1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2018 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 X11 VidMode extension should be used. |
169 | * |
170 | * This variable can be set to the following values: |
171 | * "0" - Disable XVidMode |
172 | * "1" - Enable XVidMode |
173 | * |
174 | * By default SDL will use XVidMode if it is available. |
175 | */ |
176 | #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" |
177 | |
178 | /** |
179 | * \brief A variable controlling whether the X11 Xinerama extension should be used. |
180 | * |
181 | * This variable can be set to the following values: |
182 | * "0" - Disable Xinerama |
183 | * "1" - Enable Xinerama |
184 | * |
185 | * By default SDL will use Xinerama if it is available. |
186 | */ |
187 | #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" |
188 | |
189 | /** |
190 | * \brief A variable controlling whether the X11 XRandR extension should be used. |
191 | * |
192 | * This variable can be set to the following values: |
193 | * "0" - Disable XRandR |
194 | * "1" - Enable XRandR |
195 | * |
196 | * By default SDL will not use XRandR because of window manager issues. |
197 | */ |
198 | #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" |
199 | |
200 | /** |
201 | * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. |
202 | * |
203 | * This variable can be set to the following values: |
204 | * "0" - Disable _NET_WM_PING |
205 | * "1" - Enable _NET_WM_PING |
206 | * |
207 | * By default SDL will use _NET_WM_PING, but for applications that know they |
208 | * will not always be able to respond to ping requests in a timely manner they can |
209 | * turn it off to avoid the window manager thinking the app is hung. |
210 | * The hint is checked in CreateWindow. |
211 | */ |
212 | #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" |
213 | |
214 | /** |
215 | * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. |
216 | * |
217 | * This variable can be set to the following values: |
218 | * "0" - Disable _NET_WM_BYPASS_COMPOSITOR |
219 | * "1" - Enable _NET_WM_BYPASS_COMPOSITOR |
220 | * |
221 | * By default SDL will use _NET_WM_BYPASS_COMPOSITOR |
222 | * |
223 | */ |
224 | #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" |
225 | |
226 | /** |
227 | * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden |
228 | * |
229 | * This variable can be set to the following values: |
230 | * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) |
231 | * "1" - The window frame is interactive when the cursor is hidden |
232 | * |
233 | * By default SDL will allow interaction with the window frame when the cursor is hidden |
234 | */ |
235 | #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" |
236 | |
237 | /** |
238 | * \brief A variable to specify custom icon resource id from RC file on Windows platform |
239 | */ |
240 | #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" |
241 | #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" |
242 | |
243 | /** |
244 | * \brief A variable controlling whether the windows message loop is processed by SDL |
245 | * |
246 | * This variable can be set to the following values: |
247 | * "0" - The window message loop is not run |
248 | * "1" - The window message loop is processed in SDL_PumpEvents() |
249 | * |
250 | * By default SDL will process the windows message loop |
251 | */ |
252 | #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" |
253 | |
254 | /** |
255 | * \brief A variable controlling whether grabbing input grabs the keyboard |
256 | * |
257 | * This variable can be set to the following values: |
258 | * "0" - Grab will affect only the mouse |
259 | * "1" - Grab will affect mouse and keyboard |
260 | * |
261 | * By default SDL will not grab the keyboard so system shortcuts still work. |
262 | */ |
263 | #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" |
264 | |
265 | /** |
266 | * \brief A variable setting the double click time, in milliseconds. |
267 | */ |
268 | #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
269 | |
270 | /** |
271 | * \brief A variable setting the double click radius, in pixels. |
272 | */ |
273 | #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
274 | |
275 | /** |
276 | * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode |
277 | */ |
278 | #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" |
279 | |
280 | /** |
281 | * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode |
282 | */ |
283 | #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" |
284 | |
285 | /** |
286 | * \brief A variable controlling whether relative mouse mode is implemented using mouse warping |
287 | * |
288 | * This variable can be set to the following values: |
289 | * "0" - Relative mouse mode uses raw input |
290 | * "1" - Relative mouse mode uses mouse warping |
291 | * |
292 | * By default SDL will use raw input for relative mouse mode |
293 | */ |
294 | #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" |
295 | |
296 | /** |
297 | * \brief Allow mouse click events when clicking to focus an SDL window |
298 | * |
299 | * This variable can be set to the following values: |
300 | * "0" - Ignore mouse clicks that activate a window |
301 | * "1" - Generate events for mouse clicks that activate a window |
