SDL 2.0
SDL_hints.h
Go to the documentation of this file.
1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2024 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 whether the Android / iOS built-in
52 * accelerometer should be listed as a joystick device.
53 *
54 * This variable can be set to the following values:
55 * "0" - The accelerometer is not listed as a joystick
56 * "1" - The accelerometer is available as a 3 axis joystick (the default).
57 */
58#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
59
60/**
61 * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
62 *
63 * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
64 * and your window is full-screen. This prevents the user from getting stuck in
65 * your application if you've enabled keyboard grab.
66 *
67 * The variable can be set to the following values:
68 * "0" - SDL will not handle Alt+Tab. Your application is responsible
69 for handling Alt+Tab while the keyboard is grabbed.
70 * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
71*/
72#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
73
74/**
75 * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
76 * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
77 *
78 * This variable can be set to the following values:
79 * "0" - don't allow topmost
80 * "1" - allow topmost
81 */
82#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
83
84/**
85 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
86 *
87 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
88 *
89 * If both hints were set then SDL_RWFromFile() will look into expansion files
90 * after a given relative path was not found in the internal storage and assets.
91 *
92 * By default this hint is not set and the APK expansion files are not searched.
93 */
94#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
95
96/**
97 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
98 *
99 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
100 *
101 * If both hints were set then SDL_RWFromFile() will look into expansion files
102 * after a given relative path was not found in the internal storage and assets.
103 *
104 * By default this hint is not set and the APK expansion files are not searched.
105 */
106#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
107
108/**
109 * \brief A variable to control whether the event loop will block itself when the app is paused.
110 *
111 * The variable can be set to the following values:
112 * "0" - Non blocking.
113 * "1" - Blocking. (default)
114 *
115 * The value should be set before SDL is initialized.
116 */
117#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
118
119/**
120 * \brief A variable to control whether SDL will pause audio in background
121 * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
122 *
123 * The variable can be set to the following values:
124 * "0" - Non paused.
125 * "1" - Paused. (default)
126 *
127 * The value should be set before SDL is initialized.
128 */
129#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
130
131/**
132 * \brief A variable to control whether we trap the Android back button to handle it manually.
133 * This is necessary for the right mouse button to work on some Android devices, or
134 * to be able to trap the back button for use in your code reliably. If set to true,
135 * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
136 * SDL_SCANCODE_AC_BACK.
137 *
138 * The variable can be set to the following values:
139 * "0" - Back button will be handled as usual for system. (default)
140 * "1" - Back button will be trapped, allowing you to handle the key press
141 * manually. (This will also let right mouse click work on systems
142 * where the right mouse button functions as back.)
143 *
144 * The value of this hint is used at runtime, so it can be changed at any time.
145 */
146#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
147
148/**
149 * \brief Specify an application name.
150 *
151 * This hint lets you specify the application name sent to the OS when
152 * required. For example, this will often appear in volume control applets for
153 * audio streams, and in lists of applications which are inhibiting the
154 * screensaver. You should use a string that describes your program ("My Game
155 * 2: The Revenge")
156 *
157 * Setting this to "" or leaving it unset will have SDL use a reasonable
158 * default: probably the application's name or "SDL Application" if SDL
159 * doesn't have any better information.
160 *
161 * Note that, for audio streams, this can be overridden with
162 * SDL_HINT_AUDIO_DEVICE_APP_NAME.
163 *
164 * On targets where this is not supported, this hint does nothing.
165 */
166#define SDL_HINT_APP_NAME "SDL_APP_NAME"
167
168/**
169 * \brief A variable controlling whether controllers used with the Apple TV
170 * generate UI events.
171 *
172 * When UI events are generated by controller input, the app will be
173 * backgrounded when the Apple TV remote's menu button is pressed, and when the
174 * pause or B buttons on gamepads are pressed.
175 *
176 * More information about properly making use of controllers for the Apple TV
177 * can be found here:
178 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
179 *
180 * This variable can be set to the following values:
181 * "0" - Controller input does not generate UI events (the default).
182 * "1" - Controller input generates UI events.
183 */
184#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
185
186/**
187 * \brief A variable controlling whether the Apple TV remote's joystick axes
188 * will automatically match the rotation of the remote.
189 *
190 * This variable can be set to the following values:
191 * "0" - Remote orientation does not affect joystick axes (the default).
192 * "1" - Joystick axes are based on the orientation of the remote.
193 */
194#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
195
196/**
197 * \brief A variable controlling the audio category on iOS and Mac OS X
198 *
199 * This variable can be set to the following values:
200 *
201 * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
202 * "playback" - Use the AVAudioSessionCategoryPlayback category
203 *
204 * For more information, see Apple's documentation:
205 * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
206 */
207#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
208
209/**
210 * \brief Specify an application name for an audio device.
211 *
212 * Some audio backends (such as PulseAudio) allow you to describe your audio
213 * stream. Among other things, this description might show up in a system
214 * control panel that lets the user adjust the volume on specific audio
215 * streams instead of using one giant master volume slider.
216 *
217 * This hints lets you transmit that information to the OS. The contents of
218 * this hint are used while opening an audio device. You should use a string
219 * that describes your program ("My Game 2: The Revenge")
220 *
221 * Setting this to "" or leaving it unset will have SDL use a reasonable
222 * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
223 * set. Otherwise, it'll probably the application's name or "SDL Application"
224 * if SDL doesn't have any better information.
225 *
226 * On targets where this is not supported, this hint does nothing.
227 */
228#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
229
230/**
231 * \brief Specify an application name for an audio device.
232 *
233 * Some audio backends (such as PulseAudio) allow you to describe your audio
234 * stream. Among other things, this description might show up in a system
235 * control panel that lets the user adjust the volume on specific audio
236 * streams instead of using one giant master volume slider.
237 *
238 * This hints lets you transmit that information to the OS. The contents of
239 * this hint are used while opening an audio device. You should use a string
240 * that describes your what your program is playing ("audio stream" is
241 * probably sufficient in many cases, but this could be useful for something
242 * like "team chat" if you have a headset playing VoIP audio separately).
243 *
244 * Setting this to "" or leaving it unset will have SDL use a reasonable
245 * default: "audio stream" or something similar.
246 *
247 * On targets where this is not supported, this hint does nothing.
248 */
249#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
250
251/**
252 * \brief Specify an application role for an audio device.
253 *
254 * Some audio backends (such as Pipewire) allow you to describe the role of
255 * your audio stream. Among other things, this description might show up in
256 * a system control panel or software for displaying and manipulating media
257 * playback/capture graphs.
258 *
259 * This hints lets you transmit that information to the OS. The contents of
260 * this hint are used while opening an audio device. You should use a string
261 * that describes your what your program is playing (Game, Music, Movie,
262 * etc...).
263 *
264 * Setting this to "" or leaving it unset will have SDL use a reasonable
265 * default: "Game" or something similar.
266 *
267 * On targets where this is not supported, this hint does nothing.
268 */
269#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
270
271/**
272 * \brief A variable controlling speed/quality tradeoff of audio resampling.
273 *
274 * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
275 * to handle audio resampling. There are different resampling modes available
276 * that produce different levels of quality, using more CPU.
277 *
278 * If this hint isn't specified to a valid setting, or libsamplerate isn't
279 * available, SDL will use the default, internal resampling algorithm.
280 *
281 * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
282 *
283 * This hint is currently only checked at audio subsystem initialization.
284 *
285 * This variable can be set to the following values:
286 *
287 * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
288 * "1" or "fast" - Use fast, slightly higher quality resampling, if available
289 * "2" or "medium" - Use medium quality resampling, if available
290 * "3" or "best" - Use high quality resampling, if available
291 */
292#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
293
294/**
295 * \brief A variable controlling whether SDL updates joystick state when getting input events
296 *
297 * This variable can be set to the following values:
298 *
299 * "0" - You'll call SDL_JoystickUpdate() manually
300 * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
301 *
302 * This hint can be toggled on and off at runtime.
303 */
304#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
305
306/**
307 * \brief A variable controlling whether SDL updates sensor state when getting input events
308 *
309 * This variable can be set to the following values:
310 *
311 * "0" - You'll call SDL_SensorUpdate() manually
312 * "1" - SDL will automatically call SDL_SensorUpdate() (default)
313 *
314 * This hint can be toggled on and off at runtime.
315 */
316#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
317
318/**
319 * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
320 *
321 * The bitmap header version 4 is required for proper alpha channel support and
322 * SDL will use it when required. Should this not be desired, this hint can
323 * force the use of the 40 byte header version which is supported everywhere.
324 *
325 * The variable can be set to the following values:
326 * "0" - Surfaces with a colorkey or an alpha channel are saved to a
327 * 32-bit BMP file with an alpha mask. SDL will use the bitmap
328 * header version 4 and set the alpha mask accordingly.
329 * "1" - Surfaces with a colorkey or an alpha channel are saved to a
330 * 32-bit BMP file without an alpha mask. The alpha channel data
331 * will be in the file, but applications are going to ignore it.
332 *
333 * The default value is "0".
334 */
335#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
336
337/**
338 * \brief Override for SDL_GetDisplayUsableBounds()
339 *
340 * If set, this hint will override the expected results for
341 * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
342 * to do this, but this allows an embedded system to request that some of the
343 * screen be reserved for other uses when paired with a well-behaved
344 * application.
345 *
346 * The contents of this hint must be 4 comma-separated integers, the first
347 * is the bounds x, then y, width and height, in that order.
348 */
349#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
350
351/**
352 * \brief Disable giving back control to the browser automatically
353 * when running with asyncify
354 *
355 * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
356 * such as refreshing the screen or polling events.
357 *
358 * This hint only applies to the emscripten platform
359 *
360 * The variable can be set to the following values:
361 * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
362 * "1" - Enable emscripten_sleep calls (the default)
363 */
364#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
365
366/**
367 * \brief override the binding element for keyboard inputs for Emscripten builds
368 *
369 * This hint only applies to the emscripten platform
370 *
371 * The variable can be one of
372 * "#window" - The javascript window object (this is the default)
373 * "#document" - The javascript document object
374 * "#screen" - the javascript window.screen object
375 * "#canvas" - the WebGL canvas element
376 * any other string without a leading # sign applies to the element on the page with that ID.
377 */
378#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
379
380/**
381 * \brief A variable that controls whether the on-screen keyboard should be shown when text input is active
382 *
383 * The variable can be set to the following values:
384 * "0" - Do not show the on-screen keyboard
385 * "1" - Show the on-screen keyboard
386 *
387 * The default value is "1". This hint must be set before text input is activated.
