SDL 3.0
SDL_hints.h File Reference

Official documentation for SDL configuration variables. More...

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Go to the source code of this file.

Macros

#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK   "SDL_ACCELEROMETER_AS_JOYSTICK"
 A variable controlling whether the Android / iOS built-in accelerometer should be listed as a joystick device. More...
 
#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED   "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
 Specify the behavior of Alt+Tab while the keyboard is grabbed. More...
 
#define SDL_HINT_ALLOW_TOPMOST   "SDL_ALLOW_TOPMOST"
 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". More...
 
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION   "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
 Android APK expansion main file version. Should be a string number like "1", "2" etc. More...
 
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION   "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
 Android APK expansion patch file version. Should be a string number like "1", "2" etc. More...
 
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE   "SDL_ANDROID_BLOCK_ON_PAUSE"
 A variable to control whether the event loop will block itself when the app is paused. More...
 
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO   "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
 A variable to control whether SDL will pause audio in background (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") More...
 
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON   "SDL_ANDROID_TRAP_BACK_BUTTON"
 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_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP pair with a keycode of SDL_SCANCODE_AC_BACK. More...
 
#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY   "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY"
 A variable to control whether SDL activity is allowed to be re-created. If so, java static datas and static datas from native libraries remain with their current values. When not allowed, the activity terminates with exit(0) to be fully re-initialized afterward. More...
 
#define SDL_HINT_APP_ID   "SDL_APP_ID"
 A variable setting the app ID string. This string is used by desktop compositors to identify and group windows together, as well as match applications with associated desktop settings and icons. More...
 
#define SDL_HINT_APP_NAME   "SDL_APP_NAME"
 Specify an application name. More...
 
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS   "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
 A variable controlling whether controllers used with the Apple TV generate UI events. More...
 
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION   "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
 A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote. More...
 
#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
 A variable controlling the audio category on iOS and macOS. More...
 
#define SDL_HINT_AUDIO_DEVICE_APP_NAME   "SDL_AUDIO_DEVICE_APP_NAME"
 Specify an application name for an audio device. More...
 
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME   "SDL_AUDIO_DEVICE_STREAM_NAME"
 Specify an application name for an audio device. More...
 
#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE   "SDL_AUDIO_DEVICE_STREAM_ROLE"
 Specify an application role for an audio device. More...
 
#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
 A variable controlling speed/quality tradeoff of audio resampling. More...
 
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS   "SDL_AUTO_UPDATE_JOYSTICKS"
 A variable controlling whether SDL updates joystick state when getting input events. More...
 
#define SDL_HINT_AUTO_UPDATE_SENSORS   "SDL_AUTO_UPDATE_SENSORS"
 A variable controlling whether SDL updates sensor state when getting input events. More...
 
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT   "SDL_BMP_SAVE_LEGACY_FORMAT"
 Prevent SDL from using version 4 of the bitmap header when saving BMPs. More...
 
#define SDL_HINT_DISPLAY_USABLE_BOUNDS   "SDL_DISPLAY_USABLE_BOUNDS"
 Override for SDL_GetDisplayUsableBounds() More...
 
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"
 Disable giving back control to the browser automatically when running with asyncify. More...
 
#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR   "SDL_EMSCRIPTEN_CANVAS_SELECTOR"
 Specify the CSS selector used for the "default" window/canvas. More...
 
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
 override the binding element for keyboard inputs for Emscripten builds More...
 
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD   "SDL_ENABLE_SCREEN_KEYBOARD"
 A variable that controls whether the on-screen keyboard should be shown when text input is active. More...
 
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS   "SDL_ENABLE_STEAM_CONTROLLERS"
 A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs. More...
 
#define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"
 A variable controlling verbosity of the logging of SDL events pushed onto the internal queue. More...
 
#define SDL_HINT_FORCE_RAISEWINDOW   "SDL_HINT_FORCE_RAISEWINDOW"
 A variable controlling whether raising the window should be done more forcefully. More...
 
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED   "SDL_WINDOW_ACTIVATE_WHEN_RAISED"
 A variable controlling whether the window is activated when the SDL_RaiseWindow function is called. More...
 
#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
 A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. More...
 
#define SDL_HINT_GAMECONTROLLERCONFIG   "SDL_GAMECONTROLLERCONFIG"
 A variable that lets you manually hint extra gamecontroller db entries. More...
 
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE   "SDL_GAMECONTROLLERCONFIG_FILE"
 A variable that lets you provide a file with extra gamecontroller db entries. More...
 
#define SDL_HINT_GAMECONTROLLERTYPE   "SDL_GAMECONTROLLERTYPE"
 A variable that overrides the automatic controller type detection. More...
 
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES   "SDL_GAMECONTROLLER_IGNORE_DEVICES"
 
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT   "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
 
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS   "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
 If set, game controller face buttons report their values according to their labels instead of their positional layout. More...
 
#define SDL_HINT_GRAB_KEYBOARD   "SDL_GRAB_KEYBOARD"
 A variable controlling whether grabbing input grabs the keyboard. More...
 
#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS   "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS"
 A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers. More...
 
#define SDL_HINT_HIDAPI_IGNORE_DEVICES   "SDL_HIDAPI_IGNORE_DEVICES"
 A variable containing a list of devices to ignore in SDL_hid_enumerate() More...
 
#define SDL_HINT_IME_INTERNAL_EDITING   "SDL_IME_INTERNAL_EDITING"
 A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_EVENT_TEXT_EDITING events. More...
 
#define SDL_HINT_IME_SHOW_UI   "SDL_IME_SHOW_UI"
 A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them. More...
 
#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT   "SDL_IME_SUPPORT_EXTENDED_TEXT"
 A variable to control if extended IME text support is enabled. If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise. Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated. More...
 
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR   "SDL_IOS_HIDE_HOME_INDICATOR"
 A variable controlling whether the home indicator bar on iPhone X should be hidden. More...
 
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS   "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
 A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI   "SDL_JOYSTICK_HIDAPI"
 A variable controlling whether the HIDAPI joystick drivers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE   "SDL_JOYSTICK_HIDAPI_GAMECUBE"
 A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE   "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
 A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2) this is useful for applications that need full compatibility for things like ADSR envelopes. Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0" Rumble is both at any arbitrary value, StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0". More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS   "SDL_JOYSTICK_HIDAPI_JOY_CONS"
 A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS   "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
 A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS   "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
 A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA   "SDL_JOYSTICK_HIDAPI_LUNA"
 A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC   "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
 A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD   "SDL_JOYSTICK_HIDAPI_SHIELD"
 A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS3   "SDL_JOYSTICK_HIDAPI_PS3"
 A variable controlling whether the HIDAPI driver for PS3 controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS4   "SDL_JOYSTICK_HIDAPI_PS4"
 A variable controlling whether the HIDAPI driver for PS4 controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE   "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
 A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS5   "SDL_JOYSTICK_HIDAPI_PS5"
 A variable controlling whether the HIDAPI driver for PS5 controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
 A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE   "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
 A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA   "SDL_JOYSTICK_HIDAPI_STADIA"
 A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM   "SDL_JOYSTICK_HIDAPI_STEAM"
 A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH   "SDL_JOYSTICK_HIDAPI_SWITCH"
 A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED   "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
 A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED   "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
 A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
 A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_WII   "SDL_JOYSTICK_HIDAPI_WII"
 A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
 A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"
 A variable controlling whether the HIDAPI driver for XBox controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360   "SDL_JOYSTICK_HIDAPI_XBOX_360"
 A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
 A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS   "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
 A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE   "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
 A variable controlling whether the HIDAPI driver for XBox One controllers should be used. More...
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED   "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
 A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened. More...
 
#define SDL_HINT_JOYSTICK_RAWINPUT   "SDL_JOYSTICK_RAWINPUT"
 A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. More...
 
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT   "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
 A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. More...
 
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM   "SDL_JOYSTICK_ROG_CHAKRAM"
 A variable controlling whether the ROG Chakram mice should show up as joysticks. More...
 
#define SDL_HINT_JOYSTICK_THREAD   "SDL_JOYSTICK_THREAD"
 A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows. More...
 
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER   "SDL_KMSDRM_REQUIRE_DRM_MASTER"
 Determines whether SDL enforces that DRM master is required in order to initialize the KMSDRM video backend. More...
 
#define SDL_HINT_JOYSTICK_DEVICE   "SDL_JOYSTICK_DEVICE"
 A comma separated list of devices to open as joysticks. More...
 
#define SDL_HINT_LINUX_DIGITAL_HATS   "SDL_LINUX_DIGITAL_HATS"
 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. More...
 
#define SDL_HINT_LINUX_HAT_DEADZONES   "SDL_LINUX_HAT_DEADZONES"
 A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values. More...
 
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC   "SDL_LINUX_JOYSTICK_CLASSIC"
 A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux. More...
 
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES   "SDL_LINUX_JOYSTICK_DEADZONES"
 A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. More...
 
#define SDL_HINT_MAC_BACKGROUND_APP   "SDL_MAC_BACKGROUND_APP"
 When set don't force the SDL app to become a foreground process. More...
 
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK   "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
 A variable that determines whether ctrl+click should generate a right-click event on Mac. More...
 
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH   "SDL_MAC_OPENGL_ASYNC_DISPATCH"
 A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing. More...
 
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS   "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
 A variable setting the double click radius, in pixels. More...
 
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME   "SDL_MOUSE_DOUBLE_CLICK_TIME"
 A variable setting the double click time, in milliseconds. More...
 
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH   "SDL_MOUSE_FOCUS_CLICKTHROUGH"
 Allow mouse click events when clicking to focus an SDL window. More...
 
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE   "SDL_MOUSE_NORMAL_SPEED_SCALE"
 A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode. More...
 
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER   "SDL_MOUSE_RELATIVE_MODE_CENTER"
 A variable controlling whether relative mouse mode constrains the mouse to the center of the window. More...
 
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP   "SDL_MOUSE_RELATIVE_MODE_WARP"
 A variable controlling whether relative mouse mode is implemented using mouse warping. More...
 
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE   "SDL_MOUSE_RELATIVE_SPEED_SCALE"
 A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode. More...
 
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE   "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
 A variable controlling whether the system mouse acceleration curve is used for relative mouse motion. More...
 
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION   "SDL_MOUSE_RELATIVE_WARP_MOTION"
 A variable controlling whether a motion event should be generated for mouse warping in relative mode. More...
 
#define SDL_HINT_MOUSE_TOUCH_EVENTS   "SDL_MOUSE_TOUCH_EVENTS"
 A variable controlling whether mouse events should generate synthetic touch events. More...
 
#define SDL_HINT_MOUSE_AUTO_CAPTURE   "SDL_MOUSE_AUTO_CAPTURE"
 A variable controlling whether the mouse is captured while mouse buttons are pressed. More...
 
#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
 Tell SDL not to catch the SIGINT or SIGTERM signals. More...
 
#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
 A variable controlling what driver to use for OpenGL ES contexts. More...
 
