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1364 lines
56 KiB
1364 lines
56 KiB
/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely, subject to the following restrictions: |
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1. The origin of this software must not be misrepresented; you must not |
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claim that you wrote the original software. If you use this software |
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in a product, an acknowledgment in the product documentation would be |
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appreciated but is not required. |
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2. Altered source versions must be plainly marked as such, and must not be |
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misrepresented as being the original software. |
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3. This notice may not be removed or altered from any source distribution. |
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*/ |
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/** |
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* \file SDL_hints.h |
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* |
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* Official documentation for SDL configuration variables |
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* |
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* This file contains functions to set and get configuration hints, |
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* as well as listing each of them alphabetically. |
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* |
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* The convention for naming hints is SDL_HINT_X, where "SDL_X" is |
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* the environment variable that can be used to override the default. |
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* |
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* In general these hints are just that - they may or may not be |
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* supported or applicable on any given platform, but they provide |
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* a way for an application or user to give the library a hint as |
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* to how they would like the library to work. |
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*/ |
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#ifndef SDL_hints_h_ |
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#define SDL_hints_h_ |
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#include "SDL_stdinc.h" |
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#include "begin_code.h" |
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/* Set up for C function definitions, even when using C++ */ |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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/** |
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* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. |
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* |
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* SDL can try to accelerate the SDL screen surface by using streaming |
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* textures with a 3D rendering engine. This variable controls whether and |
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* how this is done. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable 3D acceleration |
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* "1" - Enable 3D acceleration, using the default renderer. |
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* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) |
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* |
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* By default SDL tries to make a best guess for each platform whether |
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* to use acceleration or not. |
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*/ |
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#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" |
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/** |
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* \brief A variable specifying which render driver to use. |
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* |
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* If the application doesn't pick a specific renderer to use, this variable |
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* specifies the name of the preferred renderer. If the preferred renderer |
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* can't be initialized, the normal default renderer is used. |
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* |
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* This variable is case insensitive and can be set to the following values: |
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* "direct3d" |
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* "opengl" |
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* "opengles2" |
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* "opengles" |
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* "metal" |
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* "software" |
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* |
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* The default varies by platform, but it's the first one in the list that |
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* is available on the current platform. |
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*/ |
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#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" |
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/** |
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* \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable shaders |
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* "1" - Enable shaders |
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* |
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* By default shaders are used if OpenGL supports them. |
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*/ |
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#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" |
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/** |
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* \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. |
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* |
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* This variable can be set to the following values: |
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* "0" - Thread-safety is not enabled (faster) |
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* "1" - Thread-safety is enabled |
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* |
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* By default the Direct3D device is created with thread-safety disabled. |
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*/ |
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#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" |
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/** |
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* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. |
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* |
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* This variable does not have any effect on the Direct3D 9 based renderer. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable Debug Layer use |
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* "1" - Enable Debug Layer use |
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* |
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* By default, SDL does not use Direct3D Debug Layer. |
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*/ |
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#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" |
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/** |
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* \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. |
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* |
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* This variable can be set to the following values: |
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* "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen |
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* "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen |
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* |
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* By default letterbox is used |
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*/ |
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#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" |