388 */
389#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
390
391/**
392 * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
393 *
394 * The variable can be set to the following values:
395 * "0" - Do not scan for Steam Controllers
396 * "1" - Scan for Steam Controllers (the default)
397 *
398 * The default value is "1". This hint must be set before initializing the joystick subsystem.
399 */
400#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
401
402/**
403 * \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
404 *
405 * This variable can be set to the following values, from least to most verbose:
406 *
407 * "0" - Don't log any events (default)
408 * "1" - Log most events (other than the really spammy ones).
409 * "2" - Include mouse and finger motion events.
410 * "3" - Include SDL_SysWMEvent events.
411 *
412 * This is generally meant to be used to debug SDL itself, but can be useful
413 * for application developers that need better visibility into what is going
414 * on in the event queue. Logged events are sent through SDL_Log(), which
415 * means by default they appear on stdout on most platforms or maybe
416 * OutputDebugString() on Windows, and can be funneled by the app with
417 * SDL_LogSetOutputFunction(), etc.
418 *
419 * This hint can be toggled on and off at runtime, if you only need to log
420 * events for a small subset of program execution.
421 */
422#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
423
424/**
425 * \brief A variable controlling whether raising the window should be done more forcefully
426 *
427 * This variable can be set to the following values:
428 * "0" - No forcing (the default)
429 * "1" - Extra level of forcing
430 *
431 * At present, this is only an issue under MS Windows, which makes it nearly impossible to
432 * programmatically move a window to the foreground, for "security" reasons. See
433 * http://stackoverflow.com/a/34414846 for a discussion.
434 */
435#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
436
437/**
438 * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
439 *
440 * SDL can try to accelerate the SDL screen surface by using streaming
441 * textures with a 3D rendering engine. This variable controls whether and
442 * how this is done.
443 *
444 * This variable can be set to the following values:
445 * "0" - Disable 3D acceleration
446 * "1" - Enable 3D acceleration, using the default renderer.
447 * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
448 *
449 * By default SDL tries to make a best guess for each platform whether
450 * to use acceleration or not.
451 */
452#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
453
454/**
455 * \brief A variable that lets you manually hint extra gamecontroller db entries.
456 *
457 * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
458 *
459 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
460 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
461 */
462#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
463
464/**
465 * \brief A variable that lets you provide a file with extra gamecontroller db entries.
466 *
467 * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
468 *
469 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
470 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
471 */
472#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
473
474/**
475 * \brief A variable that overrides the automatic controller type detection
476 *
477 * The variable should be comma separated entries, in the form: VID/PID=type
478 *
479 * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
480 *
481 * The type should be one of:
482 * Xbox360
483 * XboxOne
484 * PS3
485 * PS4
486 * PS5
487 * SwitchPro
488 *
489 * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
490 */
491#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
492
493/**
494 * \brief A variable containing a list of devices to skip when scanning for game controllers.
495 *
496 * The format of the string is a comma separated list of USB VID/PID pairs
497 * in hexadecimal form, e.g.
498 *
499 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
500 *
501 * The variable can also take the form of @file, in which case the named
502 * file will be loaded and interpreted as the value of the variable.
503 */
504#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
505
506/**
507 * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
508 *
509 * The format of the string is a comma separated list of USB VID/PID pairs
510 * in hexadecimal form, e.g.
511 *
512 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
513 *
514 * The variable can also take the form of @file, in which case the named
515 * file will be loaded and interpreted as the value of the variable.
516 */
517#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
518
519/**
520 * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
521 *
522 * For example, on Nintendo Switch controllers, normally you'd get:
523 *
524 * (Y)
525 * (X) (B)
526 * (A)
527 *
528 * but if this hint is set, you'll get:
529 *
530 * (X)
531 * (Y) (A)
532 * (B)
533 *
534 * The variable can be set to the following values:
535 * "0" - Report the face buttons by position, as though they were on an Xbox controller.
536 * "1" - Report the face buttons by label instead of position
537 *
538 * The default value is "1". This hint may be set at any time.
539 */
540#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
541
542/**
543 * \brief A variable controlling whether grabbing input grabs the keyboard
544 *
545 * This variable can be set to the following values:
546 * "0" - Grab will affect only the mouse
547 * "1" - Grab will affect mouse and keyboard
548 *
549 * By default SDL will not grab the keyboard so system shortcuts still work.
550 */
551#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
552
553/**
554 * \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
555 *
556 * For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
557 * have the string "0x2563/0x0523,0x28de/0x0000"
558 */
559#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
560
561/**
562 * \brief A variable controlling whether the idle timer is disabled on iOS.
563 *
564 * When an iOS app does not receive touches for some time, the screen is
565 * dimmed automatically. For games where the accelerometer is the only input
566 * this is problematic. This functionality can be disabled by setting this
567 * hint.
568 *
569 * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
570 * accomplish the same thing on iOS. They should be preferred over this hint.
571 *
572 * This variable can be set to the following values:
573 * "0" - Enable idle timer
574 * "1" - Disable idle timer
575 */
576#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
577
578/**
579 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
580 *
581 * The variable can be set to the following values:
582 * "0" - SDL_TEXTEDITING events are sent, and it is the application's
583 * responsibility to render the text from these events and
584 * differentiate it somehow from committed text. (default)
585 * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
586 * and text that is being composed will be rendered in its own UI.
587 */
588#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
589
590/**
591 * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
592 *
593 * The variable can be set to the following values:
594 * "0" - Native UI components are not display. (default)
595 * "1" - Native UI components are displayed.
596 */
597#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
598
599/**
600 * \brief A variable to control if extended IME text support is enabled.
601 * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
602 * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
603 *
604 * The variable can be set to the following values:
605 * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
606 * "1" - Modern behavior.
607 */
608#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
609
610/**
611 * \brief A variable controlling whether the home indicator bar on iPhone X
612 * should be hidden.
613 *
614 * This variable can be set to the following values:
615 * "0" - The indicator bar is not hidden (default for windowed applications)
616 * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
617 * "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)
618 */
619#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
620
621/**
622 * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
623 *
624 * The variable can be set to the following values:
625 * "0" - Disable joystick & gamecontroller input events when the
626 * application is in the background.
627 * "1" - Enable joystick & gamecontroller input events when the
628 * application is in the background.
629 *
630 * The default value is "0". This hint may be set at any time.
631 */
632#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
633
634/**
635 * A variable containing a list of arcade stick style controllers.
636 *
637 * The format of the string is a comma separated list of USB VID/PID pairs
638 * in hexadecimal form, e.g.
639 *
640 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
641 *
642 * The variable can also take the form of @file, in which case the named
643 * file will be loaded and interpreted as the value of the variable.
644 */
645#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES"
646
647/**
648 * A variable containing a list of devices that are not arcade stick style controllers. This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in device list.
649 *
650 * The format of the string is a comma separated list of USB VID/PID pairs
651 * in hexadecimal form, e.g.
652 *
653 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
654 *
655 * The variable can also take the form of @file, in which case the named
656 * file will be loaded and interpreted as the value of the variable.
657 */
658#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
659
660/**
661 * A variable containing a list of devices that should not be considerd joysticks.
662 *
663 * The format of the string is a comma separated list of USB VID/PID pairs
664 * in hexadecimal form, e.g.
665 *
666 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
667 *
668 * The variable can also take the form of @file, in which case the named
669 * file will be loaded and interpreted as the value of the variable.
670 */
671#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES"
672
673/**
674 * A variable containing a list of devices that should be considered joysticks. This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in device list.
675 *
676 * The format of the string is a comma separated list of USB VID/PID pairs
677 * in hexadecimal form, e.g.
678 *
679 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
680 *
681 * The variable can also take the form of @file, in which case the named
682 * file will be loaded and interpreted as the value of the variable.
683 */
684#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"
685
686/**
687 * A variable containing a list of flightstick style controllers.
688 *
689 * The format of the string is a comma separated list of USB VID/PID pairs
690 * in hexadecimal form, e.g.
691 *
692 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
693 *
694 * The variable can also take the form of @file, in which case the named
695 * file will be loaded and interpreted as the value of the variable.
696 */
697#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES"
698
699/**
700 * A variable containing a list of devices that are not flightstick style controllers. This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in device list.
701 *
702 * The format of the string is a comma separated list of USB VID/PID pairs
703 * in hexadecimal form, e.g.
704 *
705 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
706 *
707 * The variable can also take the form of @file, in which case the named
708 * file will be loaded and interpreted as the value of the variable.
709 */
710#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED"
711
712/**
713 * A variable containing a list of devices known to have a GameCube form factor.
714 *
715 * The format of the string is a comma separated list of USB VID/PID pairs
716 * in hexadecimal form, e.g.
717 *
718 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
719 *
720 * The variable can also take the form of @file, in which case the named
721 * file will be loaded and interpreted as the value of the variable.
722 */
723#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES"
724
725/**
726 * A variable containing a list of devices known not to have a GameCube form factor. This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in device list.
727 *
728 * The format of the string is a comma separated list of USB VID/PID pairs
729 * in hexadecimal form, e.g.
730 *
731 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
732 *
733 * The variable can also take the form of @file, in which case the named
734 * file will be loaded and interpreted as the value of the variable.
735 */
736#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"
737
738/**
739 * \brief A variable controlling whether the HIDAPI joystick drivers should be used.
740 *
741 * This variable can be set to the following values:
742 * "0" - HIDAPI drivers are not used
743 * "1" - HIDAPI drivers are used (the default)
744 *
745 * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
746 */
747#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
748
749/**
750 * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
751 *
752 * This variable can be set to the following values:
753 * "0" - HIDAPI driver is not used
754 * "1" - HIDAPI driver is used
755 *
756 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
757 */
758#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
759
760/**
761 * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
762 * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
763 * this is useful for applications that need full compatibility for things like ADSR envelopes.