#define SDL_HINT_ORIENTATIONS   "SDL_IOS_ORIENTATIONS"
 A variable controlling which orientations are allowed on iOS/Android. More...
 
#define SDL_HINT_POLL_SENTINEL   "SDL_POLL_SENTINEL"
 A variable controlling the use of a sentinel event when polling the event queue. More...
 
#define SDL_HINT_PREFERRED_LOCALES   "SDL_PREFERRED_LOCALES"
 Override for SDL_GetPreferredLocales() More...
 
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION   "SDL_QTWAYLAND_CONTENT_ORIENTATION"
 A variable describing the content orientation on QtWayland-based platforms. More...
 
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS   "SDL_QTWAYLAND_WINDOW_FLAGS"
 Flags to set on QtWayland windows to integrate with the native window manager. More...
 
#define SDL_HINT_RENDER_BATCHING   "SDL_RENDER_BATCHING"
 A variable controlling whether the 2D render API is compatible or efficient. More...
 
#define SDL_HINT_RENDER_LINE_METHOD   "SDL_RENDER_LINE_METHOD"
 A variable controlling how the 2D render API renders lines. More...
 
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG   "SDL_RENDER_DIRECT3D11_DEBUG"
 A variable controlling whether to enable Direct3D 11+'s Debug Layer. More...
 
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE   "SDL_RENDER_DIRECT3D_THREADSAFE"
 A variable controlling whether the Direct3D device is initialized for thread-safe operations. More...
 
#define SDL_HINT_RENDER_DRIVER   "SDL_RENDER_DRIVER"
 A variable specifying which render driver to use. More...
 
#define SDL_HINT_RENDER_OPENGL_SHADERS   "SDL_RENDER_OPENGL_SHADERS"
 A variable controlling whether the OpenGL render driver uses shaders if they are available. More...
 
#define SDL_HINT_RENDER_SCALE_QUALITY   "SDL_RENDER_SCALE_QUALITY"
 A variable controlling the scaling quality. More...
 
#define SDL_HINT_RENDER_VSYNC   "SDL_RENDER_VSYNC"
 A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. More...
 
#define SDL_HINT_PS2_DYNAMIC_VSYNC   "SDL_PS2_DYNAMIC_VSYNC"
 A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS. More...
 
#define SDL_HINT_RETURN_KEY_HIDES_IME   "SDL_RETURN_KEY_HIDES_IME"
 A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS. More...
 
#define SDL_HINT_RPI_VIDEO_LAYER   "SDL_RPI_VIDEO_LAYER"
 Tell SDL which Dispmanx layer to use on a Raspberry PI. More...
 
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME   "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
 Specify an "activity name" for screensaver inhibition. More...
 
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL   "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
 Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. More...
 
#define SDL_HINT_THREAD_PRIORITY_POLICY   "SDL_THREAD_PRIORITY_POLICY"
 A string specifying additional information to use with SDL_SetThreadPriority. More...
 
#define SDL_HINT_THREAD_STACK_SIZE   "SDL_THREAD_STACK_SIZE"
 A string specifying SDL's threads stack size in bytes or "0" for the backend's default size. More...
 
#define SDL_HINT_TIMER_RESOLUTION   "SDL_TIMER_RESOLUTION"
 A variable that controls the timer resolution, in milliseconds. More...
 
#define SDL_HINT_TOUCH_MOUSE_EVENTS   "SDL_TOUCH_MOUSE_EVENTS"
 A variable controlling whether touch events should generate synthetic mouse events. More...
 
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE   "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
 A variable controlling which touchpad should generate synthetic mouse events. More...
 
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK   "SDL_TV_REMOTE_AS_JOYSTICK"
 A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events. More...
 
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER   "SDL_VIDEO_ALLOW_SCREENSAVER"
 A variable controlling whether the screensaver is enabled. More...
 
#define SDL_HINT_VIDEO_DOUBLE_BUFFER   "SDL_VIDEO_DOUBLE_BUFFER"
 Tell the video driver that we only want a double buffer. More...
 
#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK   "SDL_VIDEO_EGL_GETDISPLAY_FALLBACK"
 If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay. More...
 
#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT   "SDL_VIDEO_EXTERNAL_CONTEXT"
 A variable controlling whether the graphics context is externally managed. More...
 
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES   "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
 A variable that dictates policy for fullscreen Spaces on macOS. More...
 
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
 Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. More...
 
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR   "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
 A variable controlling whether the libdecor Wayland backend is allowed to be used. More...
 
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR   "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
 A variable controlling whether the libdecor Wayland backend is preferred over native decrations. More...
 
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION   "SDL_VIDEO_WAYLAND_MODE_EMULATION"
 A variable controlling whether video mode emulation is enabled under Wayland. More...
 
#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING   "SDL_VIDEO_WAYLAND_MODE_SCALING"
 A variable controlling how modes with a non-native aspect ratio are displayed under Wayland. More...
 
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP   "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
 Enable or disable mouse pointer warp emulation, needed by some older games. More...
 
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT   "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
 A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). More...
 
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL   "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
 When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL. More...
 
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN   "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
 When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan. More...
 
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER   "SDL_VIDEO_WIN_D3DCOMPILER"
 A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries. More...
 
#define SDL_HINT_VIDEO_FORCE_EGL   "SDL_VIDEO_FORCE_EGL"
 A variable controlling whether the OpenGL context should be created with EGL by default. More...
 
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR   "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
 A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. More...
 
#define SDL_HINT_VIDEO_X11_NET_WM_PING   "SDL_VIDEO_X11_NET_WM_PING"
 A variable controlling whether the X11 _NET_WM_PING protocol should be supported. More...
 
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID   "SDL_VIDEO_X11_WINDOW_VISUALID"
 A variable forcing the visual ID chosen for new X11 windows. More...
 
#define SDL_HINT_VIDEO_X11_XRANDR   "SDL_VIDEO_X11_XRANDR"
 A variable controlling whether the X11 XRandR extension should be used. More...
 
#define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"
 Controls how the fact chunk affects the loading of a WAVE file. More...
 
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"
 Controls how the size of the RIFF chunk affects the loading of a WAVE file. More...
 
#define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"
 Controls how a truncated WAVE file is handled. More...
 
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING   "SDL_WINDOWS_DISABLE_THREAD_NAMING"
 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. More...
 
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS   "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
 Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic). More...
 
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP   "SDL_WINDOWS_ENABLE_MESSAGELOOP"
 A variable controlling whether the windows message loop is processed by SDL. More...
 
#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS   "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
 Force SDL to use Critical Sections for mutexes on Windows. On Windows 7 and newer, Slim Reader/Writer Locks are available. They offer better performance, allocate no kernel ressources and use less memory. SDL will fall back to Critical Sections on older OS versions or if forced to by this hint. More...
 
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL   "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
 Force SDL to use Kernel Semaphores on Windows. Kernel Semaphores are inter-process and require a context switch on every interaction. On Windows 8 and newer, the WaitOnAddress API is available. Using that and atomics to implement semaphores increases performance. SDL will fall back to Kernel Objects on older OS versions or if forced to by this hint. More...
 
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON   "SDL_WINDOWS_INTRESOURCE_ICON"
 A variable to specify custom icon resource id from RC file on Windows platform. More...
 
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL   "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
 
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4   "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
 Tell SDL not to generate window-close events for Alt+F4 on Windows. More...
 
#define SDL_HINT_WINDOWS_USE_D3D9EX   "SDL_WINDOWS_USE_D3D9EX"
 Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. Direct3D 9Ex contains changes to state management that can eliminate device loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require some changes to your application to cope with the new behavior, so this is disabled by default. More...
 
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN   "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
 A variable controlling whether the window frame and title bar are interactive when the cursor is hidden. More...
 
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN   "SDL_WINDOW_ACTIVATE_WHEN_SHOWN"
 A variable controlling whether the window is activated when the SDL_ShowWindow function is called. More...
 
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON   "SDL_WINRT_HANDLE_BACK_BUTTON"
 Allows back-button-press events on Windows Phone to be marked as handled. More...
 
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL   "SDL_WINRT_PRIVACY_POLICY_LABEL"
 Label text for a WinRT app's privacy policy link. More...
 
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL   "SDL_WINRT_PRIVACY_POLICY_URL"
 A URL to a WinRT app's privacy policy. More...
 
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT   "SDL_X11_FORCE_OVERRIDE_REDIRECT"
 Mark X11 windows as override-redirect. More...
 
#define SDL_HINT_XINPUT_ENABLED   "SDL_XINPUT_ENABLED"
 A variable that lets you disable the detection and use of Xinput gamepad devices. More...
 
#define SDL_HINT_DIRECTINPUT_ENABLED   "SDL_DIRECTINPUT_ENABLED"
 A variable that lets you disable the detection and use of DirectInput gamepad devices. More...
 
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING   "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
 A variable that causes SDL to use the old axis and button mapping for XInput devices. More...
 
#define SDL_HINT_AUDIO_INCLUDE_MONITORS   "SDL_AUDIO_INCLUDE_MONITORS"
 A variable that causes SDL to not ignore audio "monitors". More...
 
#define SDL_HINT_X11_WINDOW_TYPE   "SDL_X11_WINDOW_TYPE"
 A variable that forces X11 windows to create as a custom type. More...
 
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE   "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
 A variable that decides whether to send SDL_EVENT_QUIT when closing the final window. More...
 
#define SDL_HINT_VIDEO_DRIVER   "SDL_VIDEO_DRIVER"
 A variable that decides what video backend to use. More...
 
#define SDL_HINT_AUDIO_DRIVER   "SDL_AUDIO_DRIVER"
 A variable that decides what audio backend to use. More...
 
#define SDL_HINT_KMSDRM_DEVICE_INDEX   "SDL_KMSDRM_DEVICE_INDEX"
 A variable that decides what KMSDRM device to use. More...
 
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY   "SDL_TRACKPAD_IS_TOUCH_ONLY"
 A variable that treats trackpads as touch devices. More...
 
#define SDL_HINT_GDK_TEXTINPUT_TITLE   "SDL_GDK_TEXTINPUT_TITLE"
 Sets the title of the TextInput window on GDK platforms. More...
 
#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION   "SDL_GDK_TEXTINPUT_DESCRIPTION"
 Sets the description of the TextInput window on GDK platforms. More...
 
#define SDL_HINT_GDK_TEXTINPUT_DEFAULT   "SDL_GDK_TEXTINPUT_DEFAULT"
 Sets the default text of the TextInput window on GDK platforms. More...
 
#define SDL_HINT_GDK_TEXTINPUT_SCOPE   "SDL_GDK_TEXTINPUT_SCOPE"
 Sets the input scope of the TextInput window on GDK platforms. More...
 
#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH   "SDL_GDK_TEXTINPUT_MAX_LENGTH"
 Sets the maximum input length of the TextInput window on GDK platforms. More...
 