302 | * |
303 | * By default SDL will ignore mouse clicks that activate a window |
304 | */ |
305 | #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
306 | |
307 | /** |
308 | * \brief A variable controlling whether touch events should generate synthetic mouse events |
309 | * |
310 | * This variable can be set to the following values: |
311 | * "0" - Touch events will not generate mouse events |
312 | * "1" - Touch events will generate mouse events |
313 | * |
314 | * By default SDL will generate mouse events for touch events |
315 | */ |
316 | #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
317 | |
318 | /** |
319 | * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. |
320 | * |
321 | */ |
322 | #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
323 | |
324 | /** |
325 | * \brief A variable controlling whether the idle timer is disabled on iOS. |
326 | * |
327 | * When an iOS app does not receive touches for some time, the screen is |
328 | * dimmed automatically. For games where the accelerometer is the only input |
329 | * this is problematic. This functionality can be disabled by setting this |
330 | * hint. |
331 | * |
332 | * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() |
333 | * accomplish the same thing on iOS. They should be preferred over this hint. |
334 | * |
335 | * This variable can be set to the following values: |
336 | * "0" - Enable idle timer |
337 | * "1" - Disable idle timer |
338 | */ |
339 | #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" |
340 | |
341 | /** |
342 | * \brief A variable controlling which orientations are allowed on iOS/Android. |
343 | * |
344 | * In some circumstances it is necessary to be able to explicitly control |
345 | * which UI orientations are allowed. |
346 | * |
347 | * This variable is a space delimited list of the following values: |
348 | * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" |
349 | */ |
350 | #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" |
351 | |
352 | /** |
353 | * \brief A variable controlling whether controllers used with the Apple TV |
354 | * generate UI events. |
355 | * |
356 | * When UI events are generated by controller input, the app will be |
357 | * backgrounded when the Apple TV remote's menu button is pressed, and when the |
358 | * pause or B buttons on gamepads are pressed. |
359 | * |
360 | * More information about properly making use of controllers for the Apple TV |
361 | * can be found here: |
362 | * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ |
363 | * |
364 | * This variable can be set to the following values: |
365 | * "0" - Controller input does not generate UI events (the default). |
366 | * "1" - Controller input generates UI events. |
367 | */ |
368 | #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" |
369 | |
370 | /** |
371 | * \brief A variable controlling whether the Apple TV remote's joystick axes |
372 | * will automatically match the rotation of the remote. |
373 | * |
374 | * This variable can be set to the following values: |
375 | * "0" - Remote orientation does not affect joystick axes (the default). |
376 | * "1" - Joystick axes are based on the orientation of the remote. |
377 | */ |
378 | #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" |
379 | |
380 | /** |
381 | * \brief A variable controlling whether the home indicator bar on iPhone X |
382 | * should be hidden. |
383 | * |
384 | * This variable can be set to the following values: |
385 | * "0" - The indicator bar is not hidden (default for windowed applications) |
386 | * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) |
387 | * "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) |
388 | */ |
389 | #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" |
390 | |
391 | /** |
392 | * \brief A variable controlling whether the Android / iOS built-in |
393 | * accelerometer should be listed as a joystick device. |
394 | * |
395 | * This variable can be set to the following values: |
396 | * "0" - The accelerometer is not listed as a joystick |
397 | * "1" - The accelerometer is available as a 3 axis joystick (the default). |
398 | */ |
399 | #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" |
400 | |
401 | /** |
402 | * \brief A variable controlling whether the Android / tvOS remotes |
403 | * should be listed as joystick devices, instead of sending keyboard events. |
404 | * |
405 | * This variable can be set to the following values: |
406 | * "0" - Remotes send enter/escape/arrow key events |
407 | * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). |
408 | */ |
409 | #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" |
410 | |
411 | /** |
412 | * \brief A variable that lets you disable the detection and use of Xinput gamepad devices |
413 | * |
414 | * The variable can be set to the following values: |
415 | * "0" - Disable XInput detection (only uses direct input) |
416 | * "1" - Enable XInput detection (the default) |
417 | */ |
418 | #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
419 | |
420 | /** |
421 | * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. |
422 | * |
423 | * This hint is for backwards compatibility only and will be removed in SDL 2.1 |
424 | * |