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/** |
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* \brief A variable controlling the scaling quality |
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* |
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* This variable can be set to the following values: |
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* "0" or "nearest" - Nearest pixel sampling |
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* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) |
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* "2" or "best" - Currently this is the same as "linear" |
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* |
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* By default nearest pixel sampling is used |
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*/ |
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#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" |
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/** |
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* \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable vsync |
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* "1" - Enable vsync |
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* |
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* By default SDL does not sync screen surface updates with vertical refresh. |
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*/ |
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#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" |
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/** |
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* \brief A variable controlling whether the screensaver is enabled. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable screensaver |
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* "1" - Enable screensaver |
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* |
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* By default SDL will disable the screensaver. |
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*/ |
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#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" |
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/** |
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* \brief A variable controlling whether the graphics context is externally managed. |
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* |
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* This variable can be set to the following values: |
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* "0" - SDL will manage graphics contexts that are attached to windows. |
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* "1" - Disable graphics context management on windows. |
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* |
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* By default SDL will manage OpenGL contexts in certain situations. For example, on Android the |
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* context will be automatically saved and restored when pausing the application. Additionally, some |
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* platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this |
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* behavior, which is desireable when the application manages the graphics context, such as |
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* an externally managed OpenGL context or attaching a Vulkan surface to the window. |
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*/ |
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#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" |
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/** |
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* \brief A variable controlling whether the X11 VidMode extension should be used. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable XVidMode |
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* "1" - Enable XVidMode |
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* |
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* By default SDL will use XVidMode if it is available. |
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*/ |
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#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" |
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/** |
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* \brief A variable controlling whether the X11 Xinerama extension should be used. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable Xinerama |
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* "1" - Enable Xinerama |
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* |
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* By default SDL will use Xinerama if it is available. |
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*/ |
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#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" |
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/** |
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* \brief A variable controlling whether the X11 XRandR extension should be used. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable XRandR |
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* "1" - Enable XRandR |
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* |
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* By default SDL will not use XRandR because of window manager issues. |
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*/ |
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#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" |
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/** |
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* \brief A variable forcing the visual ID chosen for new X11 windows |
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* |
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*/ |
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#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" |
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/** |
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* \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable _NET_WM_PING |
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* "1" - Enable _NET_WM_PING |
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* |
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* By default SDL will use _NET_WM_PING, but for applications that know they |
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* will not always be able to respond to ping requests in a timely manner they can |
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* turn it off to avoid the window manager thinking the app is hung. |
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* The hint is checked in CreateWindow. |
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*/ |
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#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" |
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/** |
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* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. |
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* |
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* This variable can be set to the following values: |
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* "0" - Disable _NET_WM_BYPASS_COMPOSITOR |
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* "1" - Enable _NET_WM_BYPASS_COMPOSITOR |
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* |
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* By default SDL will use _NET_WM_BYPASS_COMPOSITOR |
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* |
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*/ |
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#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" |
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/** |
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* \brief A variable controlling whether X11 should use GLX or EGL by default |
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* |
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* This variable can be set to the following values: |
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* "0" - Use GLX |
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* "1" - Use EGL |
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* |
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* By default SDL will use GLX when both are present. |
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*/ |
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#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" |
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/** |
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* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden |
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* |
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* This variable can be set to the following values: |
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* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) |
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* "1" - The window frame is interactive when the cursor is hidden |
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* |
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* By default SDL will allow interaction with the window frame when the cursor is hidden |
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*/ |
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#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" |
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/** |
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* \brief A variable to specify custom icon resource id from RC file on Windows platform |
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*/ |
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#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" |
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#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" |
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/** |
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* \brief A variable controlling whether the windows message loop is processed by SDL |
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* |
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* This variable can be set to the following values: |
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* "0" - The window message loop is not run |
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* "1" - The window message loop is processed in SDL_PumpEvents() |
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* |
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* By default SDL will process the windows message loop |
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*/ |
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#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" |
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/** |
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* \brief A variable controlling whether grabbing input grabs the keyboard |
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* |
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* This variable can be set to the following values: |
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* "0" - Grab will affect only the mouse |
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* "1" - Grab will affect mouse and keyboard |
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* |
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* By default SDL will not grab the keyboard so system shortcuts still work. |
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*/ |
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#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" |
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/** |
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* \brief A variable setting the double click time, in milliseconds. |
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*/ |
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#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
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/** |
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* \brief A variable setting the double click radius, in pixels. |
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*/ |
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#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
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/** |
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* \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode |
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*/ |
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#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" |
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/** |
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* \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode |
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*/ |
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#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" |
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/** |
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* \brief A variable controlling whether relative mouse mode is implemented using mouse warping |
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* |
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* This variable can be set to the following values: |
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* "0" - Relative mouse mode uses raw input |
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* "1" - Relative mouse mode uses mouse warping |
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* |
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* By default SDL will use raw input for relative mouse mode |
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*/ |
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#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" |
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/** |
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* \brief Allow mouse click events when clicking to focus an SDL window |
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* |
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* This variable can be set to the following values: |
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* "0" - Ignore mouse clicks that activate a window |
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* "1" - Generate events for mouse clicks that activate a window |
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* |
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* By default SDL will ignore mouse clicks that activate a window |
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*/ |
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#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
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/** |
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* \brief A variable controlling whether touch events should generate synthetic mouse events |
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* |
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* This variable can be set to the following values: |
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* "0" - Touch events will not generate mouse events |
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* "1" - Touch events will generate mouse events |
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* |
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* By default SDL will generate mouse events for touch events |
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*/ |
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#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
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/** |
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* \brief A variable controlling whether mouse events should generate synthetic touch events |
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* |
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* This variable can be set to the following values: |
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* "0" - Mouse events will not generate touch events (default for desktop platforms) |
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* "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) |
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*/ |
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#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" |
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/** |
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* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. |
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* |
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*/ |
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#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
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/** |
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* \brief A variable controlling whether the idle timer is disabled on iOS. |
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* |
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* When an iOS app does not receive touches for some time, the screen is |
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* dimmed automatically. For games where the accelerometer is the only input |
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* this is problematic. This functionality can be disabled by setting this |
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* hint. |
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* |