764 * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
765 * Rumble is both at any arbitrary value,
766 * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
767 *
768 * This variable can be set to the following values:
769 * "0" - Normal rumble behavior is behavior is used (default)
770 * "1" - Proper GameCube controller rumble behavior is used
771 *
772 */
773#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
774
775/**
776 * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
777 *
778 * This variable can be set to the following values:
779 * "0" - HIDAPI driver is not used
780 * "1" - HIDAPI driver is used
781 *
782 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
783 */
784#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
785
786/**
787 * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
788 *
789 * This variable can be set to the following values:
790 * "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
791 * "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
792 */
793#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
794
795/**
796 * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
797 *
798 * This variable can be set to the following values:
799 * "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
800 * "1" - Left and right Joy-Con controllers will be in vertical mode
801 *
802 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
803 */
804#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
805
806/**
807 * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
808 *
809 * This variable can be set to the following values:
810 * "0" - HIDAPI driver is not used
811 * "1" - HIDAPI driver is used
812 *
813 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
814 */
815#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
816
817/**
818 * \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
819 *
820 * This variable can be set to the following values:
821 * "0" - HIDAPI driver is not used
822 * "1" - HIDAPI driver is used
823 *
824 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
825 */
826#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
827
828/**
829 * \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
830 *
831 * This variable can be set to the following values:
832 * "0" - HIDAPI driver is not used
833 * "1" - HIDAPI driver is used
834 *
835 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
836 */
837#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
838
839/**
840 * \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
841 *
842 * This variable can be set to the following values:
843 * "0" - HIDAPI driver is not used
844 * "1" - HIDAPI driver is used
845 *
846 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
847 *
848 * It is not possible to use this driver on Windows, due to limitations in the default drivers
849 * installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
850 */
851#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
852
853/**
854 * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
855 *
856 * This variable can be set to the following values:
857 * "0" - HIDAPI driver is not used
858 * "1" - HIDAPI driver is used
859 *
860 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
861 */
862#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
863
864/**
865 * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
866 *
867 * This variable can be set to the following values:
868 * "0" - extended reports are not enabled (the default)
869 * "1" - extended reports
870 *
871 * Extended input reports allow rumble on Bluetooth PS4 controllers, but
872 * break DirectInput handling for applications that don't use SDL.
873 *
874 * Once extended reports are enabled, they can not be disabled without
875 * power cycling the controller.
876 *
877 * For compatibility with applications written for versions of SDL prior
878 * to the introduction of PS5 controller support, this value will also
879 * control the state of extended reports on PS5 controllers when the
880 * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
881 */
882#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
883
884/**
885 * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
886 *
887 * This variable can be set to the following values:
888 * "0" - HIDAPI driver is not used
889 * "1" - HIDAPI driver is used
890 *
891 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
892 */
893#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
894
895/**
896 * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
897 *
898 * This variable can be set to the following values:
899 * "0" - player LEDs are not enabled
900 * "1" - player LEDs are enabled (the default)
901 */
902#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
903
904/**
905 * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
906 *
907 * This variable can be set to the following values:
908 * "0" - extended reports are not enabled (the default)
909 * "1" - extended reports
910 *
911 * Extended input reports allow rumble on Bluetooth PS5 controllers, but
912 * break DirectInput handling for applications that don't use SDL.
913 *
914 * Once extended reports are enabled, they can not be disabled without
915 * power cycling the controller.
916 *
917 * For compatibility with applications written for versions of SDL prior
918 * to the introduction of PS5 controller support, this value defaults to
919 * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
920 */
921#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
922
923/**
924 * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
925 *
926 * This variable can be set to the following values:
927 * "0" - HIDAPI driver is not used
928 * "1" - HIDAPI driver is used
929 *
930 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
931 */
932#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
933
934/**
935 * \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
936 *
937 * This variable can be set to the following values:
938 * "0" - HIDAPI driver is not used
939 * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
940 * and may prompt the user for permission on iOS and Android.
941 *
942 * The default is "0"
943 */
944#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
945
946/**
947 * \brief A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.
948 *
949 * This variable can be set to the following values:
950 * "0" - HIDAPI driver is not used
951 * "1" - HIDAPI driver is used
952 *
953 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
954 */
955#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK"
956
957/**
958 * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
959 *
960 * This variable can be set to the following values:
961 * "0" - HIDAPI driver is not used
962 * "1" - HIDAPI driver is used
963 *
964 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
965 */
966#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
967
968/**
969 * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
970 *
971 * This variable can be set to the following values:
972 * "0" - home button LED is turned off
973 * "1" - home button LED is turned on
974 *
975 * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
976 */
977#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
978
979/**
980 * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
981 *
982 * This variable can be set to the following values:
983 * "0" - home button LED is turned off
984 * "1" - home button LED is turned on
985 *
986 * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
987 */
988#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
989
990/**
991 * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
992 *
993 * This variable can be set to the following values:
994 * "0" - player LEDs are not enabled
995 * "1" - player LEDs are enabled (the default)
996 */
997#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
998
999/**
1000 * \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
1001 *
1002 * This variable can be set to the following values:
1003 * "0" - HIDAPI driver is not used
1004 * "1" - HIDAPI driver is used
1005 *
1006 * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
1007 */
1008#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
1009
1010/**
1011 * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
1012 *
1013 * This variable can be set to the following values:
1014 * "0" - player LEDs are not enabled
1015 * "1" - player LEDs are enabled (the default)
1016 */
1017#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
1018
1019/**
1020 * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
1021 *
1022 * This variable can be set to the following values:
1023 * "0" - HIDAPI driver is not used
1024 * "1" - HIDAPI driver is used
1025 *
1026 * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
1027 */
1028#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
1029
1030/**
1031 * \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
1032 *
1033 * This variable can be set to the following values:
1034 * "0" - HIDAPI driver is not used
1035 * "1" - HIDAPI driver is used
1036 *
1037 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
1038 */
1039#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
1040
1041/**
1042 * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
1043 *
1044 * This variable can be set to the following values:
1045 * "0" - player LEDs are not enabled
1046 * "1" - player LEDs are enabled (the default)
1047 */
1048#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
1049
1050/**
1051 * \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
1052 *
1053 * This variable can be set to the following values:
1054 * "0" - HIDAPI driver is not used
1055 * "1" - HIDAPI driver is used
1056 *
1057 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
1058 */
1059#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
1060
1061/**
1062 * \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
1063 *
1064 * This variable can be set to the following values:
1065 * "0" - HIDAPI driver is not used
1066 * "1" - HIDAPI driver is used
1067 *
1068 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
1069 */
1070#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
1071
1072/**
1073 * \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
1074 *
1075 * This variable can be set to the following values:
1076 * "0" - home button LED is turned off
1077 * "1" - home button LED is turned on
1078 *
1079 * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
1080 */
1081#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
1082
1083/**
1084 * A variable controlling whether IOKit should be used for controller handling.
1085 *
1086 * This variable can be set to the following values:
1087 * "0" - IOKit is not used
1088 * "1" - IOKit is used (the default)
1089 */
1090#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT"
1091
1092/**
1093 * A variable controlling whether GCController should be used for controller handling.
1094 *
1095 * This variable can be set to the following values:
1096 * "0" - GCController is not used
1097 * "1" - GCController is used (the default)
1098 */
1099#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI"
1100
1101/**
1102 * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
1103 *
1104 * This variable can be set to the following values:
1105 * "0" - RAWINPUT drivers are not used
1106 * "1" - RAWINPUT drivers are used (the default)
1107 */
1108#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
1109
1110/**
1111 * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
1112 *
1113 * This variable can be set to the following values:
1114 * "0" - RAWINPUT driver will only use data from raw input APIs
1115 * "1" - RAWINPUT driver will also pull data from XInput, providing
1116 * better trigger axes, guide button presses, and rumble support
1117 * for Xbox controllers
1118 *
1119 * The default is "1". This hint applies to any joysticks opened after setting the hint.
1120 */
1121#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
1122
1123/**
1124 * \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
1125 *
1126 * This variable can be set to the following values:
1127 * "0" - ROG Chakram mice do not show up as joysticks (the default)
1128 * "1" - ROG Chakram mice show up as joysticks
1129 */
1130#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
1131
1132/**
1133 * \brief A variable controlling whether a separate thread should be used
1134 * for handling joystick detection and raw input messages on Windows
1135 *
1136 * This variable can be set to the following values:
1137 * "0" - A separate thread is not used (the default)
1138 * "1" - A separate thread is used for handling raw input messages
1139 *
1140 */
1141#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
1142
1143/**
1144 * A variable containing a list of throttle style controllers.
1145 *
1146 * The format of the string is a comma separated list of USB VID/PID pairs
1147 * in hexadecimal form, e.g.
1148 *
1149 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
1150 *
1151 * The variable can also take the form of @file, in which case the named
1152 * file will be loaded and interpreted as the value of the variable.
1153 */
1154#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES"
1155
1156/**
1157 * A variable containing a list of devices that are not throttle style controllers. This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in device list.
1158 *
1159 * The format of the string is a comma separated list of USB VID/PID pairs
1160 * in hexadecimal form, e.g.
1161 *
1162 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
1163 *
1164 * The variable can also take the form of @file, in which case the named
1165 * file will be loaded and interpreted as the value of the variable.
1166 */
1167#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED"
1168
1169/**
1170 * \brief A variable controlling whether Windows.Gaming.Input should be used for controller handling.
1171 *
1172 * This variable can be set to the following values:
1173 * "0" - WGI is not used
1174 * "1" - WGI is used (the default)
1175 */
1176#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
1177
1178/**
1179 * A variable containing a list of wheel style controllers.
1180 *
1181 * The format of the string is a comma separated list of USB VID/PID pairs
1182 * in hexadecimal form, e.g.
1183 *
1184 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
1185 *
1186 * The variable can also take the form of @file, in which case the named
1187 * file will be loaded and interpreted as the value of the variable.
1188 */
1189#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES"
1190
1191/**
1192 * A variable containing a list of devices that are not wheel style controllers. This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device list.
1193 *
1194 * The format of the string is a comma separated list of USB VID/PID pairs
1195 * in hexadecimal form, e.g.
1196 *
1197 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
1198 *
1199 * The variable can also take the form of @file, in which case the named
1200 * file will be loaded and interpreted as the value of the variable.
1201 */
1202#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED"
1203
1204/**
1205 * A variable containing a list of devices known to have all axes centered at zero.
1206 *
1207 * The format of the string is a comma separated list of USB VID/PID pairs
1208 * in hexadecimal form, e.g.
1209 *
1210 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
1211 *
1212 * The variable can also take the form of @file, in which case the named
1213 * file will be loaded and interpreted as the value of the variable.
1214 */
1215#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
1216
1217/**
1218 * \brief Determines whether SDL enforces that DRM master is required in order
1219 * to initialize the KMSDRM video backend.
1220 *
1221 * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
1222 * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
1223 * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
1224 * is still able to process input and query attributes of attached displays,
1225 * but it cannot change display state or draw to the screen directly.
1226 *
1227 * In some cases, it can be useful to have the KMSDRM backend even if it cannot
1228 * be used for rendering. An app may want to use SDL for input processing while
1229 * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
1230 * using its own code to render to DRM overlays that SDL doesn't support.
1231 *
1232 * This hint must be set before initializing the video subsystem.