425 | * The default value is "0". This hint must be set before SDL_Init() |
426 | */ |
427 | #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" |
428 | |
429 | /** |
430 | * \brief A variable that lets you manually hint extra gamecontroller db entries. |
431 | * |
432 | * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h |
433 | * |
434 | * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
435 | * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() |
436 | */ |
437 | #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
438 | |
439 | /** |
440 | * \brief A variable containing a list of devices to skip when scanning for game controllers. |
441 | * |
442 | * The format of the string is a comma separated list of USB VID/PID pairs |
443 | * in hexadecimal form, e.g. |
444 | * |
445 | * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
446 | * |
447 | * The variable can also take the form of @file, in which case the named |
448 | * file will be loaded and interpreted as the value of the variable. |
449 | */ |
450 | #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
451 | |
452 | /** |
453 | * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. |
454 | * |
455 | * The format of the string is a comma separated list of USB VID/PID pairs |
456 | * in hexadecimal form, e.g. |
457 | * |
458 | * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
459 | * |
460 | * The variable can also take the form of @file, in which case the named |
461 | * file will be loaded and interpreted as the value of the variable. |
462 | */ |
463 | #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" |
464 | |
465 | /** |
466 | * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. |
467 | * |
468 | * The variable can be set to the following values: |
469 | * "0" - Disable joystick & gamecontroller input events when the |
470 | * application is in the background. |
471 | * "1" - Enable joystick & gamecontroller input events when the |
472 | * application is in the background. |
473 | * |
474 | * The default value is "0". This hint may be set at any time. |
475 | */ |
476 | #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
477 | |
478 | /** |
479 | * \brief A variable controlling whether the HIDAPI joystick drivers should be used. |
480 | * |
481 | * This variable can be set to the following values: |
482 | * "0" - HIDAPI drivers are not used |
483 | * "1" - HIDAPI drivers are used (the default) |
484 | * |
485 | * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. |
486 | */ |
487 | #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
488 | |
489 | /** |
490 | * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. |
491 | * |
492 | * This variable can be set to the following values: |
493 | * "0" - HIDAPI driver is not used |
494 | * "1" - HIDAPI driver is used |
495 | * |
496 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
497 | */ |
498 | #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
499 | |
500 | /** |
501 | * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. |
502 | * |
503 | * This variable can be set to the following values: |
504 | * "0" - extended reports are not enabled (the default) |
505 | * "1" - extended reports |
506 | * |
507 | * Extended input reports allow rumble on Bluetooth PS4 controllers, but |
508 | * break DirectInput handling for applications that don't use SDL. |
509 | * |
510 | * Once extended reports are enabled, they can not be disabled without |
511 | * power cycling the controller. |
512 | */ |
513 | #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" |
514 | |
515 | /** |
516 | * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. |
517 | * |
518 | * This variable can be set to the following values: |
519 | * "0" - HIDAPI driver is not used |
520 | * "1" - HIDAPI driver is used |
521 | * |
522 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
523 | */ |
524 | #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
525 | |
526 | /** |
527 | * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. |
528 | * |
529 | * This variable can be set to the following values: |
530 | * "0" - HIDAPI driver is not used |
531 | * "1" - HIDAPI driver is used |
532 | * |
533 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
534 | */ |
535 | #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
536 | |
537 | /** |
538 | * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. |
539 | * |
540 | * This variable can be set to the following values: |
541 | * "0" - HIDAPI driver is not used |
542 | * "1" - HIDAPI driver is used |
543 | * |
544 | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
545 | */ |
546 | #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
547 | |
548 | /** |
549 | * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs |
550 | * |
551 | * The variable can be set to the following values: |
552 | * "0" - Do not scan for Steam Controllers |
553 | * "1" - Scan for Steam Controllers (the default) |
554 | * |
555 | * The default value is "1". This hint must be set before initializing the joystick subsystem. |
556 | */ |
557 | #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" |
558 | |
559 | |
560 | /** |
561 | * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. |
562 | * This is a debugging aid for developers and not expected to be used by end users. The default is "1" |
