a comma separated list of USB VID/PID pairs |
527 | * in hexadecimal form, e.g. |
528 | * |
529 | * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
530 | * |
531 | * The variable can also take the form of @file, in which case the named |
532 | * file will be loaded and interpreted as the value of the variable. |
533 | */ |
534 | #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
535 | |
536 | /** |
537 | * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. |
538 | * |
539 | * The format of the string is a comma separated list of USB VID/PID pairs |
540 | * in hexadecimal form, e.g. |
541 | * |
542 | * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
543 | * |
544 | * The variable can also take the form of @file, in which case the named |
545 | * file will be loaded and interpreted as the value of the variable. |
546 | */ |
547 | #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" |
548 | |
549 | /** |
550 | * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. |
551 | * |
552 | * For example, on Nintendo Switch controllers, normally you'd get: |
553 | * |
554 | * (Y) |
555 | * (X) (B) |
556 | * (A) |
557 | * |
558 | * but if this hint is set, you'll get: |
559 | * |
560 | * (X) |
561 | * (Y) (A) |
562 | * (B) |
563 | * |
564 | * The variable can be set to the following values: |
565 | * "0" - Report the face buttons by position, as though they were on an Xbox controller. |
566 | * "1" - Report the face buttons by label instead of position |
567 | * |
568 | * The default value is "1". This hint may be set at any time. |
569 | */ |
570 | #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" |
571 | |
572 | /** |
573 | * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. |
574 | * |
575 | * The variable can be set to the following values: |
576 | * "0" - Disable joystick & gamecontroller input events when the |
577 | * application is in the background. |
578 | * "1" - Enable joystick & gamecontroller input events when the |
579 | * application is in the background. |
580 | * |
581 | * The default value is "0". This hint may be set at any time. |
582 | */ |
583 | #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
584 | |
585 | /** |
586 | * \brief A variable controlling whether the HIDAPI joystick drivers should be used. |
587 | * |
588 | * This variable can be set to the following values: |
589 | * "0" - HIDAPI drivers are not used |
590 | * "1" - HIDAPI drivers are used (the default) |
591 | * |
592 | * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. |
593 | */ |
594 | #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
595 | |
596 | /** |
597 | * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. |
598 | * |
599 | * This variable can be set to the following values: |
600 | * "0" - HIDAPI driver is not used |
601 | * "1" - HIDAPI driver is used |
602 | * |
603 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
604 | */ |
605 | #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
606 | |
607 | /** |
608 | * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. |
609 | * |
610 | * This variable can be set to the following values: |
611 | * "0" - extended reports are not enabled (the default) |
612 | * "1" - extended reports |
613 | * |
614 | * Extended input reports allow rumble on Bluetooth PS4 controllers, but |
615 | * break DirectInput handling for applications that don't use SDL. |
616 | * |
617 | * Once extended reports are enabled, they can not be disabled without |
618 | * power cycling the controller. |
619 | * |
620 | * For compatibility with applications written for versions of SDL prior |
621 | * to the introduction of PS5 controller support, this value will also |
622 | * control the state of extended reports on PS5 controllers when the |
623 | * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. |
624 | */ |
625 | #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" |
626 | |
627 | /** |
628 | * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used. |
629 | * |
630 | * This variable can be set to the following values: |
631 | * "0" - HIDAPI driver is not used |
632 | * "1" - HIDAPI driver is used |
633 | * |
634 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
635 | */ |
636 | #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" |
637 | |
638 | /** |
639 | * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. |
640 | * |
641 | * This variable can be set to the following values: |
642 | * "0" - extended reports are not enabled (the default) |
643 | * "1" - extended reports |
644 | * |
645 | * Extended input reports allow rumble on Bluetooth PS5 controllers, but |
646 | * break DirectInput handling for applications that don't use SDL. |
647 | * |
648 | * Once extended reports are enabled, they can not be disabled without |
649 | * power cycling the controller. |
650 | * |
651 | * For compatibility with applications written for versions of SDL prior |
652 | * to the introduction of PS5 controller support, this value defaults to |
653 | * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. |
654 | */ |
655 | #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" |
656 | |
657 | /** |
658 | * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. |
659 | * |
660 | * This variable can be set to the following values: |
661 | * "0" - player LEDs are not enabled |
662 | * "1" - player LEDs are enabled (the default) |
663 | */ |
664 | #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" |
665 | |
666 | /** |
667 | * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. |
668 | * |
669 | * This variable can be set to the following values: |
670 | * "0" - HIDAPI driver is not used |
671 | * "1" - HIDAPI driver is used |
672 | * |
673 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
674 | */ |
675 | #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" |
676 | |
677 | /** |
678 | * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. |
679 | * |
680 | * This variable can be set to the following values: |
681 | * "0" - HIDAPI driver is not used |
682 | * "1" - HIDAPI driver is used |
683 | * |
684 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
685 | */ |
686 | #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
687 | |
688 | /** |
689 | * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. |
690 | * |
691 | * This variable can be set to the following values: |
692 | * "0" - HIDAPI driver is not used |
693 | * "1" - HIDAPI driver is used |
694 | * |
695 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
696 | */ |
697 | #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
698 | |
699 | /** |
700 | * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened |
701 | * |
702 | * This variable can be set to the following values: |
703 | * "0" - home button LED is left off |
704 | * "1" - home button LED is turned on (the default) |
705 | */ |
706 | #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" |
707 | |
708 | /** |
709 | * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver. |
710 | * |
711 | * This variable can be set to the following values: |
712 | * "0" - basic Joy-Con support with no analog input (the default) |
713 | * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors |
714 | * |