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* As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() |
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* accomplish the same thing on iOS. They should be preferred over this hint. |
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* |
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* This variable can be set to the following values: |
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* "0" - Enable idle timer |
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* "1" - Disable idle timer |
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*/ |
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#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" |
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/** |
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* \brief A variable controlling which orientations are allowed on iOS/Android. |
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* |
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* In some circumstances it is necessary to be able to explicitly control |
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* which UI orientations are allowed. |
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* |
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* This variable is a space delimited list of the following values: |
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* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" |
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*/ |
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#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" |
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/** |
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* \brief A variable controlling whether controllers used with the Apple TV |
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* generate UI events. |
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* |
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* When UI events are generated by controller input, the app will be |
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* backgrounded when the Apple TV remote's menu button is pressed, and when the |
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* pause or B buttons on gamepads are pressed. |
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* |
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* More information about properly making use of controllers for the Apple TV |
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* can be found here: |
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* https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ |
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* |
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* This variable can be set to the following values: |
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* "0" - Controller input does not generate UI events (the default). |
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* "1" - Controller input generates UI events. |
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*/ |
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#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" |
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/** |
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* \brief A variable controlling whether the Apple TV remote's joystick axes |
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* will automatically match the rotation of the remote. |
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* |
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* This variable can be set to the following values: |
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* "0" - Remote orientation does not affect joystick axes (the default). |
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* "1" - Joystick axes are based on the orientation of the remote. |
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*/ |
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#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" |
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/** |
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* \brief A variable controlling whether the home indicator bar on iPhone X |
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* should be hidden. |
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* |
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* This variable can be set to the following values: |
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* "0" - The indicator bar is not hidden (default for windowed applications) |
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* "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) |
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* "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) |
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*/ |
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#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" |
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/** |
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* \brief A variable controlling whether the Android / iOS built-in |
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* accelerometer should be listed as a joystick device. |
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* |
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* This variable can be set to the following values: |
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* "0" - The accelerometer is not listed as a joystick |
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* "1" - The accelerometer is available as a 3 axis joystick (the default). |
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*/ |
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" |
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/** |
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* \brief A variable controlling whether the Android / tvOS remotes |
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* should be listed as joystick devices, instead of sending keyboard events. |
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* |
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* This variable can be set to the following values: |
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* "0" - Remotes send enter/escape/arrow key events |
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* "1" - Remotes are available as 2 axis, 2 button joysticks (the default). |
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*/ |
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#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" |
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/** |
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* \brief A variable that lets you disable the detection and use of Xinput gamepad devices |
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* |
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* The variable can be set to the following values: |
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* "0" - Disable XInput detection (only uses direct input) |
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* "1" - Enable XInput detection (the default) |
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*/ |
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#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
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/** |
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* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. |
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* |
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* This hint is for backwards compatibility only and will be removed in SDL 2.1 |
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* |
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* The default value is "0". This hint must be set before SDL_Init() |
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*/ |
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#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" |
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/** |
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* \brief A variable that overrides the automatic controller type detection |
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* |
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* The variable should be comma separated entries, in the form: VID/PID=type |
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* |
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* The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd |
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* |
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* The type should be one of: |
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* Xbox360 |
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* XboxOne |
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* PS3 |
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* PS4 |