1233 *
1234 * This variable can be set to the following values:
1235 * "0" - SDL will allow usage of the KMSDRM backend without DRM master
1236 * "1" - SDL Will require DRM master to use the KMSDRM backend (default)
1237 */
1238#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
1239
1240/**
1241 * \brief A comma separated list of devices to open as joysticks
1242 *
1243 * This variable is currently only used by the Linux joystick driver.
1244 */
1245#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
1246
1247/**
1248 * \brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
1249 *
1250 * This variable can be set to the following values:
1251 * "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
1252 * "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
1253 */
1254#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
1255
1256/**
1257 * \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
1258 *
1259 * This variable can be set to the following values:
1260 * "0" - Return digital hat values based on unfiltered input axis values
1261 * "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
1262 */
1263#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
1264
1265/**
1266 * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
1267 *
1268 * This variable can be set to the following values:
1269 * "0" - Use /dev/input/event*
1270 * "1" - Use /dev/input/js*
1271 *
1272 * By default the /dev/input/event* interfaces are used
1273 */
1274#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
1275
1276/**
1277 * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
1278 *
1279 * This variable can be set to the following values:
1280 * "0" - Return unfiltered joystick axis values (the default)
1281 * "1" - Return axis values with deadzones taken into account
1282 */
1283#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
1284
1285/**
1286 * \brief A variable controlling the default SDL log levels.
1287 *
1288 * This variable is a comma separated set of category=level tokens that define the default logging levels for SDL applications.
1289 *
1290 * The category can be a numeric category, one of "app", "error", "assert", "system", "audio", "video", "render", "input", "test", or `*` for any unspecified category.
1291 *
1292 * The level can be a numeric level, one of "verbose", "debug", "info", "warn", "error", "critical", or "quiet" to disable that category.
1293 *
1294 * You can omit the category if you want to set the logging level for all categories.
1295 *
1296 * If this hint isn't set, the default log levels are equivalent to:
1297 * "app=info,assert=warn,test=verbose,*=error"
1298 */
1299#define SDL_HINT_LOGGING "SDL_LOGGING"
1300
1301/**
1302* \brief When set don't force the SDL app to become a foreground process
1303*
1304* This hint only applies to Mac OS X.
1305*
1306*/
1307#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
1308
1309/**
1310 * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
1311 *
1312 * If present, holding ctrl while left clicking will generate a right click
1313 * event when on Mac.
1314 */
1315#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
1316
1317/**
1318 * \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
1319 *
1320 * This variable can be set to the following values:
1321 * "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
1322 * "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
1323 *
1324 * Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
1325 * hangs because it's waiting for that background thread, but that background thread is also hanging because it's
1326 * waiting for the main thread to do an update, this might fix your issue.
1327 *
1328 * This hint only applies to macOS.
1329 *
1330 * This hint is available since SDL 2.24.0.
1331 *
1332 */
1333#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
1334
1335/**
1336 * \brief A variable setting the double click radius, in pixels.
1337 */
1338#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
1339
1340/**
1341 * \brief A variable setting the double click time, in milliseconds.
1342 */
1343#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
1344
1345/**
1346 * \brief Allow mouse click events when clicking to focus an SDL window
1347 *
1348 * This variable can be set to the following values:
1349 * "0" - Ignore mouse clicks that activate a window
1350 * "1" - Generate events for mouse clicks that activate a window
1351 *
1352 * By default SDL will ignore mouse clicks that activate a window
1353 */
1354#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
1355
1356/**
1357 * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
1358 */
1359#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
1360
1361/**
1362 * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
1363 *
1364 * This variable can be set to the following values:
1365 * "0" - Relative mouse mode constrains the mouse to the window
1366 * "1" - Relative mouse mode constrains the mouse to the center of the window
1367 *
1368 * Constraining to the center of the window works better for FPS games and when the
1369 * application is running over RDP. Constraining to the whole window works better
1370 * for 2D games and increases the chance that the mouse will be in the correct
1371 * position when using high DPI mice.
1372 *
1373 * By default SDL will constrain the mouse to the center of the window
1374 */
1375#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
1376
1377/**
1378 * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
1379 *
1380 * This variable can be set to the following values:
1381 * "0" - Relative mouse mode uses raw input
1382 * "1" - Relative mouse mode uses mouse warping
1383 *
1384 * By default SDL will use raw input for relative mouse mode
1385 */
1386#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
1387
1388/**
1389 * \brief A variable controlling whether relative mouse motion is affected by renderer scaling
1390 *
1391 * This variable can be set to the following values:
1392 * "0" - Relative motion is unaffected by DPI or renderer's logical size
1393 * "1" - Relative motion is scaled according to DPI scaling and logical size
1394 *
1395 * By default relative mouse deltas are affected by DPI and renderer scaling
1396 */
1397#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
1398
1399/**
1400 * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
1401 */
1402#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
1403
1404/**
1405 * \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
1406 *
1407 * This variable can be set to the following values:
1408 * "0" - Relative mouse motion will be unscaled (the default)
1409 * "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
1410 *
1411 * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
1412 */
1413#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
1414
1415/**
1416 * \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
1417 *
1418 * This variable can be set to the following values:
1419 * "0" - Warping the mouse will not generate a motion event in relative mode
1420 * "1" - Warping the mouse will generate a motion event in relative mode
1421 *
1422 * By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
1423 */
1424#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
1425
1426/**
1427 * \brief A variable controlling whether the hardware cursor stays visible when relative mode is active.
1428 *
1429 * This variable can be set to the following values:
1430 * "0" - The cursor will be hidden while relative mode is active (default)
1431 * "1" - The cursor will remain visible while relative mode is active
1432 *
1433 * Note that for systems without raw hardware inputs, relative mode is implemented using warping, so the hardware cursor will visibly warp between frames if this is enabled on those systems.
1434 */
1435#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE"
1436
1437/**
1438 * A variable controlling whether mouse events should generate synthetic touch
1439 * events
1440 *
1441 * This variable can be set to the following values:
1442 * "0" - Mouse events will not generate touch events (default for desktop platforms)
1443 * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
1444 */
1445#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
1446
1447/**
1448 * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed
1449 *
1450 * This variable can be set to the following values:
1451 * "0" - The mouse is not captured while mouse buttons are pressed
1452 * "1" - The mouse is captured while mouse buttons are pressed
1453 *
1454 * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
1455 * outside the window, the application continues to receive mouse events until the button is
1456 * released.
1457 */
1458#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
1459
1460/**
1461 * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
1462 *
1463 * This hint only applies to Unix-like platforms, and should set before
1464 * any calls to SDL_Init()
1465 *
1466 * The variable can be set to the following values:
1467 * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
1468 * catches a signal, convert it into an SDL_QUIT event.
1469 * "1" - SDL will not install a signal handler at all.
1470 */
1471#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
1472
1473/**
1474 * \brief A variable controlling what driver to use for OpenGL ES contexts.
1475 *
1476 * On some platforms, currently Windows and X11, OpenGL drivers may support
1477 * creating contexts with an OpenGL ES profile. By default SDL uses these
1478 * profiles, when available, otherwise it attempts to load an OpenGL ES
1479 * library, e.g. that provided by the ANGLE project. This variable controls
1480 * whether SDL follows this default behaviour or will always load an
1481 * OpenGL ES library.
1482 *
1483 * Circumstances where this is useful include
1484 * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
1485 * or emulator, e.g. those from ARM, Imagination or Qualcomm.
1486 * - Resolving OpenGL ES function addresses at link time by linking with
1487 * the OpenGL ES library instead of querying them at run time with
1488 * SDL_GL_GetProcAddress().
1489 *
1490 * Caution: for an application to work with the default behaviour across
1491 * different OpenGL drivers it must query the OpenGL ES function
1492 * addresses at run time using SDL_GL_GetProcAddress().
1493 *
1494 * This variable is ignored on most platforms because OpenGL ES is native
1495 * or not supported.
1496 *
1497 * This variable can be set to the following values:
1498 * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
1499 * "1" - Load OpenGL ES library using the default library names.
1500 *
1501 */
1502#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
1503
1504/**
1505 * \brief A variable controlling which orientations are allowed on iOS/Android.
1506 *
1507 * In some circumstances it is necessary to be able to explicitly control
1508 * which UI orientations are allowed.
1509 *
1510 * This variable is a space delimited list of the following values:
1511 * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
1512 */
1513#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
1514
1515/**
1516 * \brief A variable controlling the use of a sentinel event when polling the event queue
1517 *
1518 * This variable can be set to the following values:
1519 * "0" - Disable poll sentinels
1520 * "1" - Enable poll sentinels
1521 *
1522 * When polling for events, SDL_PumpEvents is used to gather new events from devices.
1523 * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
1524 * become stuck until the new events stop.
1525 * This is most noticeable when moving a high frequency mouse.
1526 *
1527 * By default, poll sentinels are enabled.
1528 */
1529#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
1530
1531/**
1532 * \brief Override for SDL_GetPreferredLocales()
1533 *
1534 * If set, this will be favored over anything the OS might report for the
1535 * user's preferred locales. Changing this hint at runtime will not generate
1536 * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
1537 * your own event, if you want).
1538 *
1539 * The format of this hint is a comma-separated list of language and locale,
1540 * combined with an underscore, as is a common format: "en_GB". Locale is
1541 * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
1542 */
1543#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
1544
1545/**
1546 * \brief A variable describing the content orientation on QtWayland-based platforms.
1547 *
1548 * On QtWayland platforms, windows are rotated client-side to allow for custom
1549 * transitions. In order to correctly position overlays (e.g. volume bar) and
1550 * gestures (e.g. events view, close/minimize gestures), the system needs to
1551 * know in which orientation the application is currently drawing its contents.
1552 *
1553 * This does not cause the window to be rotated or resized, the application
1554 * needs to take care of drawing the content in the right orientation (the
1555 * framebuffer is always in portrait mode).
1556 *
1557 * This variable can be one of the following values:
1558 * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
1559 *
1560 * Since SDL 2.0.22 this variable accepts a comma-separated list of values above.
1561 */
1562#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
1563
1564/**
1565 * \brief Flags to set on QtWayland windows to integrate with the native window manager.
1566 *
1567 * On QtWayland platforms, this hint controls the flags to set on the windows.
1568 * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
1569 *
1570 * This variable is a space-separated list of the following values (empty = no flags):
1571 * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
1572 */
1573#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
1574
1575/**
1576 * \brief A variable controlling whether the 2D render API is compatible or efficient.
1577 *
1578 * This variable can be set to the following values:
1579 *
1580 * "0" - Don't use batching to make rendering more efficient.