715 | * This does not combine Joy-Cons into a single controller. That's up to the user. |
716 | */ |
717 | #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" |
718 | |
719 | /** |
720 | * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. |
721 | * |
722 | * This variable can be set to the following values: |
723 | * "0" - HIDAPI driver is not used |
724 | * "1" - HIDAPI driver is used |
725 | * |
726 | * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI |
727 | */ |
728 | #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
729 | |
730 | /** |
731 | * \brief A variable controlling whether the HIDAPI driver for XBox controllers on Windows should pull correlated |
732 | * data from XInput. |
733 | * |
734 | * This variable can be set to the following values: |
735 | * "0" - HIDAPI Xbox driver will only use HIDAPI data |
736 | * "1" - HIDAPI Xbox driver will also pull data from XInput, providing better trigger axes, guide button |
737 | * presses, and rumble support |
738 | * |
739 | * The default is "1". This hint applies to any joysticks opened after setting the hint. |
740 | */ |
741 | #define SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT "SDL_JOYSTICK_HIDAPI_CORRELATE_XINPUT" |
742 | |
743 | /** |
744 | * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. |
745 | * |
746 | * This variable can be set to the following values: |
747 | * "0" - HIDAPI driver is not used |
748 | * "1" - HIDAPI driver is used |
749 | * |
750 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
751 | */ |
752 | #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" |
753 | |
754 | /** |
755 | * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs |
756 | * |
757 | * The variable can be set to the following values: |
758 | * "0" - Do not scan for Steam Controllers |
759 | * "1" - Scan for Steam Controllers (the default) |
760 | * |
761 | * The default value is "1". This hint must be set before initializing the joystick subsystem. |
762 | */ |
763 | #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" |
764 | |
765 | /** |
766 | * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. |
767 | * |
768 | * This variable can be set to the following values: |
769 | * "0" - RAWINPUT drivers are not used |
770 | * "1" - RAWINPUT drivers are used (the default) |
771 | * |
772 | */ |
773 | #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" |
774 | |
775 | /** |
776 | * \brief A variable controlling whether a separate thread should be used |
777 | * for handling joystick detection and raw input messages on Windows |
778 | * |
779 | * This variable can be set to the following values: |
780 | * "0" - A separate thread is not used (the default) |
781 | * "1" - A separate thread is used for handling raw input messages |
782 | * |
783 | */ |
784 | #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" |
785 | |
786 | /** |
787 | * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. |
788 | * |
789 | * This variable can be set to the following values: |
790 | * "0" - Return unfiltered joystick axis values (the default) |
791 | * "1" - Return axis values with deadzones taken into account |
792 | */ |
793 | #define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES" |
794 | |
795 | /** |
796 | * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. |
797 | * This is a debugging aid for developers and not expected to be used by end users. The default is "1" |
798 | * |
799 | * This variable can be set to the following values: |
800 | * "0" - don't allow topmost |
801 | * "1" - allow topmost |
802 | */ |
803 | #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" |
804 | |
805 | /** |
806 | * \brief A variable that controls the timer resolution, in milliseconds. |
807 | * |
808 | * The higher resolution the timer, the more frequently the CPU services |
809 | * timer interrupts, and the more precise delays are, but this takes up |
810 | * power and CPU time. This hint is only used on Windows. |
811 | * |
812 | * See this blog post for more information: |
813 | * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ |
814 | * |
815 | * If this variable is set to "0", the system timer resolution is not set. |
816 | * |
817 | * The default value is "1". This hint may be set at any time. |
818 | */ |
819 | #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" |
820 | |
821 | |
822 | /** |
823 | * \brief A variable describing the content orientation on QtWayland-based platforms. |
824 | * |
825 | * On QtWayland platforms, windows are rotated client-side to allow for custom |
826 | * transitions. In order to correctly position overlays (e.g. volume bar) and |
827 | * gestures (e.g. events view, close/minimize gestures), the system needs to |
828 | * know in which orientation the application is currently drawing its contents. |
829 | * |
830 | * This does not cause the window to be rotated or resized, the application |
831 | * needs to take care of drawing the content in the right orientation (the |
832 | * framebuffer is always in portrait mode). |
833 | * |
834 | * This variable can be one of the following values: |
835 | * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" |
836 | */ |
837 | #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" |
838 | |
839 | /** |
840 | * \brief Flags to set on QtWayland windows to integrate with the native window manager. |
841 | * |
842 | * On QtWayland platforms, this hint controls the flags to set on the windows. |
843 | * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. |
844 | * |
845 | * This variable is a space-separated list of the following values (empty = no flags): |
846 | * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" |
847 | */ |
848 | #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" |
849 | |
850 | /** |
851 | * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size |
852 | * |
853 | * Use this hint in case you need to set SDL's threads stack size to other than the default. |
854 | * This is specially useful if you build SDL against a non glibc libc library (such as musl) which |
855 | * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). |
856 | * Support for this hint is currently available only in the pthread, Windows, and PSP backend. |
857 | * |
858 | * Instead of this hint, in 2.0.9 and later, you can use |
859 | * SDL_CreateThreadWithStackSize(). This hint only works with the classic |
860 | * SDL_CreateThread(). |
861 | */ |
862 | #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" |
863 | |
864 | /** |
865 | * \brief A string specifying additional information to use with SDL_SetThreadPriority. |
866 | * |
867 | * By default SDL_SetThreadPriority will make appropriate system changes in order to |
868 | * apply a thread priority. For example on systems using pthreads the scheduler policy |
869 | * is changed automatically to a policy that works well with a given priority. |
870 | * Code which has specific requirements can override SDL's default behavior with this hint. |
871 | * |
872 | * pthread hint values are "current", "other", "fifo" and "rr". |
873 | * Currently no other platform hint values are defined but may be in the future. |
874 | * |
875 | * \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro |
876 | * configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME |
877 | * after calling SDL_SetThreadPriority(). |
878 | */ |
879 | #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" |
880 | |
881 | /** |
882 | * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. |
883 | * |
884 | * On some platforms, like Linux, a realtime priority thread may be subject to restrictions |
885 | * that require special handling by the application. This hint exists to let SDL know that |
886 | * the app is prepared to handle said restrictions. |
887 | * |
888 | * On Linux, SDL will apply the following configuration to any thread that becomes realtime: |
889 | * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, |
890 | * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. |
891 | * * Exceeding this limit will result in the kernel sending SIGKILL to the app, |
892 | * * Refer to the man pages for more information. |
893 | * |
894 | * This variable can be set to the following values: |
895 | * "0" - default platform specific behaviour |
896 | * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy |
897 | */ |
898 | #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" |
899 | |
900 | /** |
901 | * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) |
902 | */ |
903 | #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" |
904 | |
905 | /** |
906 | * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac |
907 | * |
908 | * If present, holding ctrl while left clicking will generate a right click |
909 | * event when on Mac. |
910 | */ |
911 | #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" |
912 | |
913 | /** |
914 | * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries |
915 | * |
916 | * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It |
917 | * can use two different sets of binaries, those compiled by the user from source |
918 | * or those provided by the Chrome browser. In the later case, these binaries require |
919 | * that SDL loads a DLL providing the shader compiler. |
920 | * |
921 | * This variable can be set to the following values: |
922 | * "d3dcompiler_46.dll" - default, best for Vista or later. |
923 | * "d3dcompiler_43.dll" - for XP support. |
924 | * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. |
925 | * |
926 | */ |
927 | #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
928 | |
929 | /** |
930 | * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). |
931 | * |
932 | * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has |
933 | * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly |
934 | * created SDL_Window: |
935 | * |
936 | * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is |
937 | * needed for example when sharing an OpenGL context across multiple windows. |
938 | * |
939 | * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for |
940 | * OpenGL rendering. |
941 | * |
942 | * This variable can be set to the following values: |
943 | * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should |
944 | * share a pixel format with. |
945 | */ |
946 | #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" |
947 | |
948 | /** |
949 | * \brief A URL to a WinRT app's privacy policy |
950 | * |
951 | * All network-enabled WinRT apps must make a privacy policy available to its |
952 | * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be |
953 | * be available in the Windows Settings charm, as accessed from within the app. |
954 | * SDL provides code to add a URL-based link there, which can point to the app's |
955 | * privacy policy. |
956 | * |
957 | * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL |
958 | * before calling any SDL_Init() functions. The contents of the hint should |
959 | * be a valid URL. For example, "http://www.example.com". |
960 | * |
961 | * The default value is "", which will prevent SDL from adding a privacy policy |
962 | * link to the Settings charm. This hint should only be set during app init. |
963 | * |
964 | * The label text of an app's "Privacy Policy" link may be customized via another |
965 | * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
966 | * |
967 | * Please note that on Windows Phone, Microsoft does not provide standard UI |
968 | * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL |
969 | * will not get used on that platform. Network-enabled phone apps should display |
970 | * their privacy policy through some other, in-app means. |
971 | */ |
972 | #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" |
973 | |
974 | /** \brief Label text for a WinRT app's privacy policy link |
975 | * |
976 | * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, |
977 | * Microsoft mandates that this policy be available via the Windows Settings charm. |
978 | * SDL provides code to add a link there, with its label text being set via the |
979 | * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
980 | * |
981 | * Please note that a privacy policy's contents are not set via this hint. A separate |
982 | * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the |
983 | * policy. |
984 | * |
985 | * The contents of this hint should be encoded as a UTF8 string. |
986 | * |
987 | * The default value is "Privacy Policy". This hint should only be set during app |
988 | * initialization, preferably before any calls to SDL_Init(). |
989 | * |
990 | * For additional information on linking to a privacy policy, see the documentation for |
991 | * SDL_HINT_WINRT_PRIVACY_POLICY_URL. |
992 | */ |
993 | #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" |
994 | |
995 | /** \brief Allows back-button-press events on Windows Phone to be marked as handled |
996 | * |
997 | * Windows Phone devices typically feature a Back button. When pressed, |
998 | * the OS will emit back-button-press events, which apps are expected to |
999 | * handle in an appropriate manner. If apps do not explicitly mark these |
1000 | * events as 'Handled', then the OS will invoke its default behavior for |
1001 | * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to |
1002 | * terminate the app (and attempt to switch to the previous app, or to the |
1003 | * device's home screen). |
1004 | * |
1005 | * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL |
1006 | * to mark back-button-press events as Handled, if and when one is sent to |
1007 | * the app. |
1008 | * |
1009 | * Internally, Windows Phone sends back button events as parameters to |
1010 | * special back-button-press callback functions. Apps that need to respond |
1011 | * to back-button-press events are expected to register one or more |
1012 | * callback functions for such, shortly after being launched (during the |
1013 | * app's initialization phase). After the back button is pressed, the OS |
1014 | * will invoke these callbacks. If the app's callback(s) do not explicitly |
1015 | * mark the event as handled by the time they return, or if the app never |
1016 | * registers one of these callback, the OS will consider the event |
1017 | * un-handled, and it will apply its default back button behavior (terminate |
1018 | * the app). |
1019 | * |
1020 | * SDL registers its own back-button-press callback with the Windows Phone |