Typedefs

typedef void(* SDL_HintCallback) (void *userdata, const char *name, const char *oldValue, const char *newValue)
 

Enumerations

enum  SDL_HintPriority {
  SDL_HINT_DEFAULT ,
  SDL_HINT_NORMAL ,
  SDL_HINT_OVERRIDE
}
 An enumeration of hint priorities. More...
 

Functions

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)
 
void SDL_ResetHints (void)
 
const char * SDL_GetHint (const char *name)
 
SDL_bool SDL_GetHintBoolean (const char *name, SDL_bool default_value)
 
int SDL_AddHintCallback (const char *name, SDL_HintCallback callback, void *userdata)
 
void SDL_DelHintCallback (const char *name, SDL_HintCallback callback, void *userdata)
 
void SDL_ClearHints (void)
 

Detailed Description

Official documentation for SDL configuration variables.

This file contains functions to set and get configuration hints, as well as listing each of them alphabetically.

The convention for naming hints is SDL_HINT_X, where "SDL_X" is the environment variable that can be used to override the default.

In general these hints are just that - they may or may not be supported or applicable on any given platform, but they provide a way for an application or user to give the library a hint as to how they would like the library to work.

Definition in file SDL_hints.h.

Macro Definition Documentation

◆ SDL_HINT_ACCELEROMETER_AS_JOYSTICK

#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK   "SDL_ACCELEROMETER_AS_JOYSTICK"

A variable controlling whether the Android / iOS built-in accelerometer should be listed as a joystick device.

This variable can be set to the following values: "0" - The accelerometer is not listed as a joystick "1" - The accelerometer is available as a 3 axis joystick (the default).

Definition at line 58 of file SDL_hints.h.

◆ SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED

#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED   "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"

Specify the behavior of Alt+Tab while the keyboard is grabbed.

By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed and your window is full-screen. This prevents the user from getting stuck in your application if you've enabled keyboard grab.

The variable can be set to the following values: "0" - SDL will not handle Alt+Tab. Your application is responsible for handling Alt+Tab while the keyboard is grabbed. "1" - SDL will minimize your window when Alt+Tab is pressed (default)

Definition at line 72 of file SDL_hints.h.

◆ SDL_HINT_ALLOW_TOPMOST

#define SDL_HINT_ALLOW_TOPMOST   "SDL_ALLOW_TOPMOST"

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

Definition at line 82 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY

#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY   "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY"

A variable to control whether SDL activity is allowed to be re-created. If so, java static datas and static datas from native libraries remain with their current values. When not allowed, the activity terminates with exit(0) to be fully re-initialized afterward.

The variable can be set to the following values: "0" - Not allowed. (default) "1" - Allowed.

The value of this hint is used at runtime, so it can be changed at any time.

Definition at line 159 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION

#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION   "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"

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.

Definition at line 94 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION

#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION   "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"

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.

Definition at line 106 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_BLOCK_ON_PAUSE

#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE   "SDL_ANDROID_BLOCK_ON_PAUSE"

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.

Definition at line 117 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO

#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO   "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"

A variable to control whether SDL will pause audio in background (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")

The variable can be set to the following values: "0" - Non paused. "1" - Paused. (default)

The value should be set before SDL is initialized.

Definition at line 129 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_TRAP_BACK_BUTTON

#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON   "SDL_ANDROID_TRAP_BACK_BUTTON"

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_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP 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.

Definition at line 146 of file SDL_hints.h.

◆ SDL_HINT_APP_ID

#define SDL_HINT_APP_ID   "SDL_APP_ID"

A variable setting the app ID string. This string is used by desktop compositors to identify and group windows together, as well as match applications with associated desktop settings and icons.

On Wayland this corresponds to the "app ID" window property and on X11 this corresponds to the WM_CLASS property. Windows inherit the value of this hint at creation time. Changing this hint after a window has been created will not change the app ID or class of existing windows.

For *nix platforms, this string should be formatted in reverse-DNS notation and follow some basic rules to be valid:

  • The application ID must be composed of two or more elements separated by a period (‘.’) character.
  • Each element must contain one or more of the alphanumeric characters (A-Z, a-z, 0-9) plus underscore (‘_’) and hyphen (‘-’) and must not start with a digit. Note that hyphens, while technically allowed, should not be used if possible, as they are not supported by all components that use the ID, such as D-Bus. For maximum compatability, replace hyphens with an underscore.
  • The empty string is not a valid element (ie: your application ID may not start or end with a period and it is not valid to have two periods in a row).
  • The entire ID must be less than 255 characters in length.

Examples of valid app ID strings:

  • org.MyOrg.MyApp
  • com.your_company.your_app

Desktops such as GNOME and KDE require that the app ID string matches your application's .desktop file name (e.g. if the app ID string is 'org.MyOrg.MyApp', your application's .desktop file should be named 'org.MyOrg.MyApp.desktop').

If you plan to package your application in a container such as Flatpak, the app ID should match the name of your Flatpak container as well.

If not set, SDL will attempt to use the application executable name. If the executable name cannot be retrieved, the generic string "SDL_App" will be used.

On targets where this is not supported, this hint does nothing.

Definition at line 206 of file SDL_hints.h.

◆ SDL_HINT_APP_NAME

#define SDL_HINT_APP_NAME   "SDL_APP_NAME"

Specify an application name.

This hint lets you specify the application name sent to the OS when required. For example, this will often appear in volume control applets for audio streams, and in lists of applications which are inhibiting the screensaver. You should use a string that describes your program ("My Game 2: The Revenge")

Setting this to "" or leaving it unset will have SDL use a reasonable default: probably the application's name or "SDL Application" if SDL doesn't have any better information.

Note that, for audio streams, this can be overridden with SDL_HINT_AUDIO_DEVICE_APP_NAME.

On targets where this is not supported, this hint does nothing.

Definition at line 226 of file SDL_hints.h.

◆ SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS

#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS   "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"

A variable controlling whether controllers used with the Apple TV generate UI events.

When UI events are generated by controller input, the app will be backgrounded when the Apple TV remote's menu button is pressed, and when the pause or B buttons on gamepads are pressed.

More information about properly making use of controllers for the Apple TV can be found here: https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/

This variable can be set to the following values: "0" - Controller input does not generate UI events (the default). "1" - Controller input generates UI events.

Definition at line 244 of file SDL_hints.h.

◆ SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION

#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION   "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"

A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote.

This variable can be set to the following values: "0" - Remote orientation does not affect joystick axes (the default). "1" - Joystick axes are based on the orientation of the remote.

Definition at line 254 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_CATEGORY

#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"

A variable controlling the audio category on iOS and macOS.

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

Definition at line 267 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DEVICE_APP_NAME

#define SDL_HINT_AUDIO_DEVICE_APP_NAME   "SDL_AUDIO_DEVICE_APP_NAME"

Specify an application name for an audio device.

Some audio backends (such as PulseAudio) allow you to describe your audio stream. Among other things, this description might show up in a system control panel that lets the user adjust the volume on specific audio streams instead of using one giant master volume slider.

This hints lets you transmit that information to the OS. The contents of this hint are used while opening an audio device. You should use a string that describes your program ("My Game 2: The Revenge")

Setting this to "" or leaving it unset will have SDL use a reasonable default: this will be the name set with SDL_HINT_APP_NAME, if that hint is set. Otherwise, it'll probably the application's name or "SDL Application" if SDL doesn't have any better information.

On targets where this is not supported, this hint does nothing.

Definition at line 288 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DEVICE_STREAM_NAME

#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME   "SDL_AUDIO_DEVICE_STREAM_NAME"

Specify an application name for an audio device.

Some audio backends (such as PulseAudio) allow you to describe your audio stream. Among other things, this description might show up in a system control panel that lets the user adjust the volume on specific audio streams instead of using one giant master volume slider.

This hints lets you transmit that information to the OS. The contents of this hint are used while opening an audio device. You should use a string that describes your what your program is playing ("audio stream" is probably sufficient in many cases, but this could be useful for something like "team chat" if you have a headset playing VoIP audio separately).

Setting this to "" or leaving it unset will have SDL use a reasonable default: "audio stream" or something similar.

On targets where this is not supported, this hint does nothing.

Definition at line 309 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DEVICE_STREAM_ROLE

#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE   "SDL_AUDIO_DEVICE_STREAM_ROLE"

Specify an application role for an audio device.

Some audio backends (such as Pipewire) allow you to describe the role of your audio stream. Among other things, this description might show up in a system control panel or software for displaying and manipulating media playback/capture graphs.

This hints lets you transmit that information to the OS. The contents of this hint are used while opening an audio device. You should use a string that describes your what your program is playing (Game, Music, Movie, etc...).

Setting this to "" or leaving it unset will have SDL use a reasonable default: "Game" or something similar.

On targets where this is not supported, this hint does nothing.

Definition at line 329 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DRIVER

#define SDL_HINT_AUDIO_DRIVER   "SDL_AUDIO_DRIVER"

A variable that decides what audio backend to use.

By default, SDL will try all available audio backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "alsa" if, say, you are on PulseAudio but want to try talking to the lower level instead.

This functionality has existed since SDL 2.0.0 (indeed, before that) but before 2.0.22 this was an environment variable only. In 2.0.22, it was upgraded to a full SDL hint, so you can set the environment variable as usual or programatically set the hint with SDL_SetHint, which won't propagate to child processes.

The default value is unset, in which case SDL will try to figure out the best audio backend on your behalf. This hint needs to be set before SDL_Init() is called to be useful.

This hint is available since SDL 2.0.22. Before then, you could set the environment variable to get the same effect.

Definition at line 2379 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_INCLUDE_MONITORS

#define SDL_HINT_AUDIO_INCLUDE_MONITORS   "SDL_AUDIO_INCLUDE_MONITORS"

A variable that causes SDL to not ignore audio "monitors".

This is currently only used for PulseAudio and ignored elsewhere.

By default, SDL ignores audio devices that aren't associated with physical hardware. Changing this hint to "1" will expose anything SDL sees that appears to be an audio source or sink. This will add "devices" to the list that the user probably doesn't want or need, but it can be useful in scenarios where you want to hook up SDL to some sort of virtual device, etc.

The default value is "0". This hint must be set before SDL_Init().

This hint is available since SDL 2.0.16. Before then, virtual devices are always ignored.

Definition at line 2288 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_RESAMPLING_MODE

#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"

A variable controlling speed/quality tradeoff of audio resampling.

SDL may be able to use different approaches to audio resampling, which produce different levels of quality, using more CPU.

If this hint isn't specified to a valid setting SDL will use the default.

This hint is currently only checked at audio subsystem initialization.

This variable can be set to the following values:

"0" or "default" - SDL chooses default (probably "medium"). "1" or "fast" - Use fast, lower-quality resampling, if available "2" or "medium" - Use medium quality resampling, if available "3" or "best" - Use high quality resampling, if available

Definition at line 348 of file SDL_hints.h.

◆ SDL_HINT_AUTO_UPDATE_JOYSTICKS

#define SDL_HINT_AUTO_UPDATE_JOYSTICKS   "SDL_AUTO_UPDATE_JOYSTICKS"

A variable controlling whether SDL updates joystick state when getting input events.