1581 * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
1582 *
1583 * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
1584 * it batches up draw requests and sends them all to the GPU only when forced
1585 * to (during SDL_RenderPresent, when changing render targets, by updating a
1586 * texture that the batch needs, etc). This is significantly more efficient,
1587 * but it can cause problems for apps that expect to render on top of the
1588 * render API's output. As such, SDL will disable batching if a specific
1589 * render backend is requested (since this might indicate that the app is
1590 * planning to use the underlying graphics API directly). This hint can
1591 * be used to explicitly request batching in this instance. It is a contract
1592 * that you will either never use the underlying graphics API directly, or
1593 * if you do, you will call SDL_RenderFlush() before you do so any current
1594 * batch goes to the GPU before your work begins. Not following this contract
1595 * will result in undefined behavior.
1596 */
1597#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
1598
1599/**
1600 * \brief A variable controlling how the 2D render API renders lines
1601 *
1602 * This variable can be set to the following values:
1603 * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
1604 * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
1605 * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
1606 * "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
1607 *
1608 * This variable should be set when the renderer is created.
1609 */
1610#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
1611
1612/**
1613 * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
1614 *
1615 * This variable does not have any effect on the Direct3D 9 based renderer.
1616 *
1617 * This variable can be set to the following values:
1618 * "0" - Disable Debug Layer use
1619 * "1" - Enable Debug Layer use
1620 *
1621 * By default, SDL does not use Direct3D Debug Layer.
1622 */
1623#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
1624
1625/**
1626 * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
1627 *
1628 * This variable can be set to the following values:
1629 * "0" - Thread-safety is not enabled (faster)
1630 * "1" - Thread-safety is enabled
1631 *
1632 * By default the Direct3D device is created with thread-safety disabled.
1633 */
1634#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
1635
1636/**
1637 * \brief A variable specifying which render driver to use.
1638 *
1639 * If the application doesn't pick a specific renderer to use, this variable
1640 * specifies the name of the preferred renderer. If the preferred renderer
1641 * can't be initialized, the normal default renderer is used.
1642 *
1643 * This variable is case insensitive and can be set to the following values:
1644 * "direct3d"
1645 * "direct3d11"
1646 * "direct3d12"
1647 * "opengl"
1648 * "opengles2"
1649 * "opengles"
1650 * "metal"
1651 * "software"
1652 *
1653 * The default varies by platform, but it's the first one in the list that
1654 * is available on the current platform.
1655 */
1656#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
1657
1658/**
1659 * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
1660 *
1661 * This variable can be set to the following values:
1662 * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
1663 * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
1664 *
1665 * By default letterbox is used
1666 */
1667#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
1668
1669/**
1670 * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
1671 *
1672 * This variable can be set to the following values:
1673 * "0" - Disable shaders
1674 * "1" - Enable shaders
1675 *
1676 * By default shaders are used if OpenGL supports them.
1677 */
1678#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
1679
1680/**
1681 * \brief A variable controlling the scaling quality
1682 *
1683 * This variable can be set to the following values:
1684 * "0" or "nearest" - Nearest pixel sampling
1685 * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
1686 * "2" or "best" - Currently this is the same as "linear"
1687 *
1688 * By default nearest pixel sampling is used
1689 */
1690#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
1691
1692/**
1693 * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
1694 *
1695 * This variable can be set to the following values:
1696 * "0" - Disable vsync
1697 * "1" - Enable vsync
1698 *
1699 * By default SDL does not sync screen surface updates with vertical refresh.
1700 */
1701#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
1702
1703/**
1704 * \brief A variable controlling whether the Metal render driver select low power device over default one
1705 *
1706 * This variable can be set to the following values:
1707 * "0" - Use the prefered OS device
1708 * "1" - Select a low power one
1709 *
1710 * By default the prefered OS device is used.
1711 */
1712#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
1713
1714/**
1715 * A variable containing a list of ROG gamepad capable mice.
1716 *
1717 * The format of the string is a comma separated list of USB VID/PID pairs
1718 * in hexadecimal form, e.g.
1719 *
1720 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
1721 *
1722 * The variable can also take the form of @file, in which case the named
1723 * file will be loaded and interpreted as the value of the variable.
1724 */
1725#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE"
1726
1727/**
1728 * A variable containing a list of devices that are not ROG gamepad capable mice. This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list.
1729 *
1730 * The format of the string is a comma separated list of USB VID/PID pairs
1731 * in hexadecimal form, e.g.
1732 *
1733 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
1734 *
1735 * The variable can also take the form of @file, in which case the named
1736 * file will be loaded and interpreted as the value of the variable.
1737 */
1738#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED"
1739
1740/**
1741 * \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
1742 *
1743 * This variable can be set to the following values:
1744 * "0" - It will be using VSYNC as defined in the main flag. Default
1745 * "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
1746 *
1747 * By default SDL does not enable the automatic VSYNC
1748 */
1749#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
1750
1751/**
1752 * \brief A variable to control whether the return key on the soft keyboard
1753 * should hide the soft keyboard on Android and iOS.
1754 *
1755 * The variable can be set to the following values:
1756 * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
1757 * "1" - The return key will hide the keyboard.
1758 *
1759 * The value of this hint is used at runtime, so it can be changed at any time.
1760 */
1761#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
1762
1763/**
1764 * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
1765 *
1766 * Also known as Z-order. The variable can take a negative or positive value.
1767 * The default is 10000.
1768 */
1769#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
1770
1771/**
1772 * \brief Specify an "activity name" for screensaver inhibition.
1773 *
1774 * Some platforms, notably Linux desktops, list the applications which are
1775 * inhibiting the screensaver or other power-saving features.
1776 *
1777 * This hint lets you specify the "activity name" sent to the OS when
1778 * SDL_DisableScreenSaver() is used (or the screensaver is automatically
1779 * disabled). The contents of this hint are used when the screensaver is
1780 * disabled. You should use a string that describes what your program is doing
1781 * (and, therefore, why the screensaver is disabled). For example, "Playing a
1782 * game" or "Watching a video".
1783 *
1784 * Setting this to "" or leaving it unset will have SDL use a reasonable
1785 * default: "Playing a game" or something similar.
1786 *
1787 * On targets where this is not supported, this hint does nothing.
1788 */
1789#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
1790
1791/**
1792 * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
1793 *
1794 * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
1795 * that require special handling by the application. This hint exists to let SDL know that
1796 * the app is prepared to handle said restrictions.
1797 *
1798 * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
1799 * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
1800 * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
1801 * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
1802 * * Refer to the man pages for more information.
1803 *
1804 * This variable can be set to the following values:
1805 * "0" - default platform specific behaviour
1806 * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
1807 */
1808#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
1809
1810/**
1811* \brief A string specifying additional information to use with SDL_SetThreadPriority.
1812*
1813* By default SDL_SetThreadPriority will make appropriate system changes in order to
1814* apply a thread priority. For example on systems using pthreads the scheduler policy
1815* is changed automatically to a policy that works well with a given priority.
1816* Code which has specific requirements can override SDL's default behavior with this hint.
1817*
1818* pthread hint values are "current", "other", "fifo" and "rr".
1819* Currently no other platform hint values are defined but may be in the future.
1820*
1821* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
1822* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
1823* after calling SDL_SetThreadPriority().
1824*/
1825#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
1826
1827/**
1828* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
1829*
1830* Use this hint in case you need to set SDL's threads stack size to other than the default.
1831* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
1832* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
1833* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
1834*
1835* Instead of this hint, in 2.0.9 and later, you can use
1836* SDL_CreateThreadWithStackSize(). This hint only works with the classic
1837* SDL_CreateThread().
1838*/
1839#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
1840
1841/**
1842 * \brief A variable that controls the timer resolution, in milliseconds.
1843 *
1844 * The higher resolution the timer, the more frequently the CPU services
1845 * timer interrupts, and the more precise delays are, but this takes up
1846 * power and CPU time. This hint is only used on Windows.
1847 *
1848 * See this blog post for more information:
1849 * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
1850 *
1851 * If this variable is set to "0", the system timer resolution is not set.
1852 *
1853 * The default value is "1". This hint may be set at any time.
1854 */
1855#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
1856
1857/**
1858 * \brief A variable controlling whether touch events should generate synthetic mouse events
1859 *
1860 * This variable can be set to the following values:
1861 * "0" - Touch events will not generate mouse events
1862 * "1" - Touch events will generate mouse events
1863 *
1864 * By default SDL will generate mouse events for touch events
1865 */
1866#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
1867
1868/**
1869 * \brief A variable controlling which touchpad should generate synthetic mouse events
1870 *
1871 * This variable can be set to the following values:
1872 * "0" - Only front touchpad should generate mouse events. Default
1873 * "1" - Only back touchpad should generate mouse events.
1874 * "2" - Both touchpads should generate mouse events.
1875 *
1876 * By default SDL will generate mouse events for all touch devices
1877 */
1878#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
1879
1880/**
1881 * \brief A variable controlling whether the Android / tvOS remotes
1882 * should be listed as joystick devices, instead of sending keyboard events.
1883 *
1884 * This variable can be set to the following values:
1885 * "0" - Remotes send enter/escape/arrow key events
1886 * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
1887 */
1888#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
1889
1890/**
1891 * \brief A variable controlling whether the screensaver is enabled.
1892 *
1893 * This variable can be set to the following values:
1894 * "0" - Disable screensaver
1895 * "1" - Enable screensaver
1896 *
1897 * By default SDL will disable the screensaver.
1898 */
1899#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
1900
1901/**
1902 * \brief Tell the video driver that we only want a double buffer.
1903 *
1904 * By default, most lowlevel 2D APIs will use a triple buffer scheme that
1905 * wastes no CPU time on waiting for vsync after issuing a flip, but
1906 * introduces a frame of latency. On the other hand, using a double buffer
1907 * scheme instead is recommended for cases where low latency is an important
1908 * factor because we save a whole frame of latency.
1909 * We do so by waiting for vsync immediately after issuing a flip, usually just
1910 * after eglSwapBuffers call in the backend's *_SwapWindow function.
1911 *
1912 * Since it's driver-specific, it's only supported where possible and
1913 * implemented. Currently supported the following drivers:
1914 *
1915 * - KMSDRM (kmsdrm)
1916 * - Raspberry Pi (raspberrypi)
1917 */
1918#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
1919
1920/**
1921 * \brief A variable controlling whether the EGL window is allowed to be
1922 * composited as transparent, rather than opaque.
1923 *
1924 * Most window systems will always render windows opaque, even if the surface
1925 * format has an alpha channel. This is not always true, however, so by default
1926 * SDL will try to enforce opaque composition. To override this behavior, you
1927 * can set this hint to "1".