1021 | * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN |
1022 | * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which |
1023 | * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. |
1024 | * If the hint's value is set to "1", the back button event's Handled |
1025 | * property will get set to 'true'. If the hint's value is set to something |
1026 | * else, or if it is unset, SDL will leave the event's Handled property |
1027 | * alone. (By default, the OS sets this property to 'false', to note.) |
1028 | * |
1029 | * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a |
1030 | * back button is pressed, or can set it in direct-response to a back button |
1031 | * being pressed. |
1032 | * |
1033 | * In order to get notified when a back button is pressed, SDL apps should |
1034 | * register a callback function with SDL_AddEventWatch(), and have it listen |
1035 | * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. |
1036 | * (Alternatively, SDL_KEYUP events can be listened-for. Listening for |
1037 | * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON |
1038 | * set by such a callback, will be applied to the OS' current |
1039 | * back-button-press event. |
1040 | * |
1041 | * More details on back button behavior in Windows Phone apps can be found |
1042 | * at the following page, on Microsoft's developer site: |
1043 | * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx |
1044 | */ |
1045 | #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" |
1046 | |
1047 | /** |
1048 | * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. |
1049 | * |
1050 | * This hint only applies to Mac OS X. |
1051 | * |
1052 | * The variable can be set to the following values: |
1053 | * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and |
1054 | * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" |
1055 | * button on their titlebars). |
1056 | * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and |
1057 | * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" |
1058 | * button on their titlebars). |
1059 | * |
1060 | * The default value is "1". Spaces are disabled regardless of this hint if |
1061 | * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before |
1062 | * any windows are created. |
1063 | */ |
1064 | #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
1065 | |
1066 | /** |
1067 | * \brief When set don't force the SDL app to become a foreground process |
1068 | * |
1069 | * This hint only applies to Mac OS X. |
1070 | * |
1071 | */ |
1072 | #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
1073 | |
1074 | /** |
1075 | * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. |
1076 | * |
1077 | * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. |
1078 | * |
1079 | * If both hints were set then SDL_RWFromFile() will look into expansion files |
1080 | * after a given relative path was not found in the internal storage and assets. |
1081 | * |
1082 | * By default this hint is not set and the APK expansion files are not searched. |
1083 | */ |
1084 | #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" |
1085 | |
1086 | /** |
1087 | * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. |
1088 | * |
1089 | * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. |
1090 | * |
1091 | * If both hints were set then SDL_RWFromFile() will look into expansion files |
1092 | * after a given relative path was not found in the internal storage and assets. |
1093 | * |
1094 | * By default this hint is not set and the APK expansion files are not searched. |
1095 | */ |
1096 | #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" |
1097 | |
1098 | /** |
1099 | * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. |
1100 | * |
1101 | * The variable can be set to the following values: |
1102 | * "0" - SDL_TEXTEDITING events are sent, and it is the application's |
1103 | * responsibility to render the text from these events and |
1104 | * differentiate it somehow from committed text. (default) |
1105 | * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, |
1106 | * and text that is being composed will be rendered in its own UI. |
1107 | */ |
1108 | #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" |
1109 | |
1110 | /** |
1111 | * \brief A variable to control whether we trap the Android back button to handle it manually. |
1112 | * This is necessary for the right mouse button to work on some Android devices, or |
1113 | * to be able to trap the back button for use in your code reliably. If set to true, |
1114 | * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of |
1115 | * SDL_SCANCODE_AC_BACK. |
1116 | * |
1117 | * The variable can be set to the following values: |
1118 | * "0" - Back button will be handled as usual for system. (default) |
1119 | * "1" - Back button will be trapped, allowing you to handle the key press |
1120 | * manually. (This will also let right mouse click work on systems |
1121 | * where the right mouse button functions as back.) |
1122 | * |
1123 | * The value of this hint is used at runtime, so it can be changed at any time. |
1124 | */ |
1125 | #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" |
1126 | |
1127 | /** |
1128 | * \brief A variable to control whether the event loop will block itself when the app is paused. |
1129 | * |
1130 | * The variable can be set to the following values: |
1131 | * "0" - Non blocking. |
1132 | * "1" - Blocking. (default) |
1133 | * |
1134 | * The value should be set before SDL is initialized. |
1135 | */ |
1136 | #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" |
1137 | |
1138 | /** |
1139 | * \brief A variable to control whether SDL will pause audio in background |
1140 | * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") |
1141 | * |
1142 | * The variable can be set to the following values: |
1143 | * "0" - Non paused. |
1144 | * "1" - Paused. (default) |
1145 | * |
1146 | * The value should be set before SDL is initialized. |
1147 | */ |
1148 | #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" |
1149 | |
1150 | /** |
1151 | * \brief A variable to control whether the return key on the soft keyboard |
1152 | * should hide the soft keyboard on Android and iOS. |
1153 | * |
1154 | * The variable can be set to the following values: |
1155 | * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) |
1156 | * "1" - The return key will hide the keyboard. |
1157 | * |
1158 | * The value of this hint is used at runtime, so it can be changed at any time. |
1159 | */ |
1160 | #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" |
1161 | |
1162 | /** |
1163 | * \brief override the binding element for keyboard inputs for Emscripten builds |
1164 | * |
1165 | * This hint only applies to the emscripten platform |
1166 | * |
1167 | * The variable can be one of |
1168 | * "#window" - The javascript window object (this is the default) |
1169 | * "#document" - The javascript document object |
1170 | * "#screen" - the javascript window.screen object |
1171 | * "#canvas" - the WebGL canvas element |
1172 | * any other string without a leading # sign applies to the element on the page with that ID. |
1173 | */ |
1174 | #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