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* SwitchPro |
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* |
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* This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
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*/ |
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#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" |
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/** |
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* \brief A variable that lets you manually hint extra gamecontroller db entries. |
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* |
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* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h |
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* |
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* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
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* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() |
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*/ |
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#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
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|
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/** |
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* \brief A variable that lets you provide a file with extra gamecontroller db entries. |
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* |
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* The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h |
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* |
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* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) |
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* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() |
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*/ |
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#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" |
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|
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/** |
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* \brief A variable containing a list of devices to skip when scanning for game controllers. |
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* |
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* The format of the string is a comma separated list of USB VID/PID pairs |
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* in hexadecimal form, e.g. |
|
* |
|
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
|
* |
|
* The variable can also take the form of @file, in which case the named |
|
* file will be loaded and interpreted as the value of the variable. |
|
*/ |
|
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
|
|
|
/** |
|
* \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. |
|
* |
|
* The format of the string is a comma separated list of USB VID/PID pairs |
|
* in hexadecimal form, e.g. |
|
* |
|
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
|
* |
|
* The variable can also take the form of @file, in which case the named |
|
* file will be loaded and interpreted as the value of the variable. |
|
*/ |
|
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" |
|
|
|
/** |
|
* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. |
|
* |
|
* For example, on Nintendo Switch controllers, normally you'd get: |
|
* |
|
* (Y) |
|
* (X) (B) |
|
* (A) |
|
* |
|
* but if this hint is set, you'll get: |
|
* |
|
* (X) |
|
* (Y) (A) |
|
* (B) |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - Report the face buttons by position, as though they were on an Xbox controller. |
|
* "1" - Report the face buttons by label instead of position |
|
* |
|
* The default value is "1". This hint may be set at any time. |
|
*/ |
|
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" |
|
|
|
/** |
|
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - Disable joystick & gamecontroller input events when the |
|
* application is in the background. |
|
* "1" - Enable joystick & gamecontroller input events when the |
|
* application is in the background. |
|
* |
|
* The default value is "0". This hint may be set at any time. |
|
*/ |
|
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
|
|
|
/** |
|
* \brief A variable controlling whether the HIDAPI joystick drivers should be used. |
|
* |
|
* This variable can be set to the following values: |
|
* "0" - HIDAPI drivers are not used |
|
* "1" - HIDAPI drivers are used (the default) |
|
* |
|
* This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. |
|
*/ |
|
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
|
|
|
/** |
|
* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. |
|
* |
|
* This variable can be set to the following values: |
|
* "0" - HIDAPI driver is not used |
|
* "1" - HIDAPI driver is used |
|
* |
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
|
*/ |
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
|
|
|
/** |
|
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. |
|
* |
|
* This variable can be set to the following values: |
|
* "0" - extended reports are not enabled (the default) |
|
* "1" - extended reports |
|
* |
|
* Extended input reports allow rumble on Bluetooth PS4 controllers, but |
|
* break DirectInput handling for applications that don't use SDL. |
|
* |
|
* Once extended reports are enabled, they can not be disabled without |
|
* power cycling the controller. |
|
*/ |
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" |
|
|
|
/** |
|
* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. |
|
* |
|
* This variable can be set to the following values: |
|
* "0" - HIDAPI driver is not used |
|
* "1" - HIDAPI driver is used |
|
* |
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
|
*/ |
|
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
|
|
|
/** |
|
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. |
|
* |
|
* This variable can be set to the following values: |
|
* "0" - HIDAPI driver is not used |
|
* "1" - HIDAPI driver is used |
|
* |
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
|
*/ |
|
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
|
|
|
/** |
|
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. |
|
* |
|
* This variable can be set to the following values: |
|
* "0" - HIDAPI driver is not used |
|
* "1" - HIDAPI driver is used |
|
* |
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
|
*/ |
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
|
|
|
/** |
|
* \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. |
|
* |
|
* This variable can be set to the following values: |
|
* "0" - HIDAPI driver is not used |
|
* "1" - HIDAPI driver is used |
|
* |
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
|
*/ |
|
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" |
|
|
|
/** |
|
* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - Do not scan for Steam Controllers |
|
* "1" - Scan for Steam Controllers (the default) |
|
* |
|
* The default value is "1". This hint must be set before initializing the joystick subsystem. |
|
*/ |
|
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" |
|
|
|
|
|
/** |
|
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. |
|
* This is a debugging aid for developers and not expected to be used by end users. The default is "1" |
|
* |
|
* This variable can be set to the following values: |
|
* "0" - don't allow topmost |
|
* "1" - allow topmost |
|
*/ |
|
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" |
|
|
|
/** |
|
* \brief A variable that controls the timer resolution, in milliseconds. |
|
* |
|
* The higher resolution the timer, the more frequently the CPU services |
|
* timer interrupts, and the more precise delays are, but this takes up |
|
* power and CPU time. This hint is only used on Windows 7 and earlier. |
|
* |
|
* See this blog post for more information: |
|
* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ |
|
* |
|
* If this variable is set to "0", the system timer resolution is not set. |
|
* |
|
* The default value is "1". This hint may be set at any time. |
|
*/ |
|
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" |
|
|
|
|
|
/** |
|
* \brief A variable describing the content orientation on QtWayland-based platforms. |
|
* |
|
* On QtWayland platforms, windows are rotated client-side to allow for custom |
|
* transitions. In order to correctly position overlays (e.g. volume bar) and |
|
* gestures (e.g. events view, close/minimize gestures), the system needs to |
|
* know in which orientation the application is currently drawing its contents. |
|
* |
|
* This does not cause the window to be rotated or resized, the application |
|
* needs to take care of drawing the content in the right orientation (the |
|
* framebuffer is always in portrait mode). |
|
* |
|
* This variable can be one of the following values: |
|
* "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" |
|
*/ |
|
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" |