563 | * |
564 | * This variable can be set to the following values: |
565 | * "0" - don't allow topmost |
566 | * "1" - allow topmost |
567 | */ |
568 | #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" |
569 | |
570 | /** |
571 | * \brief A variable that controls the timer resolution, in milliseconds. |
572 | * |
573 | * The higher resolution the timer, the more frequently the CPU services |
574 | * timer interrupts, and the more precise delays are, but this takes up |
575 | * power and CPU time. This hint is only used on Windows 7 and earlier. |
576 | * |
577 | * See this blog post for more information: |
578 | * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ |
579 | * |
580 | * If this variable is set to "0", the system timer resolution is not set. |
581 | * |
582 | * The default value is "1". This hint may be set at any time. |
583 | */ |
584 | #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" |
585 | |
586 | |
587 | /** |
588 | * \brief A variable describing the content orientation on QtWayland-based platforms. |
589 | * |
590 | * On QtWayland platforms, windows are rotated client-side to allow for custom |
591 | * transitions. In order to correctly position overlays (e.g. volume bar) and |
592 | * gestures (e.g. events view, close/minimize gestures), the system needs to |
593 | * know in which orientation the application is currently drawing its contents. |
594 | * |
595 | * This does not cause the window to be rotated or resized, the application |
596 | * needs to take care of drawing the content in the right orientation (the |
597 | * framebuffer is always in portrait mode). |
598 | * |
599 | * This variable can be one of the following values: |
600 | * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" |
601 | */ |
602 | #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" |
603 | |
604 | /** |
605 | * \brief Flags to set on QtWayland windows to integrate with the native window manager. |
606 | * |
607 | * On QtWayland platforms, this hint controls the flags to set on the windows. |
608 | * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. |
609 | * |
610 | * This variable is a space-separated list of the following values (empty = no flags): |
611 | * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" |
612 | */ |
613 | #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" |
614 | |
615 | /** |
616 | * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size |
617 | * |
618 | * Use this hint in case you need to set SDL's threads stack size to other than the default. |
619 | * This is specially useful if you build SDL against a non glibc libc library (such as musl) which |
620 | * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). |
621 | * Support for this hint is currently available only in the pthread, Windows, and PSP backend. |
622 | * |
623 | * Instead of this hint, in 2.0.9 and later, you can use |
624 | * SDL_CreateThreadWithStackSize(). This hint only works with the classic |
625 | * SDL_CreateThread(). |
626 | */ |
627 | #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" |
628 | |
629 | /** |
630 | * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) |
631 | */ |
632 | #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" |
633 | |
634 | /** |
635 | * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac |
636 | * |
637 | * If present, holding ctrl while left clicking will generate a right click |
638 | * event when on Mac. |
639 | */ |
640 | #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" |
641 | |
642 | /** |
643 | * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries |
644 | * |
645 | * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It |
646 | * can use two different sets of binaries, those compiled by the user from source |
647 | * or those provided by the Chrome browser. In the later case, these binaries require |
648 | * that SDL loads a DLL providing the shader compiler. |
649 | * |
650 | * This variable can be set to the following values: |
651 | * "d3dcompiler_46.dll" - default, best for Vista or later. |
652 | * "d3dcompiler_43.dll" - for XP support. |
653 | * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. |
654 | * |
655 | */ |
656 | #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
657 | |
658 | /** |
659 | * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). |
660 | * |
661 | * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has |
662 | * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly |
663 | * created SDL_Window: |
664 | * |
665 | * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is |
666 | * needed for example when sharing an OpenGL context across multiple windows. |
667 | * |
668 | * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for |
669 | * OpenGL rendering. |
670 | * |
671 | * This variable can be set to the following values: |
672 | * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should |
673 | * share a pixel format with. |
674 | */ |
675 | #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" |
676 | |
677 | /** |
678 | * \brief A URL to a WinRT app's privacy policy |
679 | * |
680 | * All network-enabled WinRT apps must make a privacy policy available to its |