1175 | |
1176 | /** |
1177 | * \brief Disable giving back control to the browser automatically |
1178 | * when running with asyncify |
1179 | * |
1180 | * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations |
1181 | * such as refreshing the screen or polling events. |
1182 | * |
1183 | * This hint only applies to the emscripten platform |
1184 | * |
1185 | * The variable can be set to the following values: |
1186 | * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) |
1187 | * "1" - Enable emscripten_sleep calls (the default) |
1188 | */ |
1189 | #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" |
1190 | |
1191 | /** |
1192 | * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. |
1193 | * |
1194 | * This hint only applies to Unix-like platforms, and should set before |
1195 | * any calls to SDL_Init() |
1196 | * |
1197 | * The variable can be set to the following values: |
1198 | * "0" - SDL will install a SIGINT and SIGTERM handler, and when it |
1199 | * catches a signal, convert it into an SDL_QUIT event. |
1200 | * "1" - SDL will not install a signal handler at all. |
1201 | */ |
1202 | #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
1203 | |
1204 | /** |
1205 | * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. |
1206 | * |
1207 | * The variable can be set to the following values: |
1208 | * "0" - SDL will generate a window-close event when it sees Alt+F4. |
1209 | * "1" - SDL will only do normal key handling for Alt+F4. |
1210 | */ |
1211 | #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" |
1212 | |
1213 | /** |
1214 | * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. |
1215 | * |
1216 | * The bitmap header version 4 is required for proper alpha channel support and |
1217 | * SDL will use it when required. Should this not be desired, this hint can |
1218 | * force the use of the 40 byte header version which is supported everywhere. |
1219 | * |
1220 | * The variable can be set to the following values: |
1221 | * "0" - Surfaces with a colorkey or an alpha channel are saved to a |
1222 | * 32-bit BMP file with an alpha mask. SDL will use the bitmap |
1223 | * header version 4 and set the alpha mask accordingly. |
1224 | * "1" - Surfaces with a colorkey or an alpha channel are saved to a |
1225 | * 32-bit BMP file without an alpha mask. The alpha channel data |
1226 | * will be in the file, but applications are going to ignore it. |
1227 | * |
1228 | * The default value is "0". |
1229 | */ |
1230 | #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" |
1231 | |
1232 | /** |
1233 | * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. |
1234 | * The 0x406D1388 Exception is a trick used to inform Visual Studio of a |
1235 | * thread's name, but it tends to cause problems with other debuggers, |
1236 | * and the .NET runtime. Note that SDL 2.0.6 and later will still use |
1237 | * the (safer) SetThreadDescription API, introduced in the Windows 10 |
1238 | * Creators Update, if available. |
1239 | * |
1240 | * The variable can be set to the following values: |
1241 | * "0" - SDL will raise the 0x406D1388 Exception to name threads. |
1242 | * This is the default behavior of SDL <= 2.0.4. |
1243 | * "1" - SDL will not raise this exception, and threads will be unnamed. (default) |
1244 | * This is necessary with .NET languages or debuggers that aren't Visual Studio. |
1245 | */ |
1246 | #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" |
1247 | |
1248 | /** |
1249 | * \brief Force SDL to use Critical Sections for mutexes on Windows. |
1250 | * On Windows 7 and newer, Slim Reader/Writer Locks are available. |
1251 | * They offer better performance, allocate no kernel ressources and |
1252 | * use less memory. SDL will fall back to Critical Sections on older |
1253 | * OS versions or if forced to by this hint. |
1254 | * This also affects Condition Variables. When SRW mutexes are used, |
1255 | * SDL will use Windows Condition Variables as well. Else, a generic |
1256 | * SDL_cond implementation will be used that works with all mutexes. |
1257 | * |
1258 | * This variable can be set to the following values: |
1259 | * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) |
1260 | * "1" - Force the use of Critical Sections in all cases. |
1261 | * |
1262 | */ |
1263 | #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" |
1264 | |
1265 | /** |
1266 | * \brief Force SDL to use Kernel Semaphores on Windows. |
1267 | * Kernel Semaphores are inter-process and require a context |
1268 | * switch on every interaction. On Windows 8 and newer, the |
1269 | * WaitOnAddress API is available. Using that and atomics to |
1270 | * implement semaphores increases performance. |
1271 | * SDL will fall back to Kernel Objects on older OS versions |
1272 | * or if forced to by this hint. |
1273 | * |
1274 | * This variable can be set to the following values: |
1275 | * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) |
1276 | * "1" - Force the use of Kernel Objects in all cases. |
1277 | * |
1278 | */ |
1279 | #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" |
1280 | |
1281 | /** |
1282 | * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. |
1283 | * Direct3D 9Ex contains changes to state management that can eliminate device |
1284 | * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require |
1285 | * some changes to your application to cope with the new behavior, so this |
1286 | * is disabled by default. |
1287 | * |
1288 | * This hint must be set before initializing the video subsystem. |
1289 | * |
1290 | * For more information on Direct3D 9Ex, see: |
1291 | * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex |
1292 | * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements |
1293 | * |
1294 | * This variable can be set to the following values: |
1295 | * "0" - Use the original Direct3D 9 API (default) |
1296 | * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable) |
1297 | * |
1298 | */ |
1299 | #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" |
1300 | |
1301 | /** |
1302 | * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI |
1303 | * |
1304 | * Also known as Z-order. The variable can take a negative or positive value. |
1305 | * The default is 10000. |
1306 | */ |
1307 | #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
1308 | |
1309 | /** |
1310 | * \brief Tell the video driver that we only want a double buffer. |
1311 | * |
1312 | * By default, most lowlevel 2D APIs will use a triple buffer scheme that |
1313 | * wastes no CPU time on waiting for vsync after issuing a flip, but |
1314 | * introduces a frame of latency. On the other hand, using a double buffer |
1315 | * scheme instead is recommended for cases where low latency is an important |
1316 | * factor because we save a whole frame of latency. |
1317 | * We do so by waiting for vsync immediately after issuing a flip, usually just |
1318 | * after eglSwapBuffers call in the backend's *_SwapWindow function. |
1319 | * |
1320 | * Since it's driver-specific, it's only supported where possible and |
1321 | * implemented. Currently supported the following drivers: |
1322 | * |
1323 | * - KMSDRM (kmsdrm) |
1324 | * - Raspberry Pi (raspberrypi) |