This variable can be set to the following values:

"0" - You'll call SDL_UpdateJoysticks() manually "1" - SDL will automatically call SDL_UpdateJoysticks() (default)

This hint can be toggled on and off at runtime.

Definition at line 360 of file SDL_hints.h.

◆ SDL_HINT_AUTO_UPDATE_SENSORS

#define SDL_HINT_AUTO_UPDATE_SENSORS   "SDL_AUTO_UPDATE_SENSORS"

A variable controlling whether SDL updates sensor state when getting input events.

This variable can be set to the following values:

"0" - You'll call SDL_UpdateSensors() manually "1" - SDL will automatically call SDL_UpdateSensors() (default)

This hint can be toggled on and off at runtime.

Definition at line 372 of file SDL_hints.h.

◆ SDL_HINT_BMP_SAVE_LEGACY_FORMAT

#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT   "SDL_BMP_SAVE_LEGACY_FORMAT"

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".

Definition at line 391 of file SDL_hints.h.

◆ SDL_HINT_DIRECTINPUT_ENABLED

#define SDL_HINT_DIRECTINPUT_ENABLED   "SDL_DIRECTINPUT_ENABLED"

A variable that lets you disable the detection and use of DirectInput gamepad devices.

The variable can be set to the following values: "0" - Disable DirectInput detection (only uses XInput) "1" - Enable DirectInput detection (the default)

Definition at line 2260 of file SDL_hints.h.

◆ SDL_HINT_DISPLAY_USABLE_BOUNDS

#define SDL_HINT_DISPLAY_USABLE_BOUNDS   "SDL_DISPLAY_USABLE_BOUNDS"

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.

Definition at line 405 of file SDL_hints.h.

◆ SDL_HINT_EMSCRIPTEN_ASYNCIFY

#define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"

Disable giving back control to the browser automatically when running with asyncify.

With -s ASYNCIFY, SDL calls emscripten_sleep during operations such as refreshing the screen or polling events.

This hint only applies to the emscripten platform

The variable can be set to the following values: "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) "1" - Enable emscripten_sleep calls (the default)

Definition at line 420 of file SDL_hints.h.

◆ SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR

#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR   "SDL_EMSCRIPTEN_CANVAS_SELECTOR"

Specify the CSS selector used for the "default" window/canvas.

This hint only applies to the emscripten platform

The default value is "#canvas"

Definition at line 429 of file SDL_hints.h.

◆ SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT

#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"

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.

Definition at line 443 of file SDL_hints.h.

◆ SDL_HINT_ENABLE_SCREEN_KEYBOARD

#define SDL_HINT_ENABLE_SCREEN_KEYBOARD   "SDL_ENABLE_SCREEN_KEYBOARD"

A variable that controls whether the on-screen keyboard should be shown when text input is active.

The variable can be set to the following values: "0" - Do not show the on-screen keyboard "1" - Show the on-screen keyboard

The default value is "1". This hint must be set before text input is activated.

Definition at line 454 of file SDL_hints.h.

◆ SDL_HINT_ENABLE_STEAM_CONTROLLERS

#define SDL_HINT_ENABLE_STEAM_CONTROLLERS   "SDL_ENABLE_STEAM_CONTROLLERS"

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.

Definition at line 465 of file SDL_hints.h.

◆ SDL_HINT_EVENT_LOGGING

#define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"

A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.

This variable can be set to the following values, from least to most verbose:

"0" - Don't log any events (default) "1" - Log most events (other than the really spammy ones). "2" - Include mouse and finger motion events. "3" - Include SDL_SysWMEvent 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.

Definition at line 487 of file SDL_hints.h.

◆ SDL_HINT_FORCE_RAISEWINDOW

#define SDL_HINT_FORCE_RAISEWINDOW   "SDL_HINT_FORCE_RAISEWINDOW"

A variable controlling whether raising the window should be done more forcefully.

This variable can be set to the following values: "0" - No forcing (the default) "1" - Extra level of forcing

At present, this is only an issue under MS Windows, which makes it nearly impossible to programmatically move a window to the foreground, for "security" reasons. See http://stackoverflow.com/a/34414846 for a discussion.

Definition at line 500 of file SDL_hints.h.

◆ SDL_HINT_FRAMEBUFFER_ACCELERATION

#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"

A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.

SDL can try to accelerate the SDL screen surface by using streaming textures with a 3D rendering engine. This variable controls whether and how this is done.

This variable can be set to the following values: "0" - Disable 3D acceleration "1" - Enable 3D acceleration, using the default renderer. "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)

By default SDL tries to make a best guess for each platform whether to use acceleration or not.

Definition at line 529 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES

#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES   "SDL_GAMECONTROLLER_IGNORE_DEVICES"

Definition at line 581 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT

#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT   "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"

Definition at line 594 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS

#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS   "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"

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.

Definition at line 617 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLERCONFIG

#define SDL_HINT_GAMECONTROLLERCONFIG   "SDL_GAMECONTROLLERCONFIG"

A variable that lets you manually hint extra gamecontroller db entries.

The variable should be newline delimited rows of gamecontroller config data, see SDL_gamepad.h

This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD) You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()

Definition at line 539 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLERCONFIG_FILE

#define SDL_HINT_GAMECONTROLLERCONFIG_FILE   "SDL_GAMECONTROLLERCONFIG_FILE"

A variable that lets you provide a file with extra gamecontroller db entries.

The file should contain lines of gamecontroller config data, see SDL_gamepad.h

This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD) You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()

Definition at line 549 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLERTYPE

#define SDL_HINT_GAMECONTROLLERTYPE   "SDL_GAMECONTROLLERTYPE"

A variable that overrides the automatic controller type detection.

The variable should be comma separated entries, in the form: VID/PID=type

The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd

The type should be one of: Xbox360 XboxOne PS3 PS4 PS5 SwitchPro

This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMEPAD)

Definition at line 568 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_DEFAULT

#define SDL_HINT_GDK_TEXTINPUT_DEFAULT   "SDL_GDK_TEXTINPUT_DEFAULT"

Sets the default text of the TextInput window on GDK platforms.

On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the standard SDL text input and virtual keyboard capabilities to get text from the user.

This hint allows you to customize the virtual keyboard window that will be shown to the user.

Set this hint to change the default text value of the window.

This hint will not affect a window that is already being shown to the user. It will only affect new input windows.

This hint is available only if SDL_GDK_TEXTINPUT defined.

Definition at line 2473 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_DESCRIPTION

#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION   "SDL_GDK_TEXTINPUT_DESCRIPTION"

Sets the description of the TextInput window on GDK platforms.

On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the standard SDL text input and virtual keyboard capabilities to get text from the user.

This hint allows you to customize the virtual keyboard window that will be shown to the user.

Set this hint to change the description of the window.

This hint will not affect a window that is already being shown to the user. It will only affect new input windows.

This hint is available only if SDL_GDK_TEXTINPUT defined.

Definition at line 2454 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH

#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH   "SDL_GDK_TEXTINPUT_MAX_LENGTH"

Sets the maximum input length of the TextInput window on GDK platforms.

On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the standard SDL text input and virtual keyboard capabilities to get text from the user.

This hint allows you to customize the virtual keyboard window that will be shown to the user.

Set this hint to change the maximum allowed input length of the text box in the virtual keyboard window.

The value must be a stringified integer, for example "10" to allow for up to 10 characters of text input.

This hint will not affect a window that is already being shown to the user. It will only affect new input windows.

This hint is available only if SDL_GDK_TEXTINPUT defined.

Definition at line 2519 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_SCOPE

#define SDL_HINT_GDK_TEXTINPUT_SCOPE   "SDL_GDK_TEXTINPUT_SCOPE"

Sets the input scope of the TextInput window on GDK platforms.

On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the standard SDL text input and virtual keyboard capabilities to get text from the user.

This hint allows you to customize the virtual keyboard window that will be shown to the user.

Set this hint to change the XGameUiTextEntryInputScope value that will be passed to the window creation function.

The value must be a stringified integer, for example "0" for XGameUiTextEntryInputScope::Default.

This hint will not affect a window that is already being shown to the user. It will only affect new input windows.

This hint is available only if SDL_GDK_TEXTINPUT defined.

Definition at line 2496 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_TITLE

#define SDL_HINT_GDK_TEXTINPUT_TITLE   "SDL_GDK_TEXTINPUT_TITLE"

Sets the title of the TextInput window on GDK platforms.

On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the standard SDL text input and virtual keyboard capabilities to get text from the user.

This hint allows you to customize the virtual keyboard window that will be shown to the user.

Set this hint to change the title of the window.

This hint will not affect a window that is already being shown to the user. It will only affect new input windows.

This hint is available only if SDL_GDK_TEXTINPUT defined.

Definition at line 2435 of file SDL_hints.h.

◆ SDL_HINT_GRAB_KEYBOARD

#define SDL_HINT_GRAB_KEYBOARD   "SDL_GRAB_KEYBOARD"

A variable controlling whether grabbing input grabs the keyboard.

This variable can be set to the following values: "0" - Grab will affect only the mouse "1" - Grab will affect mouse and keyboard

By default SDL will not grab the keyboard so system shortcuts still work.

Definition at line 628 of file SDL_hints.h.

◆ SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS

#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS   "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS"

A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.

This variable can be set to the following values: "0" - SDL_hid_enumerate() will enumerate all HID devices "1" - SDL_hid_enumerate() will only enumerate controllers

By default SDL will only enumerate controllers, to reduce risk of hanging or crashing on devices with bad drivers and avoiding macOS keyboard capture permission prompts.

Definition at line 639 of file SDL_hints.h.

◆ SDL_HINT_HIDAPI_IGNORE_DEVICES

#define SDL_HINT_HIDAPI_IGNORE_DEVICES   "SDL_HIDAPI_IGNORE_DEVICES"

A variable containing a list of devices to ignore in SDL_hid_enumerate()

For example, to ignore the Shanwan DS3 controller and any Valve controller, you might have the string "0x2563/0x0523,0x28de/0x0000"

Definition at line 647 of file SDL_hints.h.

◆ SDL_HINT_IME_INTERNAL_EDITING

#define SDL_HINT_IME_INTERNAL_EDITING   "SDL_IME_INTERNAL_EDITING"

A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_EVENT_TEXT_EDITING events.

The variable can be set to the following values: "0" - SDL_EVENT_TEXT_EDITING 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_EVENT_TEXT_EDITING events are not sent, and text that is being composed will be rendered in its own UI.

Definition at line 659 of file SDL_hints.h.

◆ SDL_HINT_IME_SHOW_UI

#define SDL_HINT_IME_SHOW_UI   "SDL_IME_SHOW_UI"

A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.

The variable can be set to the following values: "0" - Native UI components are not display. (default) "1" - Native UI components are displayed.

Definition at line 668 of file SDL_hints.h.

◆ SDL_HINT_IME_SUPPORT_EXTENDED_TEXT

#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT   "SDL_IME_SUPPORT_EXTENDED_TEXT"

A variable to control if extended IME text support is enabled. If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise. Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.

