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
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 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 */
1666typedef 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 */
1689extern 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 */
1707extern 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 */
1719extern 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 */
1734extern 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 */
1744typedef 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 */
1758extern 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 */
1774extern 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 */
1783extern 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