1325 | */ |
1326 | #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
1327 | |
1328 | /** |
1329 | * \brief Determines whether SDL enforces that DRM master is required in order |
1330 | * to initialize the KMSDRM video backend. |
1331 | * |
1332 | * The DRM subsystem has a concept of a "DRM master" which is a DRM client that |
1333 | * has the ability to set planes, set cursor, etc. When SDL is DRM master, it |
1334 | * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL |
1335 | * is still able to process input and query attributes of attached displays, |
1336 | * but it cannot change display state or draw to the screen directly. |
1337 | * |
1338 | * In some cases, it can be useful to have the KMSDRM backend even if it cannot |
1339 | * be used for rendering. An app may want to use SDL for input processing while |
1340 | * using another rendering API (such as an MMAL overlay on Raspberry Pi) or |
1341 | * using its own code to render to DRM overlays that SDL doesn't support. |
1342 | * |
1343 | * This hint must be set before initializing the video subsystem. |
1344 | * |
1345 | * This variable can be set to the following values: |
1346 | * "0" - SDL will allow usage of the KMSDRM backend without DRM master |
1347 | * "1" - SDL Will require DRM master to use the KMSDRM backend (default) |
1348 | */ |
1349 | #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" |
1350 | |
1351 | /** |
1352 | * \brief A variable controlling what driver to use for OpenGL ES contexts. |
1353 | * |
1354 | * On some platforms, currently Windows and X11, OpenGL drivers may support |
1355 | * creating contexts with an OpenGL ES profile. By default SDL uses these |
1356 | * profiles, when available, otherwise it attempts to load an OpenGL ES |
1357 | * library, e.g. that provided by the ANGLE project. This variable controls |
1358 | * whether SDL follows this default behaviour or will always load an |
1359 | * OpenGL ES library. |
1360 | * |
1361 | * Circumstances where this is useful include |
1362 | * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, |
1363 | * or emulator, e.g. those from ARM, Imagination or Qualcomm. |
1364 | * - Resolving OpenGL ES function addresses at link time by linking with |
1365 | * the OpenGL ES library instead of querying them at run time with |
1366 | * SDL_GL_GetProcAddress(). |
1367 | * |
1368 | * Caution: for an application to work with the default behaviour across |
1369 | * different OpenGL drivers it must query the OpenGL ES function |
1370 | * addresses at run time using SDL_GL_GetProcAddress(). |
1371 | * |
1372 | * This variable is ignored on most platforms because OpenGL ES is native |
1373 | * or not supported. |
1374 | * |
1375 | * This variable can be set to the following values: |
1376 | * "0" - Use ES profile of OpenGL, if available. (Default when not set.) |
1377 | * "1" - Load OpenGL ES library using the default library names. |
1378 | * |
1379 | */ |
1380 | #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
1381 | |
1382 | /** |
1383 | * \brief A variable controlling speed/quality tradeoff of audio resampling. |
1384 | * |
1385 | * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) |
1386 | * to handle audio resampling. There are different resampling modes available |
1387 | * that produce different levels of quality, using more CPU. |
1388 | * |
1389 | * If this hint isn't specified to a valid setting, or libsamplerate isn't |
1390 | * available, SDL will use the default, internal resampling algorithm. |
1391 | * |
1392 | * Note that this is currently only applicable to resampling audio that is |
1393 | * being written to a device for playback or audio being read from a device |
1394 | * for capture. SDL_AudioCVT always uses the default resampler (although this |
1395 | * might change for SDL 2.1). |
1396 | * |
1397 | * This hint is currently only checked at audio subsystem initialization. |
1398 | * |
1399 | * This variable can be set to the following values: |
1400 | * |
1401 | * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) |
1402 | * "1" or "fast" - Use fast, slightly higher quality resampling, if available |
1403 | * "2" or "medium" - Use medium quality resampling, if available |
1404 | * "3" or "best" - Use high quality resampling, if available |
1405 | */ |
1406 | #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" |
1407 | |
1408 | /** |
1409 | * \brief A variable controlling the audio category on iOS and Mac OS X |
1410 | * |
1411 | * This variable can be set to the following values: |
1412 | * |
1413 | * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) |
1414 | * "playback" - Use the AVAudioSessionCategoryPlayback category |
1415 | * |
1416 | * For more information, see Apple's documentation: |
1417 | * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html |
1418 | */ |
1419 | #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
1420 | |
1421 | /** |
1422 | * \brief A variable controlling whether the 2D render API is compatible or efficient. |
1423 | * |
1424 | * This variable can be set to the following values: |
1425 | * |
1426 | * "0" - Don't use batching to make rendering more efficient. |
1427 | * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. |
1428 | * |
1429 | * Up to SDL 2.0.9, the render API would draw immediately when requested. Now |
1430 | * it batches up draw requests and sends them all to the GPU only when forced |
1431 | * to (during SDL_RenderPresent, when changing render targets, by updating a |
1432 | * texture that the batch needs, etc). This is significantly more efficient, |
1433 | * but it can cause problems for apps that expect to render on top of the |
1434 | * render API's output. As such, SDL will disable batching if a specific |
1435 | * render backend is requested (since this might indicate that the app is |
1436 | * planning to use the underlying graphics API directly). This hint can |
1437 | * be used to explicitly request batching in this instance. It is a contract |
1438 | * that you will either never use the underlying graphics API directly, or |
1439 | * if you do, you will call SDL_RenderFlush() before you do so any current |
1440 | * batch goes to the GPU before your work begins. Not following this contract |
1441 | * will result in undefined behavior. |
1442 | */ |
1443 | #define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" |
1444 | |
1445 | |
1446 | /** |
1447 | * \brief A variable controlling whether SDL updates joystick state when getting input events |
1448 | * |
1449 | * This variable can be set to the following values: |
1450 | * |
1451 | * "0" - You'll call SDL_JoystickUpdate() manually |
1452 | * "1" - SDL will automatically call SDL_JoystickUpdate() (default) |
1453 | * |
1454 | * This hint can be toggled on and off at runtime. |
1455 | */ |
1456 | #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" |
1457 | |
1458 | |
1459 | /** |
1460 | * \brief A variable controlling whether SDL updates sensor state when getting input events |
1461 | * |
1462 | * This variable can be set to the following values: |
1463 | * |
1464 | * "0" - You'll call SDL_SensorUpdate() manually |
1465 | * "1" - SDL will automatically call SDL_SensorUpdate() (default) |