The variable can be set to the following values: "0" - Legacy behavior. Text can be truncated, no heap allocations. (default) "1" - Modern behavior.

Definition at line 679 of file SDL_hints.h.

◆ SDL_HINT_IOS_HIDE_HOME_INDICATOR

#define SDL_HINT_IOS_HIDE_HOME_INDICATOR   "SDL_IOS_HIDE_HOME_INDICATOR"

A variable controlling whether the home indicator bar on iPhone X should be hidden.

This variable can be set to the following values: "0" - The indicator bar is not hidden (default for windowed applications) "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) "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)

Definition at line 690 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS

#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS   "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"

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.

Definition at line 703 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_DEVICE

#define SDL_HINT_JOYSTICK_DEVICE   "SDL_JOYSTICK_DEVICE"

A comma separated list of devices to open as joysticks.

This variable is currently only used by the Linux joystick driver.

Definition at line 1109 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE

#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE   "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"

A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2) this is useful for applications that need full compatibility for things like ADSR envelopes. Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0" Rumble is both at any arbitrary value, StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0".

This variable can be set to the following values: "0" - Normal rumble behavior is behavior is used (default) "1" - Proper GameCube controller rumble behavior is used

Definition at line 740 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI

#define SDL_HINT_JOYSTICK_HIDAPI   "SDL_JOYSTICK_HIDAPI"

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.

Definition at line 714 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS

#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS   "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"

A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver.

This variable can be set to the following values: "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)

Definition at line 760 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE

#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE   "SDL_JOYSTICK_HIDAPI_GAMECUBE"

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

Definition at line 725 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS

#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS   "SDL_JOYSTICK_HIDAPI_JOY_CONS"

A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons 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

Definition at line 751 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED

#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED   "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"

A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened.

This variable can be set to the following values: "0" - home button LED is turned off "1" - home button LED is turned on

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.

Definition at line 944 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_LUNA

#define SDL_HINT_JOYSTICK_HIDAPI_LUNA   "SDL_JOYSTICK_HIDAPI_LUNA"

A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth 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

Definition at line 782 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC

#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC   "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"

A variable controlling whether the HIDAPI driver for Nintendo Online classic 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

Definition at line 793 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS3

#define SDL_HINT_JOYSTICK_HIDAPI_PS3   "SDL_JOYSTICK_HIDAPI_PS3"

A variable controlling whether the HIDAPI driver for PS3 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 on macOS, and "0" on other platforms.

It is not possible to use this driver on Windows, due to limitations in the default drivers installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.

Definition at line 818 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS4

#define SDL_HINT_JOYSTICK_HIDAPI_PS4   "SDL_JOYSTICK_HIDAPI_PS4"

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

Definition at line 829 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE

#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE   "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"

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.

For compatibility with applications written for versions of SDL prior to the introduction of PS5 controller support, this value will also control the state of extended reports on PS5 controllers when the SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.

Definition at line 849 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS5

#define SDL_HINT_JOYSTICK_HIDAPI_PS5   "SDL_JOYSTICK_HIDAPI_PS5"

A variable controlling whether the HIDAPI driver for PS5 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

Definition at line 860 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED

#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"

A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.

This variable can be set to the following values: "0" - player LEDs are not enabled "1" - player LEDs are enabled (the default)

Definition at line 869 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE

#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE   "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"

A variable controlling whether extended input reports should be used for PS5 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 PS5 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.

For compatibility with applications written for versions of SDL prior to the introduction of PS5 controller support, this value defaults to the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.

Definition at line 888 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_SHIELD

#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD   "SDL_JOYSTICK_HIDAPI_SHIELD"

A variable controlling whether the HIDAPI driver for NVIDIA SHIELD 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

Definition at line 804 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_STADIA

#define SDL_HINT_JOYSTICK_HIDAPI_STADIA   "SDL_JOYSTICK_HIDAPI_STADIA"

A variable controlling whether the HIDAPI driver for Google Stadia 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

Definition at line 899 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_STEAM

#define SDL_HINT_JOYSTICK_HIDAPI_STEAM   "SDL_JOYSTICK_HIDAPI_STEAM"

A variable controlling whether the HIDAPI driver for Bluetooth 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 for Steam Controllers, which requires Bluetooth access and may prompt the user for permission on iOS and Android.

The default is "0"

Definition at line 911 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_SWITCH

#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH   "SDL_JOYSTICK_HIDAPI_SWITCH"

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

Definition at line 922 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED

#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED   "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"

A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened.

This variable can be set to the following values: "0" - home button LED is turned off "1" - home button LED is turned on

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.

Definition at line 933 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED

#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"

A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.

This variable can be set to the following values: "0" - player LEDs are not enabled "1" - player LEDs are enabled (the default)

Definition at line 953 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS

#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS   "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"

A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver.

This variable can be set to the following values: "0" - Left and right Joy-Con controllers will not be in vertical mode (the default) "1" - Left and right Joy-Con controllers will be in vertical mode

This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)

Definition at line 771 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_WII

#define SDL_HINT_JOYSTICK_HIDAPI_WII   "SDL_JOYSTICK_HIDAPI_WII"

A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.

Definition at line 964 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED

#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"

A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.

This variable can be set to the following values: "0" - player LEDs are not enabled "1" - player LEDs are enabled (the default)

Definition at line 973 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"

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 "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI

Definition at line 984 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_360

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360   "SDL_JOYSTICK_HIDAPI_XBOX_360"

A variable controlling whether the HIDAPI driver for XBox 360 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_XBOX

Definition at line 995 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"

A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.

This variable can be set to the following values: "0" - player LEDs are not enabled "1" - player LEDs are enabled (the default)

Definition at line 1004 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS   "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"

A variable controlling whether the HIDAPI driver for XBox 360 wireless 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_XBOX_360

Definition at line 1015 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE   "SDL_JOYSTICK_HIDAPI_XBOX_ONE"

A variable controlling whether the HIDAPI driver for XBox One 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_XBOX

Definition at line 1026 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED   "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"

A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened.

This variable can be set to the following values: "0" - home button LED is turned off "1" - home button LED is turned on

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.

Definition at line 1037 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_RAWINPUT

#define SDL_HINT_JOYSTICK_RAWINPUT   "SDL_JOYSTICK_RAWINPUT"

A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.

This variable can be set to the following values: "0" - RAWINPUT drivers are not used "1" - RAWINPUT drivers are used (the default)

Definition at line 1046 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT

#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT   "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"

A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.

This variable can be set to the following values: "0" - RAWINPUT driver will only use data from raw input APIs "1" - RAWINPUT driver will also pull data from XInput, providing better trigger axes, guide button presses, and rumble support for Xbox controllers

The default is "1". This hint applies to any joysticks opened after setting the hint.

Definition at line 1059 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_ROG_CHAKRAM

#define SDL_HINT_JOYSTICK_ROG_CHAKRAM   "SDL_JOYSTICK_ROG_CHAKRAM"

A variable controlling whether the ROG Chakram mice should show up as joysticks.

This variable can be set to the following values: "0" - ROG Chakram mice do not show up as joysticks (the default) "1" - ROG Chakram mice show up as joysticks

Definition at line 1068 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_THREAD

#define SDL_HINT_JOYSTICK_THREAD   "SDL_JOYSTICK_THREAD"

A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows.

This variable can be set to the following values: "0" - A separate thread is not used (the default) "1" - A separate thread is used for handling raw input messages

Definition at line 1079 of file SDL_hints.h.

◆ SDL_HINT_KMSDRM_DEVICE_INDEX

#define SDL_HINT_KMSDRM_DEVICE_INDEX   "SDL_KMSDRM_DEVICE_INDEX"

A variable that decides what KMSDRM device to use.

Internally, SDL might open something like "/dev/dri/cardNN" to access KMSDRM functionality, where "NN" is a device index number.

SDL makes a guess at the best index to use (usually zero), but the app or user can set this hint to a number between 0 and 99 to force selection.

This hint is available since SDL 2.24.0.

Definition at line 2393 of file SDL_hints.h.

◆ SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER

#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER   "SDL_KMSDRM_REQUIRE_DRM_MASTER"

Determines whether SDL enforces that DRM master is required in order to initialize the KMSDRM video backend.

The DRM subsystem has a concept of a "DRM master" which is a DRM client that has the ability to set planes, set cursor, etc. When SDL is DRM master, it can draw to the screen using the SDL rendering APIs. Without DRM master, SDL is still able to process input and query attributes of attached displays, but it cannot change display state or draw to the screen directly.

In some cases, it can be useful to have the KMSDRM backend even if it cannot be used for rendering. An app may want to use SDL for input processing while using another rendering API (such as an MMAL overlay on Raspberry Pi) or using its own code to render to DRM overlays that SDL doesn't support.

This hint must be set before initializing the video subsystem.

This variable can be set to the following values: "0" - SDL will allow usage of the KMSDRM backend without DRM master "1" - SDL Will require DRM master to use the KMSDRM backend (default)

Definition at line 1102 of file SDL_hints.h.

◆ SDL_HINT_LINUX_DIGITAL_HATS

#define SDL_HINT_LINUX_DIGITAL_HATS   "SDL_LINUX_DIGITAL_HATS"

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.

This variable can be set to the following values: "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default) "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats

Definition at line 1118 of file SDL_hints.h.

◆ SDL_HINT_LINUX_HAT_DEADZONES

#define SDL_HINT_LINUX_HAT_DEADZONES   "SDL_LINUX_HAT_DEADZONES"

A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.

This variable can be set to the following values: "0" - Return digital hat values based on unfiltered input axis values "1" - Return digital hat values with deadzones on the input axes taken into account (the default)

Definition at line 1127 of file SDL_hints.h.

◆ SDL_HINT_LINUX_JOYSTICK_CLASSIC

#define SDL_HINT_LINUX_JOYSTICK_CLASSIC   "SDL_LINUX_JOYSTICK_CLASSIC"

A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux.

This variable can be set to the following values: "0" - Use /dev/input/event* "1" - Use /dev/input/js*

By default the /dev/input/event* interfaces are used

Definition at line 1138 of file SDL_hints.h.

◆ SDL_HINT_LINUX_JOYSTICK_DEADZONES

#define SDL_HINT_LINUX_JOYSTICK_DEADZONES   "SDL_LINUX_JOYSTICK_DEADZONES"

A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.

This variable can be set to the following values: "0" - Return unfiltered joystick axis values (the default) "1" - Return axis values with deadzones taken into account

Definition at line 1147 of file SDL_hints.h.

◆ SDL_HINT_MAC_BACKGROUND_APP

#define SDL_HINT_MAC_BACKGROUND_APP   "SDL_MAC_BACKGROUND_APP"

When set don't force the SDL app to become a foreground process.

This hint only applies to macOS.

Definition at line 1155 of file SDL_hints.h.

◆ SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK

#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK   "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"

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.

Definition at line 1163 of file SDL_hints.h.