|
|
|
/** |
|
* \brief Flags to set on QtWayland windows to integrate with the native window manager. |
|
* |
|
* On QtWayland platforms, this hint controls the flags to set on the windows. |
|
* For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. |
|
* |
|
* This variable is a space-separated list of the following values (empty = no flags): |
|
* "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" |
|
*/ |
|
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" |
|
|
|
/** |
|
* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size |
|
* |
|
* Use this hint in case you need to set SDL's threads stack size to other than the default. |
|
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which |
|
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). |
|
* Support for this hint is currently available only in the pthread, Windows, and PSP backend. |
|
* |
|
* Instead of this hint, in 2.0.9 and later, you can use |
|
* SDL_CreateThreadWithStackSize(). This hint only works with the classic |
|
* SDL_CreateThread(). |
|
*/ |
|
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" |
|
|
|
/** |
|
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) |
|
*/ |
|
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" |
|
|
|
/** |
|
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac |
|
* |
|
* If present, holding ctrl while left clicking will generate a right click |
|
* event when on Mac. |
|
*/ |
|
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" |
|
|
|
/** |
|
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries |
|
* |
|
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It |
|
* can use two different sets of binaries, those compiled by the user from source |
|
* or those provided by the Chrome browser. In the later case, these binaries require |
|
* that SDL loads a DLL providing the shader compiler. |
|
* |
|
* This variable can be set to the following values: |
|
* "d3dcompiler_46.dll" - default, best for Vista or later. |
|
* "d3dcompiler_43.dll" - for XP support. |
|
* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. |
|
* |
|
*/ |
|
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
|
|
|
/** |
|
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). |
|
* |
|
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has |
|
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly |
|
* created SDL_Window: |
|
* |
|
* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is |
|
* needed for example when sharing an OpenGL context across multiple windows. |
|
* |
|
* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for |
|
* OpenGL rendering. |
|
* |
|
* This variable can be set to the following values: |
|
* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should |
|
* share a pixel format with. |
|
*/ |
|
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" |
|
|
|
/** |
|
* \brief A URL to a WinRT app's privacy policy |
|
* |
|
* All network-enabled WinRT apps must make a privacy policy available to its |
|
* users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be |
|
* be available in the Windows Settings charm, as accessed from within the app. |
|
* SDL provides code to add a URL-based link there, which can point to the app's |
|
* privacy policy. |
|
* |
|
* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL |
|
* before calling any SDL_Init() functions. The contents of the hint should |
|
* be a valid URL. For example, "http://www.example.com". |
|
* |
|
* The default value is "", which will prevent SDL from adding a privacy policy |
|
* link to the Settings charm. This hint should only be set during app init. |
|
* |
|
* The label text of an app's "Privacy Policy" link may be customized via another |
|
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
|
* |
|
* Please note that on Windows Phone, Microsoft does not provide standard UI |
|
* for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL |
|
* will not get used on that platform. Network-enabled phone apps should display |
|
* their privacy policy through some other, in-app means. |
|
*/ |
|
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" |
|
|
|
/** \brief Label text for a WinRT app's privacy policy link |
|
* |
|
* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, |
|
* Microsoft mandates that this policy be available via the Windows Settings charm. |
|
* SDL provides code to add a link there, with its label text being set via the |
|
* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
|
* |
|
* Please note that a privacy policy's contents are not set via this hint. A separate |
|
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the |
|
* policy. |
|
* |
|
* The contents of this hint should be encoded as a UTF8 string. |
|
* |
|
* The default value is "Privacy Policy". This hint should only be set during app |
|
* initialization, preferably before any calls to SDL_Init(). |
|
* |
|
* For additional information on linking to a privacy policy, see the documentation for |
|
* SDL_HINT_WINRT_PRIVACY_POLICY_URL. |
|
*/ |
|
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" |
|
|
|
/** \brief Allows back-button-press events on Windows Phone to be marked as handled |
|
* |
|
* Windows Phone devices typically feature a Back button. When pressed, |
|
* the OS will emit back-button-press events, which apps are expected to |
|
* handle in an appropriate manner. If apps do not explicitly mark these |
|
* events as 'Handled', then the OS will invoke its default behavior for |
|
* unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to |
|
* terminate the app (and attempt to switch to the previous app, or to the |
|
* device's home screen). |
|
* |
|
* Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL |
|
* to mark back-button-press events as Handled, if and when one is sent to |
|
* the app. |
|
* |
|
* Internally, Windows Phone sends back button events as parameters to |
|
* special back-button-press callback functions. Apps that need to respond |
|
* to back-button-press events are expected to register one or more |
|
* callback functions for such, shortly after being launched (during the |
|
* app's initialization phase). After the back button is pressed, the OS |
|
* will invoke these callbacks. If the app's callback(s) do not explicitly |
|
* mark the event as handled by the time they return, or if the app never |
|
* registers one of these callback, the OS will consider the event |
|
* un-handled, and it will apply its default back button behavior (terminate |
|
* the app). |
|
* |
|
* SDL registers its own back-button-press callback with the Windows Phone |
|
* OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN |
|
* and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which |
|
* it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. |
|
* If the hint's value is set to "1", the back button event's Handled |
|
* property will get set to 'true'. If the hint's value is set to something |
|
* else, or if it is unset, SDL will leave the event's Handled property |
|
* alone. (By default, the OS sets this property to 'false', to note.) |
|
* |
|
* SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a |
|
* back button is pressed, or can set it in direct-response to a back button |
|
* being pressed. |
|
* |
|
* In order to get notified when a back button is pressed, SDL apps should |
|
* register a callback function with SDL_AddEventWatch(), and have it listen |
|
* for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. |
|
* (Alternatively, SDL_KEYUP events can be listened-for. Listening for |
|
* either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON |
|
* set by such a callback, will be applied to the OS' current |
|
* back-button-press event. |
|
* |
|
* More details on back button behavior in Windows Phone apps can be found |
|
* at the following page, on Microsoft's developer site: |
|
* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx |
|
*/ |
|
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" |
|
|
|
/** |
|
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. |
|
* |
|
* This hint only applies to Mac OS X. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and |
|
* SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" |
|
* button on their titlebars). |
|
* "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and |
|
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" |
|
* button on their titlebars). |
|
* |
|
* The default value is "1". Spaces are disabled regardless of this hint if |
|
* the OS isn't at least Mac OS X Lion (10.7). This hint must be set before |
|
* any windows are created. |
|
*/ |
|
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
|
|
|
/** |
|
* \brief When set don't force the SDL app to become a foreground process |
|
* |
|
* This hint only applies to Mac OS X. |
|
* |
|
*/ |
|
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
|
|
|
/** |
|
* \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. |
|
* |
|
* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. |
|
* |
|
* If both hints were set then SDL_RWFromFile() will look into expansion files |
|