1466 | * |
1467 | * This hint can be toggled on and off at runtime. |
1468 | */ |
1469 | #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" |
1470 | |
1471 | |
1472 | /** |
1473 | * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. |
1474 | * |
1475 | * This variable can be set to the following values: |
1476 | * |
1477 | * "0" - Don't log any events (default) |
1478 | * "1" - Log all events except mouse and finger motion, which are pretty spammy. |
1479 | * "2" - Log all events. |
1480 | * |
1481 | * This is generally meant to be used to debug SDL itself, but can be useful |
1482 | * for application developers that need better visibility into what is going |
1483 | * on in the event queue. Logged events are sent through SDL_Log(), which |
1484 | * means by default they appear on stdout on most platforms or maybe |
1485 | * OutputDebugString() on Windows, and can be funneled by the app with |
1486 | * SDL_LogSetOutputFunction(), etc. |
1487 | * |
1488 | * This hint can be toggled on and off at runtime, if you only need to log |
1489 | * events for a small subset of program execution. |
1490 | */ |
1491 | #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" |
1492 | |
1493 | |
1494 | |
1495 | /** |
1496 | * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. |
1497 | * |
1498 | * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE |
1499 | * file) is not always reliable. In case the size is wrong, it's possible to |
1500 | * just ignore it and step through the chunks until a fixed limit is reached. |
1501 | * |
1502 | * Note that files that have trailing data unrelated to the WAVE file or |
1503 | * corrupt files may slow down the loading process without a reliable boundary. |
1504 | * By default, SDL stops after 10000 chunks to prevent wasting time. Use the |
1505 | * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. |
1506 | * |
1507 | * This variable can be set to the following values: |
1508 | * |
1509 | * "force" - Always use the RIFF chunk size as a boundary for the chunk search |
1510 | * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) |
1511 | * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB |
1512 | * "maximum" - Search for chunks until the end of file (not recommended) |
1513 | */ |
1514 | #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" |
1515 | |
1516 | /** |
1517 | * \brief Controls how a truncated WAVE file is handled. |
1518 | * |
1519 | * A WAVE file is considered truncated if any of the chunks are incomplete or |
1520 | * the data chunk size is not a multiple of the block size. By default, SDL |
1521 | * decodes until the first incomplete block, as most applications seem to do. |
1522 | * |
1523 | * This variable can be set to the following values: |
1524 | * |
1525 | * "verystrict" - Raise an error if the file is truncated |
1526 | * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored |
1527 | * "dropframe" - Decode until the first incomplete sample frame |
1528 | * "dropblock" - Decode until the first incomplete block (default) |
1529 | */ |
1530 | #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" |
1531 | |
1532 | /** |
1533 | * \brief Controls how the fact chunk affects the loading of a WAVE file. |
1534 | * |
1535 | * The fact chunk stores information about the number of samples of a WAVE |
1536 | * file. The Standards Update from Microsoft notes that this value can be used |
1537 | * to 'determine the length of the data in seconds'. This is especially useful |
1538 | * for compressed formats (for which this is a mandatory chunk) if they produce |
1539 | * multiple sample frames per block and truncating the block is not allowed. |
1540 | * The fact chunk can exactly specify how many sample frames there should be |
1541 | * in this case. |
1542 | * |
1543 | * Unfortunately, most application seem to ignore the fact chunk and so SDL |
1544 | * ignores it by default as well. |
1545 | * |
1546 | * This variable can be set to the following values: |
1547 | * |
1548 | * "truncate" - Use the number of samples to truncate the wave data if |
1549 | * the fact chunk is present and valid |
1550 | * "strict" - Like "truncate", but raise an error if the fact chunk |
1551 | * is invalid, not present for non-PCM formats, or if the |
1552 | * data chunk doesn't have that many samples |
1553 | * "ignorezero" - Like "truncate", but ignore fact chunk if the number of |
1554 | * samples is zero |
1555 | * "ignore" - Ignore fact chunk entirely (default) |
1556 | */ |
1557 | #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" |
1558 | |
1559 | /** |
1560 | * \brief Override for SDL_GetDisplayUsableBounds() |
1561 | * |
1562 | * If set, this hint will override the expected results for |
1563 | * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want |
1564 | * to do this, but this allows an embedded system to request that some of the |
1565 | * screen be reserved for other uses when paired with a well-behaved |
1566 | * application. |
1567 | * |
1568 | * The contents of this hint must be 4 comma-separated integers, the first |
1569 | * is the bounds x, then y, width and height, in that order. |
1570 | */ |
1571 | #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" |
1572 | |
1573 | /** |
1574 | * \brief Specify an application name for an audio device. |
1575 | * |
1576 | * Some audio backends (such as PulseAudio) allow you to describe your audio |
1577 | * stream. Among other things, this description might show up in a system |
1578 | * control panel that lets the user adjust the volume on specific audio |
1579 | * streams instead of using one giant master volume slider. |
1580 | * |
1581 | * This hints lets you transmit that information to the OS. The contents of |
1582 | * this hint are used while opening an audio device. You should use a string |
1583 | * that describes your program ("My Game 2: The Revenge") |
1584 | * |
1585 | * Setting this to "" or leaving it unset will have SDL use a reasonable |
1586 | * default: probably the application's name or "SDL Application" if SDL |
1587 | * doesn't have any better information. |
1588 | * |
1589 | * On targets where this is not supported, this hint does nothing. |
1590 | */ |
1591 | #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" |
1592 | |
1593 | /** |
1594 | * \brief Specify an application name for an audio device. |
1595 | * |
1596 | * Some audio backends (such as PulseAudio) allow you to describe your audio |
1597 | * stream. Among other things, this description might show up in a system |
1598 | * control panel that lets the user adjust the volume on specific audio |
1599 | * streams instead of using one giant master volume slider. |
1600 | * |
1601 | * This hints lets you transmit that information to the OS. The contents of |
1602 | * this hint are used while opening an audio device. You should use a string |
1603 | * that describes your what your program is playing ("audio stream" is |
1604 | * probably sufficient in many cases, but this could be useful for something |
1605 | * like "team chat" if you have a headset playing VoIP audio separately). |
1606 | * |
1607 | * Setting this to "" or leaving it unset will have SDL use a reasonable |