1928 */
1929#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
1930
1931/**
1932 * \brief A variable controlling whether the graphics context is externally managed.
1933 *
1934 * This variable can be set to the following values:
1935 * "0" - SDL will manage graphics contexts that are attached to windows.
1936 * "1" - Disable graphics context management on windows.
1937 *
1938 * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
1939 * context will be automatically saved and restored when pausing the application. Additionally, some
1940 * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
1941 * behavior, which is desireable when the application manages the graphics context, such as
1942 * an externally managed OpenGL context or attaching a Vulkan surface to the window.
1943 */
1944#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
1945
1946/**
1947 * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
1948 */
1949#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
1950
1951/**
1952 * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
1953 *
1954 * This hint only applies to Mac OS X.
1955 *
1956 * The variable can be set to the following values:
1957 * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
1958 * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
1959 * button on their titlebars).
1960 * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
1961 * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
1962 * button on their titlebars).
1963 *
1964 * The default value is "1". This hint must be set before any windows are created.
1965 */
1966#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
1967
1968/**
1969 * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
1970 * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
1971 * seeing if "true" causes more problems than it solves in modern times.
1972 *
1973 */
1974#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
1975
1976/**
1977 * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.
1978 *
1979 * This variable can be set to the following values:
1980 * "0" - libdecor use is disabled.
1981 * "1" - libdecor use is enabled (default).
1982 *
1983 * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1984 */
1985#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
1986
1987/**
1988 * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
1989 *
1990 * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
1991 * available. (Note that, by default, libdecor will use xdg-decoration itself if available).
1992 *
1993 * This variable can be set to the following values:
1994 * "0" - libdecor is enabled only if server-side decorations are unavailable.
1995 * "1" - libdecor is always enabled if available.
1996 *
1997 * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1998 */
1999#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
2000
2001/**
2002 * \brief A variable controlling whether video mode emulation is enabled under Wayland.
2003 *
2004 * When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
2005 * If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
2006 * desktop, the native display resolution.
2007 *
2008 * This variable can be set to the following values:
2009 * "0" - Video mode emulation is disabled.
2010 * "1" - Video mode emulation is enabled.
2011 *
2012 * By default video mode emulation is enabled.
2013 */
2014#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
2015
2016/**
2017 * \brief Enable or disable mouse pointer warp emulation, needed by some older games.
2018 *
2019 * When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
2020 * This is required for some older games (such as Source engine games), which warp the
2021 * mouse to the centre of the screen rather than using relative mouse motion. Note that
2022 * relative mouse mode may have different mouse acceleration behaviour than pointer warps.
2023 *
2024 * This variable can be set to the following values:
2025 * "0" - All mouse warps fail, as mouse warping is not available under wayland.
2026 * "1" - Some mouse warps will be emulated by forcing relative mouse mode.
2027 *
2028 * If not set, this is automatically enabled unless an application uses relative mouse
2029 * mode directly.
2030 */
2031#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
2032
2033/**
2034* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
2035*
2036* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
2037* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
2038* created SDL_Window:
2039*
2040* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
2041* needed for example when sharing an OpenGL context across multiple windows.
2042*
2043* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
2044* OpenGL rendering.
2045*
2046* This variable can be set to the following values:
2047* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
2048* share a pixel format with.
2049*/
2050#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
2051
2052/**
2053 * \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
2054 *
2055 * This variable can be set to the following values:
2056 * "0" - Don't add any graphics flags to the SDL_WindowFlags
2057 * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
2058 *
2059 * By default SDL will not make the foreign window compatible with OpenGL.
2060 */
2061#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
2062
2063/**
2064 * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
2065 *
2066 * This variable can be set to the following values:
2067 * "0" - Don't add any graphics flags to the SDL_WindowFlags
2068 * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
2069 *
2070 * By default SDL will not make the foreign window compatible with Vulkan.
2071 */
2072#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
2073
2074/**
2075* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
2076*
2077* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
2078* can use two different sets of binaries, those compiled by the user from source
2079* or those provided by the Chrome browser. In the later case, these binaries require
2080* that SDL loads a DLL providing the shader compiler.
2081*
2082* This variable can be set to the following values:
2083* "d3dcompiler_46.dll" - default, best for Vista or later.
2084* "d3dcompiler_43.dll" - for XP support.
2085* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
2086*
2087*/
2088#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
2089
2090/**
2091 * \brief A variable controlling whether X11 should use GLX or EGL by default
2092 *
2093 * This variable can be set to the following values:
2094 * "0" - Use GLX
2095 * "1" - Use EGL
2096 *
2097 * By default SDL will use GLX when both are present.
2098 */
2099#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
2100
2101/**
2102 * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
2103 *
2104 * This variable can be set to the following values:
2105 * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
2106 * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
2107 *
2108 * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
2109 *
2110 */
2111#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
2112
2113/**
2114 * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
2115 *
2116 * This variable can be set to the following values:
2117 * "0" - Disable _NET_WM_PING
2118 * "1" - Enable _NET_WM_PING
2119 *
2120 * By default SDL will use _NET_WM_PING, but for applications that know they
2121 * will not always be able to respond to ping requests in a timely manner they can
2122 * turn it off to avoid the window manager thinking the app is hung.
2123 * The hint is checked in CreateWindow.
2124 */
2125#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
2126
2127/**
2128 * \brief A variable forcing the visual ID chosen for new X11 windows
2129 *
2130 */
2131#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
2132
2133/**
2134 * \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used.
2135 *
2136 * Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11.
2137 * Now SDL never uses Xinerama, and does not check for this hint at all.
2138 * The preprocessor define is left here for source compatibility.
2139 */
2140#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
2141
2142/**
2143 * \brief A variable controlling whether the X11 XRandR extension should be used.
2144 *
2145 * This variable can be set to the following values:
2146 * "0" - Disable XRandR
2147 * "1" - Enable XRandR
2148 *
2149 * By default SDL will use XRandR.
2150 */
2151#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
2152
2153/**
2154 * \brief A no-longer-used variable controlling whether the X11 VidMode extension should be used.
2155 *
2156 * Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11.
2157 * Now SDL never uses XVidMode, and does not check for this hint at all.
2158 * The preprocessor define is left here for source compatibility.
2159 */
2160#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
2161
2162/**
2163 * \brief Controls how the fact chunk affects the loading of a WAVE file.
2164 *
2165 * The fact chunk stores information about the number of samples of a WAVE
2166 * file. The Standards Update from Microsoft notes that this value can be used
2167 * to 'determine the length of the data in seconds'. This is especially useful
2168 * for compressed formats (for which this is a mandatory chunk) if they produce
2169 * multiple sample frames per block and truncating the block is not allowed.
2170 * The fact chunk can exactly specify how many sample frames there should be
2171 * in this case.
2172 *
2173 * Unfortunately, most application seem to ignore the fact chunk and so SDL
2174 * ignores it by default as well.
2175 *
2176 * This variable can be set to the following values:
2177 *
2178 * "truncate" - Use the number of samples to truncate the wave data if
2179 * the fact chunk is present and valid
2180 * "strict" - Like "truncate", but raise an error if the fact chunk
2181 * is invalid, not present for non-PCM formats, or if the
2182 * data chunk doesn't have that many samples
2183 * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
2184 * samples is zero
2185 * "ignore" - Ignore fact chunk entirely (default)
2186 */
2187#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
2188
2189/**
2190 * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
2191 *
2192 * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
2193 * file) is not always reliable. In case the size is wrong, it's possible to
2194 * just ignore it and step through the chunks until a fixed limit is reached.
2195 *
2196 * Note that files that have trailing data unrelated to the WAVE file or
2197 * corrupt files may slow down the loading process without a reliable boundary.
2198 * By default, SDL stops after 10000 chunks to prevent wasting time. Use the
2199 * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
2200 *
2201 * This variable can be set to the following values:
2202 *
2203 * "force" - Always use the RIFF chunk size as a boundary for the chunk search
2204 * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
2205 * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
2206 * "maximum" - Search for chunks until the end of file (not recommended)
2207 */
2208#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
2209
2210/**
2211 * \brief Controls how a truncated WAVE file is handled.
2212 *
2213 * A WAVE file is considered truncated if any of the chunks are incomplete or
2214 * the data chunk size is not a multiple of the block size. By default, SDL
2215 * decodes until the first incomplete block, as most applications seem to do.
2216 *
2217 * This variable can be set to the following values:
2218 *
2219 * "verystrict" - Raise an error if the file is truncated
2220 * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
2221 * "dropframe" - Decode until the first incomplete sample frame
2222 * "dropblock" - Decode until the first incomplete block (default)
2223 */
2224#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
2225
2226/**
2227 * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
2228 * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
2229 * thread's name, but it tends to cause problems with other debuggers,
2230 * and the .NET runtime. Note that SDL 2.0.6 and later will still use
2231 * the (safer) SetThreadDescription API, introduced in the Windows 10
2232 * Creators Update, if available.
2233 *
2234 * The variable can be set to the following values:
2235 * "0" - SDL will raise the 0x406D1388 Exception to name threads.
2236 * This is the default behavior of SDL <= 2.0.4.
2237 * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
2238 * This is necessary with .NET languages or debuggers that aren't Visual Studio.
2239 */
2240#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
2241
2242/**
2243 * \brief Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
2244 *
2245 * If the mnemonics are enabled, then menus can be opened by pressing the Alt
2246 * key and the corresponding mnemonic (for example, Alt+F opens the File menu).
2247 * However, in case an invalid mnemonic is pressed, Windows makes an audible
2248 * beep to convey that nothing happened. This is true even if the window has
2249 * no menu at all!
2250 *
2251 * Because most SDL applications don't have menus, and some want to use the Alt
2252 * key for other purposes, SDL disables mnemonics (and the beeping) by default.
2253 *
2254 * Note: This also affects keyboard events: with mnemonics enabled, when a
2255 * menu is opened from the keyboard, you will not receive a KEYUP event for
2256 * the mnemonic key, and *might* not receive one for Alt.
2257 *
2258 * This variable can be set to the following values:
2259 * "0" - Alt+mnemonic does nothing, no beeping. (default)
2260 * "1" - Alt+mnemonic opens menus, invalid mnemonics produce a beep.
2261 */
2262#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
2263
2264/**
2265 * \brief A variable controlling whether the windows message loop is processed by SDL
2266 *
2267 * This variable can be set to the following values:
2268 * "0" - The window message loop is not run
2269 * "1" - The window message loop is processed in SDL_PumpEvents()
2270 *
2271 * By default SDL will process the windows message loop
2272 */
2273#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
2274
2275/**
2276 * \brief Force SDL to use Critical Sections for mutexes on Windows.