◆ SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH

#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH   "SDL_MAC_OPENGL_ASYNC_DISPATCH"

A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing.

This variable can be set to the following values: "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default). "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.

Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread hangs because it's waiting for that background thread, but that background thread is also hanging because it's waiting for the main thread to do an update, this might fix your issue.

This hint only applies to macOS.

This hint is available since SDL 2.24.0.

Definition at line 1181 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_AUTO_CAPTURE

#define SDL_HINT_MOUSE_AUTO_CAPTURE   "SDL_MOUSE_AUTO_CAPTURE"

A variable controlling whether the mouse is captured while mouse buttons are pressed.

This variable can be set to the following values: "0" - The mouse is not captured while mouse buttons are pressed "1" - The mouse is captured while mouse buttons are pressed

By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged outside the window, the application continues to receive mouse events until the button is released.

Definition at line 1283 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS

#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS   "SDL_MOUSE_DOUBLE_CLICK_RADIUS"

A variable setting the double click radius, in pixels.

Definition at line 1186 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_DOUBLE_CLICK_TIME

#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME   "SDL_MOUSE_DOUBLE_CLICK_TIME"

A variable setting the double click time, in milliseconds.

Definition at line 1191 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH

#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH   "SDL_MOUSE_FOCUS_CLICKTHROUGH"

Allow mouse click events when clicking to focus an SDL window.

This variable can be set to the following values: "0" - Ignore mouse clicks that activate a window "1" - Generate events for mouse clicks that activate a window

By default SDL will ignore mouse clicks that activate a window

Definition at line 1202 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_NORMAL_SPEED_SCALE

#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE   "SDL_MOUSE_NORMAL_SPEED_SCALE"

A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode.

Definition at line 1207 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_MODE_CENTER

#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER   "SDL_MOUSE_RELATIVE_MODE_CENTER"

A variable controlling whether relative mouse mode constrains the mouse to the center of the window.

This variable can be set to the following values: "0" - Relative mouse mode constrains the mouse to the window "1" - Relative mouse mode constrains the mouse to the center of the window

Constraining to the center of the window works better for FPS games and when the application is running over RDP. Constraining to the whole window works better for 2D games and increases the chance that the mouse will be in the correct position when using high DPI mice.

By default SDL will constrain the mouse to the center of the window

Definition at line 1223 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_MODE_WARP

#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP   "SDL_MOUSE_RELATIVE_MODE_WARP"

A variable controlling whether relative mouse mode is implemented using mouse warping.

This variable can be set to the following values: "0" - Relative mouse mode uses raw input "1" - Relative mouse mode uses mouse warping

By default SDL will use raw input for relative mouse mode

Definition at line 1234 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE

#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE   "SDL_MOUSE_RELATIVE_SPEED_SCALE"

A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode.

Definition at line 1239 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE

#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE   "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"

A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.

This variable can be set to the following values: "0" - Relative mouse motion will be unscaled (the default) "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.

If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.

Definition at line 1250 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_WARP_MOTION

#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION   "SDL_MOUSE_RELATIVE_WARP_MOTION"

A variable controlling whether a motion event should be generated for mouse warping in relative mode.

This variable can be set to the following values: "0" - Warping the mouse will not generate a motion event in relative mode "1" - Warping the mouse will generate a motion event in relative mode

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.

Definition at line 1261 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_TOUCH_EVENTS

#define SDL_HINT_MOUSE_TOUCH_EVENTS   "SDL_MOUSE_TOUCH_EVENTS"

A variable controlling whether mouse events should generate synthetic touch events.

This variable can be set to the following values: "0" - Mouse events will not generate touch events (default for desktop platforms) "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)

Definition at line 1270 of file SDL_hints.h.

◆ SDL_HINT_NO_SIGNAL_HANDLERS

#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"

Tell SDL not to catch the SIGINT or SIGTERM signals.

This hint only applies to Unix-like platforms, and should set before any calls to SDL_Init()

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_EVENT_QUIT event. "1" - SDL will not install a signal handler at all.

Definition at line 1296 of file SDL_hints.h.

◆ SDL_HINT_OPENGL_ES_DRIVER

#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"

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.

Definition at line 1327 of file SDL_hints.h.

◆ SDL_HINT_ORIENTATIONS

#define SDL_HINT_ORIENTATIONS   "SDL_IOS_ORIENTATIONS"

A variable controlling which orientations are allowed on iOS/Android.

In some circumstances it is necessary to be able to explicitly control which UI orientations are allowed.

This variable is a space delimited list of the following values: "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"

Definition at line 1338 of file SDL_hints.h.

◆ SDL_HINT_POLL_SENTINEL

#define SDL_HINT_POLL_SENTINEL   "SDL_POLL_SENTINEL"

A variable controlling the use of a sentinel event when polling the event queue.

This variable can be set to the following values: "0" - Disable poll sentinels "1" - Enable poll sentinels

When polling for events, SDL_PumpEvents is used to gather new events from devices. If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will become stuck until the new events stop. This is most noticeable when moving a high frequency mouse.

By default, poll sentinels are enabled.

Definition at line 1354 of file SDL_hints.h.

◆ SDL_HINT_PREFERRED_LOCALES

#define SDL_HINT_PREFERRED_LOCALES   "SDL_PREFERRED_LOCALES"

Override for SDL_GetPreferredLocales()

If set, this will be favored over anything the OS might report for the user's preferred locales. Changing this hint at runtime will not generate a SDL_EVENT_LOCALE_CHANGED event (but if you can change the hint, you can push your own event, if you want).

The format of this hint is a comma-separated list of language and locale, combined with an underscore, as is a common format: "en_GB". Locale is optional: "en". So you might have a list like this: "en_GB,jp,es_PT"

Definition at line 1368 of file SDL_hints.h.

◆ SDL_HINT_PS2_DYNAMIC_VSYNC

#define SDL_HINT_PS2_DYNAMIC_VSYNC   "SDL_PS2_DYNAMIC_VSYNC"

A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS.

This variable can be set to the following values: "0" - It will be using VSYNC as defined in the main flag. Default "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed

By default SDL does not enable the automatic VSYNC

Definition at line 1526 of file SDL_hints.h.

◆ SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION

#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION   "SDL_QTWAYLAND_CONTENT_ORIENTATION"

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"

Since SDL 2.0.22 this variable accepts a comma-separated list of values above.

Definition at line 1387 of file SDL_hints.h.

◆ SDL_HINT_QTWAYLAND_WINDOW_FLAGS

#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS   "SDL_QTWAYLAND_WINDOW_FLAGS"

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"

Definition at line 1398 of file SDL_hints.h.

◆ SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE

#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE   "SDL_QUIT_ON_LAST_WINDOW_CLOSE"

A variable that decides whether to send SDL_EVENT_QUIT when closing the final window.

By default, SDL sends an SDL_EVENT_QUIT event when there is only one window and it receives an SDL_EVENT_WINDOW_CLOSE_REQUESTED event, under the assumption most apps would also take the loss of this window as a signal to terminate the program.

However, it's not unreasonable in some cases to have the program continue to live on, perhaps to create new windows later.

Changing this hint to "0" will cause SDL to not send an SDL_EVENT_QUIT event when the final window is requesting to close. Note that in this case, there are still other legitimate reasons one might get an SDL_EVENT_QUIT event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc.

The default value is "1". This hint can be changed at any time.

This hint is available since SDL 2.0.22. Before then, you always get an SDL_EVENT_QUIT event when closing the final window.

Definition at line 2332 of file SDL_hints.h.

◆ SDL_HINT_RENDER_BATCHING

#define SDL_HINT_RENDER_BATCHING   "SDL_RENDER_BATCHING"

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.

Definition at line 1422 of file SDL_hints.h.

◆ SDL_HINT_RENDER_DIRECT3D11_DEBUG

#define SDL_HINT_RENDER_DIRECT3D11_DEBUG   "SDL_RENDER_DIRECT3D11_DEBUG"

A variable controlling whether to enable Direct3D 11+'s Debug Layer.

This variable does not have any effect on the Direct3D 9 based renderer.

This variable can be set to the following values: "0" - Disable Debug Layer use "1" - Enable Debug Layer use

By default, SDL does not use Direct3D Debug Layer.

Definition at line 1448 of file SDL_hints.h.

◆ SDL_HINT_RENDER_DIRECT3D_THREADSAFE

#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE   "SDL_RENDER_DIRECT3D_THREADSAFE"

A variable controlling whether the Direct3D device is initialized for thread-safe operations.

This variable can be set to the following values: "0" - Thread-safety is not enabled (faster) "1" - Thread-safety is enabled

By default the Direct3D device is created with thread-safety disabled.

Definition at line 1459 of file SDL_hints.h.

◆ SDL_HINT_RENDER_DRIVER

#define SDL_HINT_RENDER_DRIVER   "SDL_RENDER_DRIVER"

A variable specifying which render driver to use.

If the application doesn't pick a specific renderer to use, this variable specifies the name of the preferred renderer. If the preferred renderer can't be initialized, the normal default renderer is used.

This variable is case insensitive and can be set to the following values: "direct3d" "direct3d11" "direct3d12" "opengl" "opengles2" "opengles" "metal" "software"

The default varies by platform, but it's the first one in the list that is available on the current platform.

Definition at line 1481 of file SDL_hints.h.

◆ SDL_HINT_RENDER_LINE_METHOD

#define SDL_HINT_RENDER_LINE_METHOD   "SDL_RENDER_LINE_METHOD"

A variable controlling how the 2D render API renders lines.

This variable can be set to the following values: "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points) "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) "3" - Use the driver geometry API (correct, draws thicker diagonal lines)

This variable should be set when the renderer is created.

Definition at line 1435 of file SDL_hints.h.

◆ SDL_HINT_RENDER_OPENGL_SHADERS

#define SDL_HINT_RENDER_OPENGL_SHADERS   "SDL_RENDER_OPENGL_SHADERS"

A variable controlling whether the OpenGL render driver uses shaders if they are available.

This variable can be set to the following values: "0" - Disable shaders "1" - Enable shaders

By default shaders are used if OpenGL supports them.

Definition at line 1492 of file SDL_hints.h.

◆ SDL_HINT_RENDER_SCALE_QUALITY

#define SDL_HINT_RENDER_SCALE_QUALITY   "SDL_RENDER_SCALE_QUALITY"

A variable controlling the scaling quality.

This variable can be set to the following values: "0" or "nearest" - Nearest pixel sampling "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) "2" or "best" - Currently this is the same as "linear"

By default nearest pixel sampling is used

Definition at line 1504 of file SDL_hints.h.

◆ SDL_HINT_RENDER_VSYNC

#define SDL_HINT_RENDER_VSYNC   "SDL_RENDER_VSYNC"

A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.

This variable can be set to the following values: "0" - Disable vsync "1" - Enable vsync

By default SDL does not sync screen surface updates with vertical refresh.

Definition at line 1515 of file SDL_hints.h.