1608 | * default: "audio stream" or something similar. |
1609 | * |
1610 | * On targets where this is not supported, this hint does nothing. |
1611 | */ |
1612 | #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" |
1613 | |
1614 | /** |
1615 | * \brief Specify an application role for an audio device. |
1616 | * |
1617 | * Some audio backends (such as Pipewire) allow you to describe the role of |
1618 | * your audio stream. Among other things, this description might show up in |
1619 | * a system control panel or software for displaying and manipulating media |
1620 | * playback/capture graphs. |
1621 | * |
1622 | * This hints lets you transmit that information to the OS. The contents of |
1623 | * this hint are used while opening an audio device. You should use a string |
1624 | * that describes your what your program is playing (Game, Music, Movie, |
1625 | * etc...). |
1626 | * |
1627 | * Setting this to "" or leaving it unset will have SDL use a reasonable |
1628 | * default: "Game" or something similar. |
1629 | * |
1630 | * On targets where this is not supported, this hint does nothing. |
1631 | */ |
1632 | #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" |
1633 | |
1634 | /** |
1635 | * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed. |
1636 | * |
1637 | * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed |
1638 | * and your window is full-screen. This prevents the user from getting stuck in |
1639 | * your application if you've enabled keyboard grab. |
1640 | * |
1641 | * The variable can be set to the following values: |
1642 | * "0" - SDL will not handle Alt+Tab. Your application is responsible |
1643 | for handling Alt+Tab while the keyboard is grabbed. |
1644 | * "1" - SDL will minimize your window when Alt+Tab is pressed (default) |
1645 | */ |
1646 | #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" |
1647 | |
1648 | /** |
1649 | * \brief Override for SDL_GetPreferredLocales() |
1650 | * |
1651 | * If set, this will be favored over anything the OS might report for the |
1652 | * user's preferred locales. Changing this hint at runtime will not generate |
1653 | * a SDL_LOCALECHANGED event (but if you can change the hint, you can push |
1654 | * your own event, if you want). |
1655 | * |
1656 | * The format of this hint is a comma-separated list of language and locale, |
1657 | * combined with an underscore, as is a common format: "en_GB". Locale is |
1658 | * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" |
1659 | */ |
1660 | #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" |
1661 | |
1662 | |
1663 | /** |
1664 | * \brief An enumeration of hint priorities |
1665 | */ |
1666 | typedef enum |
1667 | { |
1668 | SDL_HINT_DEFAULT, |
1669 | SDL_HINT_NORMAL, |
1670 | SDL_HINT_OVERRIDE |
1671 | } SDL_HintPriority; |
1672 | |
1673 | |
1674 | /** |
1675 | * Set a hint with a specific priority. |
1676 | * |
1677 | * The priority controls the behavior when setting a hint that already has a |
1678 | * value. Hints will replace existing hints of their priority and lower. |
1679 | * Environment variables are considered to have override priority. |
1680 | * |
1681 | * \param name the hint to set |
1682 | * \param value the value of the hint variable |
1683 | * \param priority the SDL_HintPriority level for the hint |
1684 | * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. |
1685 | * |
1686 | * \sa SDL_GetHint |
1687 | * \sa SDL_SetHint |
1688 | */ |
1689 | extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, |
1690 | const char *value, |
1691 | SDL_HintPriority priority); |
1692 | |
1693 | /** |
1694 | * Set a hint with normal priority. |
1695 | * |
1696 | * Hints will not be set if there is an existing override hint or environment |
1697 | * variable that takes precedence. You can use SDL_SetHintWithPriority() to |
1698 | * set the hint with override priority instead. |
1699 | * |
1700 | * \param name the hint to set |
1701 | * \param value the value of the hint variable |
1702 | * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. |
1703 | * |
1704 | * \sa SDL_GetHint |
1705 | * \sa SDL_SetHintWithPriority |
1706 | */ |
1707 | extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, |
1708 | const char *value); |
1709 | |
1710 | /** |
1711 | * Get the value of a hint. |
1712 | * |
1713 | * \param name the hint to query |
1714 | * \returns the string value of a hint or NULL if the hint isn't set. |
1715 | * |
1716 | * \sa SDL_SetHint |
1717 | * \sa SDL_SetHintWithPriority |
1718 | */ |
1719 | extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); |
1720 | |
1721 | /** |
1722 | * Get the boolean value of a hint variable. |
1723 | * |
1724 | * \param name the name of the hint to get the boolean value from |
1725 | * \param default_value the value to return if the hint does not exist |
1726 | * \returns the boolean value of a hint or the provided default value if the |
1727 | * hint does not exist. |
1728 | * |
1729 | * \since This function is available since SDL 2.0.5. |
1730 | * |
1731 | * \sa SDL_GetHint |
1732 | * \sa SDL_SetHint |
1733 | */ |
1734 | extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); |
1735 | |
1736 | /** |
1737 | * Type definition of the hint callback function. |
1738 | * |
1739 | * \param userdata what was passed as `userdata` to SDL_AddHintCallback() |
1740 | * \param name what was passed as `name` to SDL_AddHintCallback() |
1741 | * \param oldValue the previous hint value |
1742 | * \param newValue the new value hint is to be set to |
1743 | */ |
1744 | typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); |
1745 | |
1746 | /** |
1747 | * Add a function to watch a particular hint. |
1748 | * |
1749 | * \param name the hint to watch |
1750 | * \param callback An SDL_HintCallback function that will be called when the |
1751 | * hint value changes |
1752 | * \param userdata a pointer to pass to the callback function |
1753 | * |
1754 | * \since This function is available since SDL 2.0.0. |
1755 | * |
1756 | * \sa SDL_DelHintCallback |
1757 | */ |
1758 | extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, |
1759 | SDL_HintCallback callback, |
1760 | void *userdata); |
1761 | |
1762 | /** |
1763 | * Remove a function watching a particular hint. |
1764 | * |
1765 | * \param name the hint being watched |
1766 | * \param callback An SDL_HintCallback function that will be called when the |
1767 | * hint value changes |
1768 | * \param userdata a pointer being passed to the callback function |
1769 | * |
1770 | * \since This function is available since SDL 2.0.0. |
1771 | * |
1772 | * \sa SDL_AddHintCallback |
1773 | */ |
1774 | extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, |
1775 | SDL_HintCallback callback, |
1776 | void *userdata); |
1777 | |
1778 | /** |
1779 | * Clear all hints. |
1780 | * |
1781 | * This function is automatically called during SDL_Quit(). |
1782 | */ |
1783 | extern DECLSPEC void SDLCALL SDL_ClearHints(void); |
1784 | |
1785 | |
1786 | /* Ends C function definitions when using C++ */ |
1787 | #ifdef __cplusplus |
1788 | } |
1789 | #endif |
1790 | #include "close_code.h" |
1791 | |
1792 | #endif /* SDL_hints_h_ */ |
1793 | |
1794 | /* vi: set ts=4 sw=4 expandtab: */ |
1795 | |