681 | * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be |
682 | * be available in the Windows Settings charm, as accessed from within the app. |
683 | * SDL provides code to add a URL-based link there, which can point to the app's |
684 | * privacy policy. |
685 | * |
686 | * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL |
687 | * before calling any SDL_Init() functions. The contents of the hint should |
688 | * be a valid URL. For example, "http://www.example.com". |
689 | * |
690 | * The default value is "", which will prevent SDL from adding a privacy policy |
691 | * link to the Settings charm. This hint should only be set during app init. |
692 | * |
693 | * The label text of an app's "Privacy Policy" link may be customized via another |
694 | * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
695 | * |
696 | * Please note that on Windows Phone, Microsoft does not provide standard UI |
697 | * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL |
698 | * will not get used on that platform. Network-enabled phone apps should display |
699 | * their privacy policy through some other, in-app means. |
700 | */ |
701 | #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" |
702 | |
703 | /** \brief Label text for a WinRT app's privacy policy link |
704 | * |
705 | * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, |
706 | * Microsoft mandates that this policy be available via the Windows Settings charm. |
707 | * SDL provides code to add a link there, with its label text being set via the |
708 | * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
709 | * |
710 | * Please note that a privacy policy's contents are not set via this hint. A separate |
711 | * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the |
712 | * policy. |
713 | * |
714 | * The contents of this hint should be encoded as a UTF8 string. |
715 | * |
716 | * The default value is "Privacy Policy". This hint should only be set during app |
717 | * initialization, preferably before any calls to SDL_Init(). |
718 | * |
719 | * For additional information on linking to a privacy policy, see the documentation for |
720 | * SDL_HINT_WINRT_PRIVACY_POLICY_URL. |
721 | */ |
722 | #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" |
723 | |
724 | /** \brief Allows back-button-press events on Windows Phone to be marked as handled |
725 | * |
726 | * Windows Phone devices typically feature a Back button. When pressed, |
727 | * the OS will emit back-button-press events, which apps are expected to |
728 | * handle in an appropriate manner. If apps do not explicitly mark these |
729 | * events as 'Handled', then the OS will invoke its default behavior for |
730 | * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to |
731 | * terminate the app (and attempt to switch to the previous app, or to the |
732 | * device's home screen). |
733 | * |
734 | * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL |
735 | * to mark back-button-press events as Handled, if and when one is sent to |
736 | * the app. |
737 | * |
738 | * Internally, Windows Phone sends back button events as parameters to |
739 | * special back-button-press callback functions. Apps that need to respond |
740 | * to back-button-press events are expected to register one or more |
741 | * callback functions for such, shortly after being launched (during the |
742 | * app's initialization phase). After the back button is pressed, the OS |
743 | * will invoke these callbacks. If the app's callback(s) do not explicitly |
744 | * mark the event as handled by the time they return, or if the app never |
745 | * registers one of these callback, the OS will consider the event |
746 | * un-handled, and it will apply its default back button behavior (terminate |
747 | * the app). |
748 | * |
749 | * SDL registers its own back-button-press callback with the Windows Phone |
750 | * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN |
751 | * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which |
752 | * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. |
753 | * If the hint's value is set to "1", the back button event's Handled |
754 | * property will get set to 'true'. If the hint's value is set to something |
755 | * else, or if it is unset, SDL will leave the event's Handled property |
756 | * alone. (By default, the OS sets this property to 'false', to note.) |
757 | * |
758 | * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a |
759 | * back button is pressed, or can set it in direct-response to a back button |
760 | * being pressed. |
761 | * |
762 | * In order to get notified when a back button is pressed, SDL apps should |
763 | * register a callback function with SDL_AddEventWatch(), and have it listen |
764 | * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. |
765 | * (Alternatively, SDL_KEYUP events can be listened-for. Listening for |
766 | * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON |
767 | * set by such a callback, will be applied to the OS' current |
768 | * back-button-press event. |
769 | * |
770 | * More details on back button behavior in Windows Phone apps can be found |
771 | * at the following page, on Microsoft's developer site: |
772 | * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx |
773 | */ |
774 | #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" |
775 | |
776 | /** |
777 | * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. |
778 | * |
779 | * This hint only applies to Mac OS X. |
780 | * |
781 | * The variable can be set to the following values: |
782 | * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and |
783 | * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" |
784 | * button on their titlebars). |
785 | * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and |
786 | * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" |
787 | * button on their titlebars). |
788 | * |
789 | * The default value is "1". Spaces are disabled regardless of this hint if |
790 | * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before |
791 | * any windows are created. |
792 | */ |
793 | #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
794 | |
795 | /** |
796 | * \brief When set don't force the SDL app to become a foreground process |
797 | * |
798 | * This hint only applies to Mac OS X. |
799 | * |
800 | */ |
801 | #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
802 | |
803 | /** |
804 | * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. |
805 | * |
806 | * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. |
807 | * |
808 | * If both hints were set then SDL_RWFromFile() will look into expansion files |
809 | * after a given relative path was not found in the internal storage and assets. |
810 | * |
811 | * By default this hint is not set and the APK expansion files are not searched. |
812 | */ |
813 | #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" |
814 | |
815 | /** |
816 | * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. |
817 | * |
818 | * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. |
819 | * |
820 | * If both hints were set then SDL_RWFromFile() will look into expansion files |
821 | * after a given relative path was not found in the internal storage and assets. |
822 | * |
823 | * By default this hint is not set and the APK expansion files are not searched. |
824 | */ |
825 | #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" |
826 | |
827 | /** |
828 | * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. |
829 | * |
830 | * The variable can be set to the following values: |
831 | * "0" - SDL_TEXTEDITING events are sent, and it is the application's |
832 | * responsibility to render the text from these events and |
833 | * differentiate it somehow from committed text. (default) |
834 | * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, |
835 | * and text that is being composed will be rendered in its own UI. |
836 | */ |
837 | #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" |
838 | |
839 | /** |
840 | * \brief A variable to control whether mouse and touch events are to be treated together or separately |
841 | * |
842 | * The variable can be set to the following values: |
843 | * "0" - Mouse events will be handled as touch events, and touch will raise fake mouse |
844 | * events. This is the behaviour of SDL <= 2.0.3. (default) |
845 | * "1" - Mouse events will be handled separately from pure touch events. |
846 | * |
847 | * The value of this hint is used at runtime, so it can be changed at any time. |
848 | */ |
849 | #define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH" |
850 | |
851 | /** |
852 | * \brief A variable to control whether we trap the Android back button to handle it manually. |
853 | * This is necessary for the right mouse button to work on some Android devices, or |
854 | * to be able to trap the back button for use in your code reliably. If set to true, |
855 | * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of |
856 | * SDL_SCANCODE_AC_BACK. |
857 | * |
858 | * The variable can be set to the following values: |
859 | * "0" - Back button will be handled as usual for system. (default) |
860 | * "1" - Back button will be trapped, allowing you to handle the key press |
861 | * manually. (This will also let right mouse click work on systems |
862 | * where the right mouse button functions as back.) |
863 | * |
864 | * The value of this hint is used at runtime, so it can be changed at any time. |
865 | */ |
866 | #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" |
867 | |
868 | /** |
869 | * \brief A variable to control whether the return key on the soft keyboard |
870 | * should hide the soft keyboard on Android and iOS. |
871 | * |
872 | * The variable can be set to the following values: |
873 | * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) |
874 | * "1" - The return key will hide the keyboard. |
875 | * |
876 | * The value of this hint is used at runtime, so it can be changed at any time. |
877 | */ |
878 | #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" |
879 | |
880 | /** |
881 | * \brief override the binding element for keyboard inputs for Emscripten builds |
882 | * |
883 | * This hint only applies to the emscripten platform |
884 | * |
885 | * The variable can be one of |
886 | * "#window" - The javascript window object (this is the default) |
887 | * "#document" - The javascript document object |
888 | * "#screen" - the javascript window.screen object |
889 | * "#canvas" - the WebGL canvas element |