2277 * On Windows 7 and newer, Slim Reader/Writer Locks are available.
2278 * They offer better performance, allocate no kernel ressources and
2279 * use less memory. SDL will fall back to Critical Sections on older
2280 * OS versions or if forced to by this hint.
2281 *
2282 * This variable can be set to the following values:
2283 * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
2284 * "1" - Force the use of Critical Sections in all cases.
2285 *
2286 */
2287#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
2288
2289/**
2290 * \brief Force SDL to use Kernel Semaphores on Windows.
2291 * Kernel Semaphores are inter-process and require a context
2292 * switch on every interaction. On Windows 8 and newer, the
2293 * WaitOnAddress API is available. Using that and atomics to
2294 * implement semaphores increases performance.
2295 * SDL will fall back to Kernel Objects on older OS versions
2296 * or if forced to by this hint.
2297 *
2298 * This variable can be set to the following values:
2299 * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
2300 * "1" - Force the use of Kernel Objects in all cases.
2301 *
2302 */
2303#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
2304
2305/**
2306 * \brief A variable to specify custom icon resource id from RC file on Windows platform
2307 */
2308#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
2309#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
2310
2311/**
2312 * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
2313 *
2314 * The variable can be set to the following values:
2315 * "0" - SDL will generate a window-close event when it sees Alt+F4.
2316 * "1" - SDL will only do normal key handling for Alt+F4.
2317 */
2318#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
2319
2320/**
2321 * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
2322 * Direct3D 9Ex contains changes to state management that can eliminate device
2323 * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
2324 * some changes to your application to cope with the new behavior, so this
2325 * is disabled by default.
2326 *
2327 * This hint must be set before initializing the video subsystem.
2328 *
2329 * For more information on Direct3D 9Ex, see:
2330 * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
2331 * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
2332 *
2333 * This variable can be set to the following values:
2334 * "0" - Use the original Direct3D 9 API (default)
2335 * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
2336 *
2337 */
2338#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
2339
2340/**
2341 * \brief Controls whether SDL will declare the process to be DPI aware.
2342 *
2343 * This hint must be set before initializing the video subsystem.
2344 *
2345 * The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
2346 * a DPI scale factor.
2347 *
2348 * This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
2349 * and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
2350 * even on high-DPI displays.
2351 *
2352 * For more information, see:
2353 * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
2354 *
2355 * This variable can be set to the following values:
2356 * "" - Do not change the DPI awareness (default).
2357 * "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
2358 * "system" - Request system DPI awareness. (Vista and later).
2359 * "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later).
2360 * "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
2361 * The most visible difference from "permonitor" is that window title bar will be scaled
2362 * to the visually correct size when dragging between monitors with different scale factors.
2363 * This is the preferred DPI awareness level.
2364 *
2365 * If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
2366 * available match.
2367 */
2368#define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
2369
2370/**
2371 * \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
2372 *
2373 * This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
2374 * This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
2375 *
2376 * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
2377 * will create a window with an 800x600 client area (in pixels).
2378 *
2379 * Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
2380 * and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
2381 *
2382 * This variable can be set to the following values:
2383 * "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
2384 * between monitors with different scale factors (unless this is performed by
2385 * Windows itself, which is the case when the process is DPI unaware).
2386 * "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
2387 * displays with non-100% scale factors.
2388 */
2389#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
2390
2391/**
2392 * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
2393 *
2394 * This variable can be set to the following values:
2395 * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
2396 * "1" - The window frame is interactive when the cursor is hidden
2397 *
2398 * By default SDL will allow interaction with the window frame when the cursor is hidden
2399 */
2400#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
2401
2402/**
2403* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
2404*
2405* This variable can be set to the following values:
2406* "0" - The window is activated when the SDL_ShowWindow function is called
2407* "1" - The window is not activated when the SDL_ShowWindow function is called
2408*
2409* By default SDL will activate the window when the SDL_ShowWindow function is called
2410*/
2411#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
2412
2413/** \brief Allows back-button-press events on Windows Phone to be marked as handled
2414 *
2415 * Windows Phone devices typically feature a Back button. When pressed,
2416 * the OS will emit back-button-press events, which apps are expected to
2417 * handle in an appropriate manner. If apps do not explicitly mark these
2418 * events as 'Handled', then the OS will invoke its default behavior for
2419 * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
2420 * terminate the app (and attempt to switch to the previous app, or to the
2421 * device's home screen).
2422 *
2423 * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
2424 * to mark back-button-press events as Handled, if and when one is sent to
2425 * the app.
2426 *
2427 * Internally, Windows Phone sends back button events as parameters to
2428 * special back-button-press callback functions. Apps that need to respond
2429 * to back-button-press events are expected to register one or more
2430 * callback functions for such, shortly after being launched (during the
2431 * app's initialization phase). After the back button is pressed, the OS
2432 * will invoke these callbacks. If the app's callback(s) do not explicitly
2433 * mark the event as handled by the time they return, or if the app never
2434 * registers one of these callback, the OS will consider the event
2435 * un-handled, and it will apply its default back button behavior (terminate
2436 * the app).
2437 *
2438 * SDL registers its own back-button-press callback with the Windows Phone
2439 * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
2440 * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
2441 * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
2442 * If the hint's value is set to "1", the back button event's Handled
2443 * property will get set to 'true'. If the hint's value is set to something
2444 * else, or if it is unset, SDL will leave the event's Handled property
2445 * alone. (By default, the OS sets this property to 'false', to note.)
2446 *
2447 * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
2448 * back button is pressed, or can set it in direct-response to a back button
2449 * being pressed.
2450 *
2451 * In order to get notified when a back button is pressed, SDL apps should
2452 * register a callback function with SDL_AddEventWatch(), and have it listen
2453 * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
2454 * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
2455 * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
2456 * set by such a callback, will be applied to the OS' current
2457 * back-button-press event.
2458 *
2459 * More details on back button behavior in Windows Phone apps can be found
2460 * at the following page, on Microsoft's developer site:
2461 * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
2462 */
2463#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
2464
2465/** \brief Label text for a WinRT app's privacy policy link
2466 *
2467 * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
2468 * Microsoft mandates that this policy be available via the Windows Settings charm.
2469 * SDL provides code to add a link there, with its label text being set via the
2470 * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
2471 *
2472 * Please note that a privacy policy's contents are not set via this hint. A separate
2473 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
2474 * policy.
2475 *
2476 * The contents of this hint should be encoded as a UTF8 string.
2477 *
2478 * The default value is "Privacy Policy". This hint should only be set during app
2479 * initialization, preferably before any calls to SDL_Init().
2480 *
2481 * For additional information on linking to a privacy policy, see the documentation for
2482 * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
2483 */
2484#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
2485
2486/**
2487 * \brief A URL to a WinRT app's privacy policy
2488 *
2489 * All network-enabled WinRT apps must make a privacy policy available to its
2490 * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
2491 * be available in the Windows Settings charm, as accessed from within the app.
2492 * SDL provides code to add a URL-based link there, which can point to the app's
2493 * privacy policy.
2494 *
2495 * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
2496 * before calling any SDL_Init() functions. The contents of the hint should
2497 * be a valid URL. For example, "http://www.example.com".
2498 *
2499 * The default value is "", which will prevent SDL from adding a privacy policy
2500 * link to the Settings charm. This hint should only be set during app init.
2501 *
2502 * The label text of an app's "Privacy Policy" link may be customized via another
2503 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
2504 *
2505 * Please note that on Windows Phone, Microsoft does not provide standard UI
2506 * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
2507 * will not get used on that platform. Network-enabled phone apps should display
2508 * their privacy policy through some other, in-app means.
2509 */
2510#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
2511
2512/**
2513 * \brief Mark X11 windows as override-redirect.
2514 *
2515 * If set, this _might_ increase framerate at the expense of the desktop
2516 * not working as expected. Override-redirect windows aren't noticed by the
2517 * window manager at all.
2518 *
2519 * You should probably only use this for fullscreen windows, and you probably
2520 * shouldn't even use it for that. But it's here if you want to try!
2521 */
2522#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
2523
2524/**
2525 * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
2526 *
2527 * The variable can be set to the following values:
2528 * "0" - Disable XInput detection (only uses direct input)
2529 * "1" - Enable XInput detection (the default)
2530 */
2531#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
2532
2533 /**
2534 * \brief A variable that lets you disable the detection and use of DirectInput gamepad devices
2535 *
2536 * The variable can be set to the following values:
2537 * "0" - Disable DirectInput detection (only uses XInput)
2538 * "1" - Enable DirectInput detection (the default)
2539 */
2540#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
2541
2542/**
2543 * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
2544 *
2545 * This hint is for backwards compatibility only and will be removed in SDL 2.1
2546 *
2547 * The default value is "0". This hint must be set before SDL_Init()
2548 */
2549#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
2550
2551/**
2552 * \brief A variable that causes SDL to not ignore audio "monitors"
2553 *
2554 * This is currently only used for PulseAudio and ignored elsewhere.
2555 *
2556 * By default, SDL ignores audio devices that aren't associated with physical
2557 * hardware. Changing this hint to "1" will expose anything SDL sees that
2558 * appears to be an audio source or sink. This will add "devices" to the list
2559 * that the user probably doesn't want or need, but it can be useful in
2560 * scenarios where you want to hook up SDL to some sort of virtual device,
2561 * etc.
2562 *
2563 * The default value is "0". This hint must be set before SDL_Init().
2564 *
2565 * This hint is available since SDL 2.0.16. Before then, virtual devices are
2566 * always ignored.
2567 */
2568#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
2569
2570/**
2571 * \brief A variable that forces X11 windows to create as a custom type.
2572 *
2573 * This is currently only used for X11 and ignored elsewhere.
2574 *
2575 * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
2576 * to report to the window manager the type of window it wants to create.
2577 * This might be set to various things if SDL_WINDOW_TOOLTIP or
2578 * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
2579 * haven't set a specific type, this hint can be used to specify a custom
2580 * type. For example, a dock window might set this to
2581 * "_NET_WM_WINDOW_TYPE_DOCK".
2582 *
2583 * If not set or set to "", this hint is ignored. This hint must be set
2584 * before the SDL_CreateWindow() call that it is intended to affect.
2585 *
2586 * This hint is available since SDL 2.0.22.
2587 */
2588#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
2589
2590/**
2591 * \brief A variable that decides whether to send SDL_QUIT when closing the final window.
2592 *
2593 * By default, SDL sends an SDL_QUIT event when there is only one window
2594 * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
2595 * apps would also take the loss of this window as a signal to terminate the
2596 * program.