* after a given relative path was not found in the internal storage and assets. |
|
* |
|
* By default this hint is not set and the APK expansion files are not searched. |
|
*/ |
|
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" |
|
|
|
/** |
|
* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. |
|
* |
|
* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. |
|
* |
|
* If both hints were set then SDL_RWFromFile() will look into expansion files |
|
* after a given relative path was not found in the internal storage and assets. |
|
* |
|
* By default this hint is not set and the APK expansion files are not searched. |
|
*/ |
|
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" |
|
|
|
/** |
|
* \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - SDL_TEXTEDITING events are sent, and it is the application's |
|
* responsibility to render the text from these events and |
|
* differentiate it somehow from committed text. (default) |
|
* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, |
|
* and text that is being composed will be rendered in its own UI. |
|
*/ |
|
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" |
|
|
|
/** |
|
* \brief A variable to control whether we trap the Android back button to handle it manually. |
|
* This is necessary for the right mouse button to work on some Android devices, or |
|
* to be able to trap the back button for use in your code reliably. If set to true, |
|
* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of |
|
* SDL_SCANCODE_AC_BACK. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - Back button will be handled as usual for system. (default) |
|
* "1" - Back button will be trapped, allowing you to handle the key press |
|
* manually. (This will also let right mouse click work on systems |
|
* where the right mouse button functions as back.) |
|
* |
|
* The value of this hint is used at runtime, so it can be changed at any time. |
|
*/ |
|
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" |
|
|
|
/** |
|
* \brief A variable to control whether the event loop will block itself when the app is paused. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - Non blocking. |
|
* "1" - Blocking. (default) |
|
* |
|
* The value should be set before SDL is initialized. |
|
*/ |
|
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" |
|
|
|
/** |
|
* \brief A variable to control whether the return key on the soft keyboard |
|
* should hide the soft keyboard on Android and iOS. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) |
|
* "1" - The return key will hide the keyboard. |
|
* |
|
* The value of this hint is used at runtime, so it can be changed at any time. |
|
*/ |
|
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" |
|
|
|
/** |
|
* \brief override the binding element for keyboard inputs for Emscripten builds |
|
* |
|
* This hint only applies to the emscripten platform |
|
* |
|
* The variable can be one of |
|
* "#window" - The javascript window object (this is the default) |
|
* "#document" - The javascript document object |
|
* "#screen" - the javascript window.screen object |
|
* "#canvas" - the WebGL canvas element |
|
* any other string without a leading # sign applies to the element on the page with that ID. |
|
*/ |
|
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
|
|
|
/** |
|
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals. |
|
* |
|
* This hint only applies to Unix-like platforms. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - SDL will install a SIGINT and SIGTERM handler, and when it |
|
* catches a signal, convert it into an SDL_QUIT event. |
|
* "1" - SDL will not install a signal handler at all. |
|
*/ |
|
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
|
|
|
/** |
|
* \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - SDL will generate a window-close event when it sees Alt+F4. |
|
* "1" - SDL will only do normal key handling for Alt+F4. |
|
*/ |
|
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" |
|
|
|
/** |
|
* \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. |
|
* |
|
* The bitmap header version 4 is required for proper alpha channel support and |
|
* SDL will use it when required. Should this not be desired, this hint can |
|
* force the use of the 40 byte header version which is supported everywhere. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - Surfaces with a colorkey or an alpha channel are saved to a |
|
* 32-bit BMP file with an alpha mask. SDL will use the bitmap |
|
* header version 4 and set the alpha mask accordingly. |
|
* "1" - Surfaces with a colorkey or an alpha channel are saved to a |
|
* 32-bit BMP file without an alpha mask. The alpha channel data |
|
* will be in the file, but applications are going to ignore it. |
|
* |
|
* The default value is "0". |
|
*/ |
|
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" |
|
|
|
/** |
|
* \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. |
|
* The 0x406D1388 Exception is a trick used to inform Visual Studio of a |
|
* thread's name, but it tends to cause problems with other debuggers, |
|
* and the .NET runtime. Note that SDL 2.0.6 and later will still use |
|
* the (safer) SetThreadDescription API, introduced in the Windows 10 |
|
* Creators Update, if available. |
|
* |
|
* The variable can be set to the following values: |
|
* "0" - SDL will raise the 0x406D1388 Exception to name threads. |
|
* This is the default behavior of SDL <= 2.0.4. |
|
* "1" - SDL will not raise this exception, and threads will be unnamed. (default) |
|
* This is necessary with .NET languages or debuggers that aren't Visual Studio. |
|
*/ |
|
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" |
|
|
|
/** |
|
* \brief Tell SDL which Dispmanx layer to use on a Raspberry PI |
|
* |
|
* Also known as Z-order. The variable can take a negative or positive value. |
|
* The default is 10000. |
|
*/ |
|
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
|
|
|
/** |
|
* \brief Tell the video driver that we only want a double buffer. |
|
* |
|
* By default, most lowlevel 2D APIs will use a triple buffer scheme that |
|
* wastes no CPU time on waiting for vsync after issuing a flip, but |
|
* introduces a frame of latency. On the other hand, using a double buffer |
|
* scheme instead is recommended for cases where low latency is an important |
|
* factor because we save a whole frame of latency. |
|
* We do so by waiting for vsync immediately after issuing a flip, usually just |
|
* after eglSwapBuffers call in the backend's *_SwapWindow function. |
|
* |
|
* Since it's driver-specific, it's only supported where possible and |
|
* implemented. Currently supported the following drivers: |
|
* - KMSDRM (kmsdrm) |
|
* - Raspberry Pi (raspberrypi) |
|
*/ |
|
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
|
|
|
/** |
|
* \brief A variable controlling what driver to use for OpenGL ES contexts. |
|
* |
|
* On some platforms, currently Windows and X11, OpenGL drivers may support |
|
* creating contexts with an OpenGL ES profile. By default SDL uses these |
|
* profiles, when available, otherwise it attempts to load an OpenGL ES |
|
* library, e.g. that provided by the ANGLE project. This variable controls |
|
* whether SDL follows this default behaviour or will always load an |
|
* OpenGL ES library. |
|
* |
|
* Circumstances where this is useful include |
|
* - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, |
|
* or emulator, e.g. those from ARM, Imagination or Qualcomm. |
|
* - Resolving OpenGL ES function addresses at link time by linking with |
|
* the OpenGL ES library instead of querying them at run time with |
|
* SDL_GL_GetProcAddress(). |
|
* |
|
* Caution: for an application to work with the default behaviour across |
|
* different OpenGL drivers it must query the OpenGL ES function |
|
* addresses at run time using SDL_GL_GetProcAddress(). |
|
* |
|
* This variable is ignored on most platforms because OpenGL ES is native |
|
* or not supported. |
|
* |
|
* This variable can be set to the following values: |
|
* "0" - Use ES profile of OpenGL, if available. (Default when not set.) |
|
* "1" - Load OpenGL ES library using the default library names. |
|
* |
|
*/ |
|
#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
|
|
|
/** |
|
* \brief A variable controlling speed/quality tradeoff of audio resampling. |
|
* |
|
* If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) |
|
* to handle audio resampling. There are different resampling modes available |
|
* that produce different levels of quality, using more CPU. |
|
* |
|
* If this hint isn't specified to a valid setting, or libsamplerate isn't |
|
* available, SDL will use the default, internal resampling algorithm. |
|
* |
|
* Note that this is currently only applicable to resampling audio that is |
|
* being written to a device for playback or audio being read from a device |
|
* for capture. SDL_AudioCVT always uses the default resampler (although this |
|
* might change for SDL 2.1). |
|
* |
|
* This hint is currently only checked at audio subsystem initialization. |
|
* |
|
* This variable can be set to the following values: |