890 | * any other string without a leading # sign applies to the element on the page with that ID. |
891 | */ |
892 | #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
893 | |
894 | /** |
895 | * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. |
896 | * |
897 | * This hint only applies to Unix-like platforms. |
898 | * |
899 | * The variable can be set to the following values: |
900 | * "0" - SDL will install a SIGINT and SIGTERM handler, and when it |
901 | * catches a signal, convert it into an SDL_QUIT event. |
902 | * "1" - SDL will not install a signal handler at all. |
903 | */ |
904 | #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
905 | |
906 | /** |
907 | * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. |
908 | * |
909 | * The variable can be set to the following values: |
910 | * "0" - SDL will generate a window-close event when it sees Alt+F4. |
911 | * "1" - SDL will only do normal key handling for Alt+F4. |
912 | */ |
913 | #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" |
914 | |
915 | /** |
916 | * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. |
917 | * |
918 | * The bitmap header version 4 is required for proper alpha channel support and |
919 | * SDL will use it when required. Should this not be desired, this hint can |
920 | * force the use of the 40 byte header version which is supported everywhere. |
921 | * |
922 | * The variable can be set to the following values: |
923 | * "0" - Surfaces with a colorkey or an alpha channel are saved to a |
924 | * 32-bit BMP file with an alpha mask. SDL will use the bitmap |
925 | * header version 4 and set the alpha mask accordingly. |
926 | * "1" - Surfaces with a colorkey or an alpha channel are saved to a |
927 | * 32-bit BMP file without an alpha mask. The alpha channel data |
928 | * will be in the file, but applications are going to ignore it. |
929 | * |
930 | * The default value is "0". |
931 | */ |
932 | #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" |
933 | |
934 | /** |
935 | * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. |
936 | * The 0x406D1388 Exception is a trick used to inform Visual Studio of a |
937 | * thread's name, but it tends to cause problems with other debuggers, |
938 | * and the .NET runtime. Note that SDL 2.0.6 and later will still use |
939 | * the (safer) SetThreadDescription API, introduced in the Windows 10 |
940 | * Creators Update, if available. |
941 | * |
942 | * The variable can be set to the following values: |
943 | * "0" - SDL will raise the 0x406D1388 Exception to name threads. |
944 | * This is the default behavior of SDL <= 2.0.4. |
945 | * "1" - SDL will not raise this exception, and threads will be unnamed. (default) |
946 | * This is necessary with .NET languages or debuggers that aren't Visual Studio. |
947 | */ |
948 | #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" |
949 | |
950 | /** |
951 | * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI |
952 | * |
953 | * Also known as Z-order. The variable can take a negative or positive value. |
954 | * The default is 10000. |
955 | */ |
956 | #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
957 | |
958 | /** |
959 | * \brief Tell the video driver that we only want a double buffer. |
960 | * |
961 | * By default, most lowlevel 2D APIs will use a triple buffer scheme that |
962 | * wastes no CPU time on waiting for vsync after issuing a flip, but |
963 | * introduces a frame of latency. On the other hand, using a double buffer |
964 | * scheme instead is recommended for cases where low latency is an important |
965 | * factor because we save a whole frame of latency. |
966 | * We do so by waiting for vsync immediately after issuing a flip, usually just |
967 | * after eglSwapBuffers call in the backend's *_SwapWindow function. |
968 | * |
969 | * Since it's driver-specific, it's only supported where possible and |
970 | * implemented. Currently supported the following drivers: |
971 | * - KMSDRM (kmsdrm) |
972 | * - Raspberry Pi (raspberrypi) |
973 | */ |
974 | #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
975 | |
976 | /** |
977 | * \brief A variable controlling what driver to use for OpenGL ES contexts. |
978 | * |
979 | * On some platforms, currently Windows and X11, OpenGL drivers may support |
980 | * creating contexts with an OpenGL ES profile. By default SDL uses these |
981 | * profiles, when available, otherwise it attempts to load an OpenGL ES |
982 | * library, e.g. that provided by the ANGLE project. This variable controls |
983 | * whether SDL follows this default behaviour or will always load an |
984 | * OpenGL ES library. |
985 | * |
986 | * Circumstances where this is useful include |
987 | * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, |
988 | * or emulator, e.g. those from ARM, Imagination or Qualcomm. |
989 | * - Resolving OpenGL ES function addresses at link time by linking with |
990 | * the OpenGL ES library instead of querying them at run time with |
991 | * SDL_GL_GetProcAddress(). |
992 | * |
993 | * Caution: for an application to work with the default behaviour across |
994 | * different OpenGL drivers it must query the OpenGL ES function |
995 | * addresses at run time using SDL_GL_GetProcAddress(). |