◆ SDL_HINT_RETURN_KEY_HIDES_IME

#define SDL_HINT_RETURN_KEY_HIDES_IME   "SDL_RETURN_KEY_HIDES_IME"

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.

Definition at line 1538 of file SDL_hints.h.

◆ SDL_HINT_RPI_VIDEO_LAYER

#define SDL_HINT_RPI_VIDEO_LAYER   "SDL_RPI_VIDEO_LAYER"

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.

Definition at line 1546 of file SDL_hints.h.

◆ SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME

#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME   "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"

Specify an "activity name" for screensaver inhibition.

Some platforms, notably Linux desktops, list the applications which are inhibiting the screensaver or other power-saving features.

This hint lets you specify the "activity name" sent to the OS when SDL_DisableScreenSaver() is used (or the screensaver is automatically disabled). The contents of this hint are used when the screensaver is disabled. You should use a string that describes what your program is doing (and, therefore, why the screensaver is disabled). For example, "Playing a game" or "Watching a video".

Setting this to "" or leaving it unset will have SDL use a reasonable default: "Playing a game" or something similar.

On targets where this is not supported, this hint does nothing.

Definition at line 1566 of file SDL_hints.h.

◆ SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL

#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL   "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"

Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.

On some platforms, like Linux, a realtime priority thread may be subject to restrictions that require special handling by the application. This hint exists to let SDL know that the app is prepared to handle said restrictions.

On Linux, SDL will apply the following configuration to any thread that becomes realtime:

  • The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
  • An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
    • Exceeding this limit will result in the kernel sending SIGKILL to the app,
    • Refer to the man pages for more information.

This variable can be set to the following values: "0" - default platform specific behaviour "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy

Definition at line 1585 of file SDL_hints.h.

◆ SDL_HINT_THREAD_PRIORITY_POLICY

#define SDL_HINT_THREAD_PRIORITY_POLICY   "SDL_THREAD_PRIORITY_POLICY"

A string specifying additional information to use with SDL_SetThreadPriority.

By default SDL_SetThreadPriority will make appropriate system changes in order to apply a thread priority. For example on systems using pthreads the scheduler policy is changed automatically to a policy that works well with a given priority. Code which has specific requirements can override SDL's default behavior with this hint.

pthread hint values are "current", "other", "fifo" and "rr". Currently no other platform hint values are defined but may be in the future.

Note
On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME after calling SDL_SetThreadPriority().

Definition at line 1602 of file SDL_hints.h.

◆ SDL_HINT_THREAD_STACK_SIZE

#define SDL_HINT_THREAD_STACK_SIZE   "SDL_THREAD_STACK_SIZE"

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().

Definition at line 1616 of file SDL_hints.h.

◆ SDL_HINT_TIMER_RESOLUTION

#define SDL_HINT_TIMER_RESOLUTION   "SDL_TIMER_RESOLUTION"

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.

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.

Definition at line 1632 of file SDL_hints.h.

◆ SDL_HINT_TOUCH_MOUSE_EVENTS

#define SDL_HINT_TOUCH_MOUSE_EVENTS   "SDL_TOUCH_MOUSE_EVENTS"

A variable controlling whether touch events should generate synthetic mouse events.

This variable can be set to the following values: "0" - Touch events will not generate mouse events "1" - Touch events will generate mouse events

By default SDL will generate mouse events for touch events

Definition at line 1643 of file SDL_hints.h.

◆ SDL_HINT_TRACKPAD_IS_TOUCH_ONLY

#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY   "SDL_TRACKPAD_IS_TOUCH_ONLY"

A variable that treats trackpads as touch devices.

On macOS (and possibly other platforms in the future), SDL will report touches on a trackpad as mouse input, which is generally what users expect from this device; however, these are often actually full multitouch-capable touch devices, so it might be preferable to some apps to treat them as such.

Setting this hint to true will make the trackpad input report as a multitouch device instead of a mouse. The default is false.

Note that most platforms don't support this hint. As of 2.24.0, it only supports MacBooks' trackpads on macOS. Others may follow later.

This hint is checked during SDL_Init and can not be changed after.

This hint is available since SDL 2.24.0.

Definition at line 2415 of file SDL_hints.h.

◆ SDL_HINT_TV_REMOTE_AS_JOYSTICK

#define SDL_HINT_TV_REMOTE_AS_JOYSTICK   "SDL_TV_REMOTE_AS_JOYSTICK"

A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events.

This variable can be set to the following values: "0" - Remotes send enter/escape/arrow key events "1" - Remotes are available as 2 axis, 2 button joysticks (the default).

Definition at line 1665 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_ALLOW_SCREENSAVER

#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER   "SDL_VIDEO_ALLOW_SCREENSAVER"

A variable controlling whether the screensaver is enabled.

This variable can be set to the following values: "0" - Disable screensaver "1" - Enable screensaver

By default SDL will disable the screensaver.

Definition at line 1676 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_DOUBLE_BUFFER

#define SDL_HINT_VIDEO_DOUBLE_BUFFER   "SDL_VIDEO_DOUBLE_BUFFER"

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)

Definition at line 1695 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_DRIVER

#define SDL_HINT_VIDEO_DRIVER   "SDL_VIDEO_DRIVER"

A variable that decides what video backend to use.

By default, SDL will try all available video backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "x11" if, say, you are on Wayland but want to try talking to the X server instead.

This functionality has existed since SDL 2.0.0 (indeed, before that) but before 2.0.22 this was an environment variable only. In 2.0.22, it was upgraded to a full SDL hint, so you can set the environment variable as usual or programatically set the hint with SDL_SetHint, which won't propagate to child processes.

The default value is unset, in which case SDL will try to figure out the best video backend on your behalf. This hint needs to be set before SDL_Init() is called to be useful.

This hint is available since SDL 2.0.22. Before then, you could set the environment variable to get the same effect.

Definition at line 2356 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK

#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK   "SDL_VIDEO_EGL_GETDISPLAY_FALLBACK"

If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.

This variable can be set to one of the following values: "0" - Do not fall back to eglGetDisplay "1" - Fall back to eglGetDisplay if eglGetPlatformDisplay fails.

By default, SDL will fall back to eglGetDisplay if eglGetPlatformDisplay fails.

Definition at line 1707 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_EXTERNAL_CONTEXT

#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT   "SDL_VIDEO_EXTERNAL_CONTEXT"

A variable controlling whether the graphics context is externally managed.

This variable can be set to the following values: "0" - SDL will manage graphics contexts that are attached to windows. "1" - Disable graphics context management on windows.

By default SDL will manage OpenGL contexts in certain situations. For example, on Android the context will be automatically saved and restored when pausing the application. Additionally, some platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this behavior, which is desireable when the application manages the graphics context, such as an externally managed OpenGL context or attaching a Vulkan surface to the window.

Definition at line 1722 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_FORCE_EGL

#define SDL_HINT_VIDEO_FORCE_EGL   "SDL_VIDEO_FORCE_EGL"

A variable controlling whether the OpenGL context should be created with EGL by default.

This variable can be set to the following values: "0" - Use platform-specific GL context creation API (GLX, WGL, CGL, etc) "1" - Use EGL

By default SDL will use the platform-specific GL context API when both are present.

Definition at line 1888 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL

#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL   "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"

When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.

This variable can be set to the following values: "0" - Don't add any graphics flags to the SDL_WindowFlags "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags

By default SDL will not make the foreign window compatible with OpenGL.

Definition at line 1849 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN

#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN   "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"

When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.

This variable can be set to the following values: "0" - Don't add any graphics flags to the SDL_WindowFlags "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags

By default SDL will not make the foreign window compatible with Vulkan.

Definition at line 1860 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES

#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES   "SDL_VIDEO_MAC_FULLSCREEN_SPACES"

A variable that dictates policy for fullscreen Spaces on macOS.

This hint only applies to macOS.

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". This hint must be set before any windows are created.

Definition at line 1739 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS

#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"

Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.

Warning
Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're seeing if "true" causes more problems than it solves in modern times.

Definition at line 1747 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR

#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR   "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"

A variable controlling whether the libdecor Wayland backend is allowed to be used.

This variable can be set to the following values: "0" - libdecor use is disabled. "1" - libdecor use is enabled (default).

libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.

Definition at line 1758 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP

#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP   "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"

Enable or disable mouse pointer warp emulation, needed by some older games.

When this hint is set, any SDL will emulate mouse warps using relative mouse mode. This is required for some older games (such as Source engine games), which warp the mouse to the centre of the screen rather than using relative mouse motion. Note that relative mouse mode may have different mouse acceleration behaviour than pointer warps.

This variable can be set to the following values: "0" - All mouse warps fail, as mouse warping is not available under wayland. "1" - Some mouse warps will be emulated by forcing relative mouse mode.

If not set, this is automatically enabled unless an application uses relative mouse mode directly.

Definition at line 1819 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION

#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION   "SDL_VIDEO_WAYLAND_MODE_EMULATION"

A variable controlling whether video mode emulation is enabled under Wayland.

When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application. If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled desktop, the native display resolution.

This variable can be set to the following values: "0" - Video mode emulation is disabled. "1" - Video mode emulation is enabled.

By default video mode emulation is enabled.

Definition at line 1787 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_MODE_SCALING

#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING   "SDL_VIDEO_WAYLAND_MODE_SCALING"

A variable controlling how modes with a non-native aspect ratio are displayed under Wayland.

When this hint is set, the requested scaling will be used when displaying fullscreen video modes that don't match the display's native aspect ratio. This is contingent on compositor viewport support.

This variable can be set to the following values: "aspect" - Video modes will be displayed scaled, in their proper aspect ratio, with black bars. "stretch" - Video modes will be scaled to fill the entire display. "none" - Video modes will be displayed as 1:1 with no scaling.

By default 'stretch' is used.

Definition at line 1802 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR

#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR   "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"

A variable controlling whether the libdecor Wayland backend is preferred over native decrations.

When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is available. (Note that, by default, libdecor will use xdg-decoration itself if available).

This variable can be set to the following values: "0" - libdecor is enabled only if server-side decorations are unavailable. "1" - libdecor is always enabled if available.

libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.

Definition at line 1772 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WIN_D3DCOMPILER

#define SDL_HINT_VIDEO_WIN_D3DCOMPILER   "SDL_VIDEO_WIN_D3DCOMPILER"

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.

Definition at line 1876 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT

#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT   "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"

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.

Definition at line 1838 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR

#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR   "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"

A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.

This variable can be set to the following values: "0" - Disable _NET_WM_BYPASS_COMPOSITOR "1" - Enable _NET_WM_BYPASS_COMPOSITOR

By default SDL will use _NET_WM_BYPASS_COMPOSITOR

Definition at line 1900 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_NET_WM_PING

#define SDL_HINT_VIDEO_X11_NET_WM_PING   "SDL_VIDEO_X11_NET_WM_PING"

A variable controlling whether the X11 _NET_WM_PING protocol should be supported.