|
* |
|
* "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) |
|
* "1" or "fast" - Use fast, slightly higher quality resampling, if available |
|
* "2" or "medium" - Use medium quality resampling, if available |
|
* "3" or "best" - Use high quality resampling, if available |
|
*/ |
|
#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" |
|
|
|
/** |
|
* \brief A variable controlling the audio category on iOS and Mac OS X |
|
* |
|
* This variable can be set to the following values: |
|
* |
|
* "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) |
|
* "playback" - Use the AVAudioSessionCategoryPlayback category |
|
* |
|
* For more information, see Apple's documentation: |
|
* https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html |
|
*/ |
|
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
|
|
|
/** |
|
* \brief A variable controlling whether the 2D render API is compatible or efficient. |
|
* |
|
* This variable can be set to the following values: |
|
* |
|
* "0" - Don't use batching to make rendering more efficient. |
|
* "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. |
|
* |
|
* Up to SDL 2.0.9, the render API would draw immediately when requested. Now |
|
* it batches up draw requests and sends them all to the GPU only when forced |
|
* to (during SDL_RenderPresent, when changing render targets, by updating a |
|
* texture that the batch needs, etc). This is significantly more efficient, |
|
* but it can cause problems for apps that expect to render on top of the |
|
* render API's output. As such, SDL will disable batching if a specific |
|
* render backend is requested (since this might indicate that the app is |
|
* planning to use the underlying graphics API directly). This hint can |
|
* be used to explicitly request batching in this instance. It is a contract |
|
* that you will either never use the underlying graphics API directly, or |
|
* if you do, you will call SDL_RenderFlush() before you do so any current |
|
* batch goes to the GPU before your work begins. Not following this contract |
|
* will result in undefined behavior. |
|
*/ |
|
#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" |
|
|
|
|
|
/** |
|
* \brief A variable controlling whether SDL logs all events pushed onto its internal queue. |
|
* |
|
* This variable can be set to the following values: |
|
* |
|
* "0" - Don't log any events (default) |
|
* "1" - Log all events except mouse and finger motion, which are pretty spammy. |
|
* "2" - Log all events. |
|
* |
|
* This is generally meant to be used to debug SDL itself, but can be useful |
|
* for application developers that need better visibility into what is going |
|
* on in the event queue. Logged events are sent through SDL_Log(), which |
|
* means by default they appear on stdout on most platforms or maybe |
|
* OutputDebugString() on Windows, and can be funneled by the app with |
|
* SDL_LogSetOutputFunction(), etc. |
|
* |
|
* This hint can be toggled on and off at runtime, if you only need to log |
|
* events for a small subset of program execution. |
|
*/ |
|
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" |
|
|
|
|
|
|
|
/** |
|
* \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. |
|
* |
|
* The size of the RIFF chunk (which includes all the sub-chunks of the WAVE |
|
* file) is not always reliable. In case the size is wrong, it's possible to |
|
* just ignore it and step through the chunks until a fixed limit is reached. |
|
* |
|
* Note that files that have trailing data unrelated to the WAVE file or |
|
* corrupt files may slow down the loading process without a reliable boundary. |
|
* By default, SDL stops after 10000 chunks to prevent wasting time. Use the |
|
* environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. |
|
* |
|
* This variable can be set to the following values: |
|
* |
|
* "force" - Always use the RIFF chunk size as a boundary for the chunk search |
|
* "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) |
|
* "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB |
|
* "maximum" - Search for chunks until the end of file (not recommended) |
|
*/ |
|
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" |
|
|
|
/** |
|
* \brief Controls how a truncated WAVE file is handled. |
|
* |
|
* A WAVE file is considered truncated if any of the chunks are incomplete or |
|
* the data chunk size is not a multiple of the block size. By default, SDL |
|
* decodes until the first incomplete block, as most applications seem to do. |
|
* |
|
* This variable can be set to the following values: |
|
* |
|
* "verystrict" - Raise an error if the file is truncated |
|
* "strict" - Like "verystrict", but the size of the RIFF chunk is ignored |
|
* "dropframe" - Decode until the first incomplete sample frame |
|
* "dropblock" - Decode until the first incomplete block (default) |
|
*/ |
|
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" |
|
|
|
/** |
|
* \brief Controls how the fact chunk affects the loading of a WAVE file. |
|
* |
|
* The fact chunk stores information about the number of samples of a WAVE |
|
* file. The Standards Update from Microsoft notes that this value can be used |
|
* to 'determine the length of the data in seconds'. This is especially useful |
|
* for compressed formats (for which this is a mandatory chunk) if they produce |
|
* multiple sample frames per block and truncating the block is not allowed. |
|
* The fact chunk can exactly specify how many sample frames there should be |
|
* in this case. |
|
* |
|
* Unfortunately, most application seem to ignore the fact chunk and so SDL |
|
* ignores it by default as well. |
|
* |
|
* This variable can be set to the following values: |
|
* |
|
* "truncate" - Use the number of samples to truncate the wave data if |
|
* the fact chunk is present and valid |
|
* "strict" - Like "truncate", but raise an error if the fact chunk |
|
* is invalid, not present for non-PCM formats, or if the |
|
* data chunk doesn't have that many samples |
|
* "ignorezero" - Like "truncate", but ignore fact chunk if the number of |
|
* samples is zero |
|
* "ignore" - Ignore fact chunk entirely (default) |
|
*/ |
|
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" |
|
|
|
/* |
|
* \brief Override for SDL_GetDisplayUsableBounds() |
|
* |
|
* If set, this hint will override the expected results for |
|
* SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want |
|
* to do this, but this allows an embedded system to request that some of the |
|
* screen be reserved for other uses when paired with a well-behaved |
|
* application. |
|
* |
|
* The contents of this hint must be 4 comma-separated integers, the first |
|
* is the bounds x, then y, width and height, in that order. |
|
*/ |
|
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" |
|
|
|
/** |
|
* \brief An enumeration of hint priorities |
|
*/ |
|
typedef enum |
|
{ |
|
SDL_HINT_DEFAULT, |
|
SDL_HINT_NORMAL, |
|
SDL_HINT_OVERRIDE |
|
} SDL_HintPriority; |
|
|
|
|
|
/** |
|
* \brief Set a hint with a specific priority |
|
* |
|
* The priority controls the behavior when setting a hint that already |
|
* has a value. Hints will replace existing hints of their priority and |
|
* lower. Environment variables are considered to have override priority. |
|
* |
|
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, |
|
const char *value, |
|
SDL_HintPriority priority); |
|
|
|
/** |
|
* \brief Set a hint with normal priority |
|
* |
|
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, |
|
const char *value); |
|
|
|
/** |
|
* \brief Get a hint |
|
* |
|
* \return The string value of a hint variable. |
|
*/ |
|
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); |
|
|
|
/** |
|
* \brief Get a hint |
|
* |
|
* \return The boolean value of a hint variable. |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); |
|
|
|
/** |
|
* \brief type definition of the hint callback function. |
|
*/ |
|
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); |
|
|
|
/** |
|
* \brief Add a function to watch a particular hint |
|
* |
|
* \param name The hint to watch |
|
* \param callback The function to call when the hint value changes |
|
* \param userdata A pointer to pass to the callback function |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, |
|
SDL_HintCallback callback, |
|
void *userdata); |
|
|
|
/** |
|
* \brief Remove a function watching a particular hint |
|
* |
|
* \param name The hint being watched |
|
* \param callback The function being called when the hint value changes |
|
* \param userdata A pointer being passed to the callback function |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, |
|
SDL_HintCallback callback, |
|
void *userdata); |
|
|
|
/** |
|
* \brief Clear all hints |
|
* |
|
* This function is called during SDL_Quit() to free stored hints. |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_ClearHints(void); |
|
|
|
|
|
/* Ends C function definitions when using C++ */ |
|
#ifdef __cplusplus |
|
} |
|
#endif |
|
#include "close_code.h" |
|
|
|
#endif /* SDL_hints_h_ */ |
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|
|
|