996 | * |
997 | * This variable is ignored on most platforms because OpenGL ES is native |
998 | * or not supported. |
999 | * |
1000 | * This variable can be set to the following values: |
1001 | * "0" - Use ES profile of OpenGL, if available. (Default when not set.) |
1002 | * "1" - Load OpenGL ES library using the default library names. |
1003 | * |
1004 | */ |
1005 | #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
1006 | |
1007 | /** |
1008 | * \brief A variable controlling speed/quality tradeoff of audio resampling. |
1009 | * |
1010 | * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) |
1011 | * to handle audio resampling. There are different resampling modes available |
1012 | * that produce different levels of quality, using more CPU. |
1013 | * |
1014 | * If this hint isn't specified to a valid setting, or libsamplerate isn't |
1015 | * available, SDL will use the default, internal resampling algorithm. |
1016 | * |
1017 | * Note that this is currently only applicable to resampling audio that is |
1018 | * being written to a device for playback or audio being read from a device |
1019 | * for capture. SDL_AudioCVT always uses the default resampler (although this |
1020 | * might change for SDL 2.1). |
1021 | * |
1022 | * This hint is currently only checked at audio subsystem initialization. |
1023 | * |
1024 | * This variable can be set to the following values: |
1025 | * |
1026 | * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) |
1027 | * "1" or "fast" - Use fast, slightly higher quality resampling, if available |
1028 | * "2" or "medium" - Use medium quality resampling, if available |
1029 | * "3" or "best" - Use high quality resampling, if available |
1030 | */ |
1031 | #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" |
1032 | |
1033 | /** |
1034 | * \brief A variable controlling the audio category on iOS and Mac OS X |
1035 | * |
1036 | * This variable can be set to the following values: |
1037 | * |
1038 | * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) |
1039 | * "playback" - Use the AVAudioSessionCategoryPlayback category |
1040 | * |
1041 | * For more information, see Apple's documentation: |
1042 | * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html |
1043 | */ |
1044 | #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
1045 | |
1046 | /** |
1047 | * \brief An enumeration of hint priorities |
1048 | */ |
1049 | typedef enum |
1050 | { |
1051 | SDL_HINT_DEFAULT, |
1052 | SDL_HINT_NORMAL, |
1053 | SDL_HINT_OVERRIDE |
1054 | } SDL_HintPriority; |
1055 | |
1056 | |
1057 | /** |
1058 | * \brief Set a hint with a specific priority |
1059 | * |
1060 | * The priority controls the behavior when setting a hint that already |
1061 | * has a value. Hints will replace existing hints of their priority and |
1062 | * lower. Environment variables are considered to have override priority. |
1063 | * |
1064 | * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise |
1065 | */ |
1066 | extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, |
1067 | const char *value, |
1068 | SDL_HintPriority priority); |
1069 | |
1070 | /** |
1071 | * \brief Set a hint with normal priority |
1072 | * |
1073 | * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise |
1074 | */ |
1075 | extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, |
1076 | const char *value); |
1077 | |
1078 | /** |
1079 | * \brief Get a hint |
1080 | * |
1081 | * \return The string value of a hint variable. |
1082 | */ |
1083 | extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); |
1084 | |
1085 | /** |
1086 | * \brief Get a hint |
1087 | * |
1088 | * \return The boolean value of a hint variable. |
1089 | */ |
1090 | extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); |
1091 | |
1092 | /** |
1093 | * \brief type definition of the hint callback function. |
1094 | */ |
1095 | typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); |
1096 | |
1097 | /** |
1098 | * \brief Add a function to watch a particular hint |
1099 | * |
1100 | * \param name The hint to watch |
1101 | * \param callback The function to call when the hint value changes |
1102 | * \param userdata A pointer to pass to the callback function |
1103 | */ |
1104 | extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, |
1105 | SDL_HintCallback callback, |
1106 | void *userdata); |
1107 | |
1108 | /** |
1109 | * \brief Remove a function watching a particular hint |
1110 | * |
1111 | * \param name The hint being watched |
1112 | * \param callback The function being called when the hint value changes |
1113 | * \param userdata A pointer being passed to the callback function |
1114 | */ |
1115 | extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, |
1116 | SDL_HintCallback callback, |
1117 | void *userdata); |
1118 | |
1119 | /** |
1120 | * \brief Clear all hints |
1121 | * |
1122 | * This function is called during SDL_Quit() to free stored hints. |
1123 | */ |
1124 | extern DECLSPEC void SDLCALL SDL_ClearHints(void); |
1125 | |
1126 | |
1127 | /* Ends C function definitions when using C++ */ |
1128 | #ifdef __cplusplus |
1129 | } |
1130 | #endif |
1131 | #include "close_code.h" |
1132 | |
1133 | #endif /* SDL_hints_h_ */ |
1134 | |
1135 | /* vi: set ts=4 sw=4 expandtab: */ |
1136 | |