2597 *
2598 * However, it's not unreasonable in some cases to have the program continue
2599 * to live on, perhaps to create new windows later.
2600 *
2601 * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
2602 * when the final window is requesting to close. Note that in this case,
2603 * there are still other legitimate reasons one might get an SDL_QUIT
2604 * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
2605 * on Unix, etc.
2606 *
2607 * The default value is "1". This hint can be changed at any time.
2608 *
2609 * This hint is available since SDL 2.0.22. Before then, you always get
2610 * an SDL_QUIT event when closing the final window.
2611 */
2612#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
2613
2614
2615/**
2616 * \brief A variable that decides what video backend to use.
2617 *
2618 * By default, SDL will try all available video backends in a reasonable
2619 * order until it finds one that can work, but this hint allows the app
2620 * or user to force a specific target, such as "x11" if, say, you are
2621 * on Wayland but want to try talking to the X server instead.
2622 *
2623 * This functionality has existed since SDL 2.0.0 (indeed, before that)
2624 * but before 2.0.22 this was an environment variable only. In 2.0.22,
2625 * it was upgraded to a full SDL hint, so you can set the environment
2626 * variable as usual or programatically set the hint with SDL_SetHint,
2627 * which won't propagate to child processes.
2628 *
2629 * The default value is unset, in which case SDL will try to figure out
2630 * the best video backend on your behalf. This hint needs to be set
2631 * before SDL_Init() is called to be useful.
2632 *
2633 * This hint is available since SDL 2.0.22. Before then, you could set
2634 * the environment variable to get the same effect.
2635 */
2636#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
2637
2638/**
2639 * \brief A variable that decides what audio backend to use.
2640 *
2641 * By default, SDL will try all available audio backends in a reasonable
2642 * order until it finds one that can work, but this hint allows the app
2643 * or user to force a specific target, such as "alsa" if, say, you are
2644 * on PulseAudio but want to try talking to the lower level instead.
2645 *
2646 * This functionality has existed since SDL 2.0.0 (indeed, before that)
2647 * but before 2.0.22 this was an environment variable only. In 2.0.22,
2648 * it was upgraded to a full SDL hint, so you can set the environment
2649 * variable as usual or programatically set the hint with SDL_SetHint,
2650 * which won't propagate to child processes.
2651 *
2652 * The default value is unset, in which case SDL will try to figure out
2653 * the best audio backend on your behalf. This hint needs to be set
2654 * before SDL_Init() is called to be useful.
2655 *
2656 * This hint is available since SDL 2.0.22. Before then, you could set
2657 * the environment variable to get the same effect.
2658 */
2659#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
2660
2661/**
2662 * \brief A variable that decides what KMSDRM device to use.
2663 *
2664 * Internally, SDL might open something like "/dev/dri/cardNN" to
2665 * access KMSDRM functionality, where "NN" is a device index number.
2666 *
2667 * SDL makes a guess at the best index to use (usually zero), but the
2668 * app or user can set this hint to a number between 0 and 99 to
2669 * force selection.
2670 *
2671 * This hint is available since SDL 2.24.0.
2672 */
2673#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
2674
2675
2676/**
2677 * \brief A variable that treats trackpads as touch devices.
2678 *
2679 * On macOS (and possibly other platforms in the future), SDL will report
2680 * touches on a trackpad as mouse input, which is generally what users
2681 * expect from this device; however, these are often actually full
2682 * multitouch-capable touch devices, so it might be preferable to some apps
2683 * to treat them as such.
2684 *
2685 * Setting this hint to true will make the trackpad input report as a
2686 * multitouch device instead of a mouse. The default is false.
2687 *
2688 * Note that most platforms don't support this hint. As of 2.24.0, it
2689 * only supports MacBooks' trackpads on macOS. Others may follow later.
2690 *
2691 * This hint is checked during SDL_Init and can not be changed after.
2692 *
2693 * This hint is available since SDL 2.24.0.
2694 */
2695#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
2696
2697/**
2698 * Cause SDL to call dbus_shutdown() on quit.
2699 *
2700 * This is useful as a debug tool to validate memory leaks, but shouldn't ever
2701 * be set in production applications, as other libraries used by the application
2702 * might use dbus under the hood and this cause cause crashes if they continue
2703 * after SDL_Quit().
2704 *
2705 * This variable can be set to the following values:
2706 * "0" - SDL will not call dbus_shutdown() on quit (default)
2707 * "1" - SDL will call dbus_shutdown() on quit
2708 *
2709 * This hint is available since SDL 2.30.0.
2710 */
2711#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT"
2712
2713
2714/**
2715 * \brief An enumeration of hint priorities
2716 */
2723
2724
2725/**
2726 * Set a hint with a specific priority.
2727 *
2728 * The priority controls the behavior when setting a hint that already has a
2729 * value. Hints will replace existing hints of their priority and lower.
2730 * Environment variables are considered to have override priority.
2731 *
2732 * \param name the hint to set
2733 * \param value the value of the hint variable
2734 * \param priority the SDL_HintPriority level for the hint
2735 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2736 *
2737 * \since This function is available since SDL 2.0.0.
2738 *
2739 * \sa SDL_GetHint
2740 * \sa SDL_SetHint
2741 */
2742extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
2743 const char *value,
2744 SDL_HintPriority priority);
2745
2746/**
2747 * Set a hint with normal priority.
2748 *
2749 * Hints will not be set if there is an existing override hint or environment
2750 * variable that takes precedence. You can use SDL_SetHintWithPriority() to
2751 * set the hint with override priority instead.
2752 *
2753 * \param name the hint to set
2754 * \param value the value of the hint variable
2755 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2756 *
2757 * \since This function is available since SDL 2.0.0.
2758 *
2759 * \sa SDL_GetHint
2760 * \sa SDL_SetHintWithPriority
2761 */
2762extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
2763 const char *value);
2764
2765/**
2766 * Reset a hint to the default value.
2767 *
2768 * This will reset a hint to the value of the environment variable, or NULL if
2769 * the environment isn't set. Callbacks will be called normally with this
2770 * change.
2771 *
2772 * \param name the hint to set
2773 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2774 *
2775 * \since This function is available since SDL 2.24.0.
2776 *
2777 * \sa SDL_GetHint
2778 * \sa SDL_SetHint
2779 */
2780extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
2781
2782/**
2783 * Reset all hints to the default values.
2784 *
2785 * This will reset all hints to the value of the associated environment
2786 * variable, or NULL if the environment isn't set. Callbacks will be called
2787 * normally with this change.
2788 *
2789 * \since This function is available since SDL 2.26.0.
2790 *
2791 * \sa SDL_GetHint
2792 * \sa SDL_SetHint
2793 * \sa SDL_ResetHint
2794 */
2795extern DECLSPEC void SDLCALL SDL_ResetHints(void);
2796
2797/**
2798 * Get the value of a hint.
2799 *
2800 * \param name the hint to query
2801 * \returns the string value of a hint or NULL if the hint isn't set.
2802 *
2803 * \since This function is available since SDL 2.0.0.
2804 *
2805 * \sa SDL_SetHint
2806 * \sa SDL_SetHintWithPriority
2807 */
2808extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
2809
2810/**
2811 * Get the boolean value of a hint variable.
2812 *
2813 * \param name the name of the hint to get the boolean value from
2814 * \param default_value the value to return if the hint does not exist
2815 * \returns the boolean value of a hint or the provided default value if the
2816 * hint does not exist.
2817 *
2818 * \since This function is available since SDL 2.0.5.
2819 *
2820 * \sa SDL_GetHint
2821 * \sa SDL_SetHint
2822 */
2823extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
2824
2825/**
2826 * Type definition of the hint callback function.
2827 *
2828 * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
2829 * \param name what was passed as `name` to SDL_AddHintCallback()
2830 * \param oldValue the previous hint value
2831 * \param newValue the new value hint is to be set to
2832 */
2833typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
2834
2835/**
2836 * Add a function to watch a particular hint.
2837 *
2838 * \param name the hint to watch
2839 * \param callback An SDL_HintCallback function that will be called when the
2840 * hint value changes
2841 * \param userdata a pointer to pass to the callback function
2842 *
2843 * \since This function is available since SDL 2.0.0.
2844 *
2845 * \sa SDL_DelHintCallback
2846 */
2847extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
2848 SDL_HintCallback callback,
2849 void *userdata);
2850
2851/**
2852 * Remove a function watching a particular hint.
2853 *
2854 * \param name the hint being watched
2855 * \param callback An SDL_HintCallback function that will be called when the
2856 * hint value changes
2857 * \param userdata a pointer being passed to the callback function
2858 *
2859 * \since This function is available since SDL 2.0.0.
2860 *
2861 * \sa SDL_AddHintCallback
2862 */
2863extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
2864 SDL_HintCallback callback,
2865 void *userdata);
2866
2867/**
2868 * Clear all hints.
2869 *
2870 * This function is automatically called during SDL_Quit(), and deletes all
2871 * callbacks without calling them and frees all memory associated with hints.
2872 * If you're calling this from application code you probably want to call
2873 * SDL_ResetHints() instead.
2874 *
2875 * This function will be removed from the API the next time we rev the ABI.
2876 *
2877 * \since This function is available since SDL 2.0.0.
2878 *
2879 * \sa SDL_ResetHints
2880 */
2881extern DECLSPEC void SDLCALL SDL_ClearHints(void);
2882
2883
2884/* Ends C function definitions when using C++ */
2885#ifdef __cplusplus
2886}
2887#endif
2888#include "close_code.h"
2889
2890#endif /* SDL_hints_h_ */
2891
2892/* vi: set ts=4 sw=4 expandtab: */
SDL_bool SDL_GetHintBoolean(const char *name, SDL_bool default_value)
void SDL_ResetHints(void)
void SDL_DelHintCallback(const char *name, SDL_HintCallback callback, void *userdata)
void SDL_ClearHints(void)
SDL_bool SDL_SetHintWithPriority(const char *name, const char *value, SDL_HintPriority priority)
SDL_bool SDL_SetHint(const char *name, const char *value)
SDL_bool SDL_ResetHint(const char *name)
SDL_HintPriority
An enumeration of hint priorities.
Definition SDL_hints.h:2718
@ SDL_HINT_DEFAULT
Definition SDL_hints.h:2719
@ SDL_HINT_OVERRIDE
Definition SDL_hints.h:2721
@ SDL_HINT_NORMAL
Definition SDL_hints.h:2720
const char * SDL_GetHint(const char *name)
void SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata)
void(* SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue)
Definition SDL_hints.h:2833
SDL_bool
Definition SDL_stdinc.h:181