This variable can be set to the following values: "0" - Disable _NET_WM_PING "1" - Enable _NET_WM_PING

By default SDL will use _NET_WM_PING, but for applications that know they will not always be able to respond to ping requests in a timely manner they can turn it off to avoid the window manager thinking the app is hung. The hint is checked in CreateWindow.

Definition at line 1914 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_WINDOW_VISUALID

#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID   "SDL_VIDEO_X11_WINDOW_VISUALID"

A variable forcing the visual ID chosen for new X11 windows.

Definition at line 1920 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_XRANDR

#define SDL_HINT_VIDEO_X11_XRANDR   "SDL_VIDEO_X11_XRANDR"

A variable controlling whether the X11 XRandR extension should be used.

This variable can be set to the following values: "0" - Disable XRandR "1" - Enable XRandR

By default SDL will use XRandR.

Definition at line 1931 of file SDL_hints.h.

◆ SDL_HINT_VITA_TOUCH_MOUSE_DEVICE

#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE   "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"

A variable controlling which touchpad should generate synthetic mouse events.

This variable can be set to the following values: "0" - Only front touchpad should generate mouse events. Default "1" - Only back touchpad should generate mouse events. "2" - Both touchpads should generate mouse events.

By default SDL will generate mouse events for all touch devices

Definition at line 1655 of file SDL_hints.h.

◆ SDL_HINT_WAVE_FACT_CHUNK

#define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"

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)

Definition at line 1958 of file SDL_hints.h.

◆ SDL_HINT_WAVE_RIFF_CHUNK_SIZE

#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"

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)

Definition at line 1979 of file SDL_hints.h.

◆ SDL_HINT_WAVE_TRUNCATION

#define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"

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)

Definition at line 1995 of file SDL_hints.h.

◆ SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED

#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED   "SDL_WINDOW_ACTIVATE_WHEN_RAISED"

A variable controlling whether the window is activated when the SDL_RaiseWindow function is called.

This variable can be set to the following values: "0" - The window is not activated when the SDL_RaiseWindow function is called "1" - The window is activated when the SDL_RaiseWindow function is called

By default SDL will activate the window when the SDL_RaiseWindow function is called. At present this is only available for MS Windows.

Definition at line 512 of file SDL_hints.h.

◆ SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN

#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN   "SDL_WINDOW_ACTIVATE_WHEN_SHOWN"

A variable controlling whether the window is activated when the SDL_ShowWindow function is called.

This variable can be set to the following values: "0" - The window is not activated when the SDL_ShowWindow function is called "1" - The window is activated when the SDL_ShowWindow function is called

By default SDL will activate the window when the SDL_ShowWindow function is called

Definition at line 2131 of file SDL_hints.h.

◆ SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN

#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN   "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"

A variable controlling whether the window frame and title bar are interactive when the cursor is hidden.

This variable can be set to the following values: "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) "1" - The window frame is interactive when the cursor is hidden

By default SDL will allow interaction with the window frame when the cursor is hidden

Definition at line 2120 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING

#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING   "SDL_WINDOWS_DISABLE_THREAD_NAMING"

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.

Definition at line 2011 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS

#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS   "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"

Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic).

If the mnemonics are enabled, then menus can be opened by pressing the Alt key and the corresponding mnemonic (for example, Alt+F opens the File menu). However, in case an invalid mnemonic is pressed, Windows makes an audible beep to convey that nothing happened. This is true even if the window has no menu at all!

Because most SDL applications don't have menus, and some want to use the Alt key for other purposes, SDL disables mnemonics (and the beeping) by default.

Note: This also affects keyboard events: with mnemonics enabled, when a menu is opened from the keyboard, you will not receive a KEYUP event for the mnemonic key, and might not receive one for Alt.

This variable can be set to the following values: "0" - Alt+mnemonic does nothing, no beeping. (default) "1" - Alt+mnemonic opens menus, invalid mnemonics produce a beep.

Definition at line 2033 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP

#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP   "SDL_WINDOWS_ENABLE_MESSAGELOOP"

A variable controlling whether the windows message loop is processed by SDL.

This variable can be set to the following values: "0" - The window message loop is not run "1" - The window message loop is processed in SDL_PumpEvents()

By default SDL will process the windows message loop

Definition at line 2044 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS

#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS   "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"

Force SDL to use Critical Sections for mutexes on Windows. On Windows 7 and newer, Slim Reader/Writer Locks are available. They offer better performance, allocate no kernel ressources and use less memory. SDL will fall back to Critical Sections on older OS versions or if forced to by this hint.

This variable can be set to the following values: "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) "1" - Force the use of Critical Sections in all cases.

Definition at line 2058 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL

#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL   "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"

Force SDL to use Kernel Semaphores on Windows. Kernel Semaphores are inter-process and require a context switch on every interaction. On Windows 8 and newer, the WaitOnAddress API is available. Using that and atomics to implement semaphores increases performance. SDL will fall back to Kernel Objects on older OS versions or if forced to by this hint.

This variable can be set to the following values: "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) "1" - Force the use of Kernel Objects in all cases.

Definition at line 2074 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_INTRESOURCE_ICON

#define SDL_HINT_WINDOWS_INTRESOURCE_ICON   "SDL_WINDOWS_INTRESOURCE_ICON"

A variable to specify custom icon resource id from RC file on Windows platform.

Definition at line 2079 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL

#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL   "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"

Definition at line 2080 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4

#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4   "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"

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.

Definition at line 2089 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_USE_D3D9EX

#define SDL_HINT_WINDOWS_USE_D3D9EX   "SDL_WINDOWS_USE_D3D9EX"

Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. Direct3D 9Ex contains changes to state management that can eliminate device loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require some changes to your application to cope with the new behavior, so this is disabled by default.

This hint must be set before initializing the video subsystem.

For more information on Direct3D 9Ex, see:

This variable can be set to the following values: "0" - Use the original Direct3D 9 API (default) "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)

Definition at line 2109 of file SDL_hints.h.

◆ SDL_HINT_WINRT_HANDLE_BACK_BUTTON

#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON   "SDL_WINRT_HANDLE_BACK_BUTTON"

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_EVENT_KEY_DOWN and SDL_EVENT_KEY_UP), 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_EVENT_KEY_DOWN events that have a scancode of SDL_SCANCODE_AC_BACK. (Alternatively, SDL_EVENT_KEY_UP 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

Definition at line 2183 of file SDL_hints.h.

◆ SDL_HINT_WINRT_PRIVACY_POLICY_LABEL

#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL   "SDL_WINRT_PRIVACY_POLICY_LABEL"

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.

Definition at line 2204 of file SDL_hints.h.

◆ SDL_HINT_WINRT_PRIVACY_POLICY_URL

#define SDL_HINT_WINRT_PRIVACY_POLICY_URL   "SDL_WINRT_PRIVACY_POLICY_URL"

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.

Definition at line 2230 of file SDL_hints.h.

◆ SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT

#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT   "SDL_X11_FORCE_OVERRIDE_REDIRECT"

Mark X11 windows as override-redirect.

If set, this might increase framerate at the expense of the desktop not working as expected. Override-redirect windows aren't noticed by the window manager at all.

You should probably only use this for fullscreen windows, and you probably shouldn't even use it for that. But it's here if you want to try!

Definition at line 2242 of file SDL_hints.h.

◆ SDL_HINT_X11_WINDOW_TYPE

#define SDL_HINT_X11_WINDOW_TYPE   "SDL_X11_WINDOW_TYPE"

A variable that forces X11 windows to create as a custom type.

This is currently only used for X11 and ignored elsewhere.

During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to report to the window manager the type of window it wants to create. This might be set to various things if SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that haven't set a specific type, this hint can be used to specify a custom type. For example, a dock window might set this to "_NET_WM_WINDOW_TYPE_DOCK".

If not set or set to "", this hint is ignored. This hint must be set before the SDL_CreateWindow() call that it is intended to affect.

This hint is available since SDL 2.0.22.

Definition at line 2308 of file SDL_hints.h.

◆ SDL_HINT_XINPUT_ENABLED

#define SDL_HINT_XINPUT_ENABLED   "SDL_XINPUT_ENABLED"

A variable that lets you disable the detection and use of Xinput gamepad devices.

The variable can be set to the following values: "0" - Disable XInput detection (only uses direct input) "1" - Enable XInput detection (the default)

Definition at line 2251 of file SDL_hints.h.

◆ SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING

#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING   "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"

A variable that causes SDL to use the old axis and button mapping for XInput devices.

This hint is for backwards compatibility only and will be removed in SDL 2.1

The default value is "0". This hint must be set before SDL_Init()

Definition at line 2269 of file SDL_hints.h.

Typedef Documentation

◆ SDL_HintCallback

typedef void(* SDL_HintCallback) (void *userdata, const char *name, const char *oldValue, const char *newValue)

Type definition of the hint callback function.

Parameters
userdatawhat was passed as userdata to SDL_AddHintCallback()
namewhat was passed as name to SDL_AddHintCallback()
oldValuethe previous hint value
newValuethe new value hint is to be set to

Definition at line 2641 of file SDL_hints.h.

Enumeration Type Documentation

◆ SDL_HintPriority

An enumeration of hint priorities.

Enumerator
SDL_HINT_DEFAULT 
SDL_HINT_NORMAL 
SDL_HINT_OVERRIDE 

Definition at line 2525 of file SDL_hints.h.

2526{
SDL_HintPriority
An enumeration of hint priorities.
Definition: SDL_hints.h:2526
@ SDL_HINT_DEFAULT
Definition: SDL_hints.h:2527
@ SDL_HINT_OVERRIDE
Definition: SDL_hints.h:2529
@ SDL_HINT_NORMAL
Definition: SDL_hints.h:2528

Function Documentation

◆ SDL_AddHintCallback()

int SDL_AddHintCallback ( const char *  name,
SDL_HintCallback  callback,
void *  userdata 
)

Add a function to watch a particular hint.

Parameters
namethe hint to watch
callbackAn SDL_HintCallback function that will be called when the hint value changes
userdataa pointer to pass to the callback function
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_DelHintCallback

◆ SDL_ClearHints()

void SDL_ClearHints ( void  )

Clear all hints.

This function is automatically called during SDL_Quit(), and deletes all callbacks without calling them and frees all memory associated with hints. If you're calling this from application code you probably want to call SDL_ResetHints() instead.

This function will be removed from the API the next time we rev the ABI.

Since
This function is available since SDL 3.0.0.
See also
SDL_ResetHints

◆ SDL_DelHintCallback()

void SDL_DelHintCallback ( const char *  name,
SDL_HintCallback  callback,
void *  userdata 
)

Remove a function watching a particular hint.

Parameters
namethe hint being watched
callbackAn SDL_HintCallback function that will be called when the hint value changes
userdataa pointer being passed to the callback function
Since
This function is available since SDL 3.0.0.
See also
SDL_AddHintCallback

◆ SDL_GetHint()

const char * SDL_GetHint ( const char *  name)

Get the value of a hint.

Parameters
namethe hint to query
Returns
the string value of a hint or NULL if the hint isn't set.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetHint
SDL_SetHintWithPriority

◆ SDL_GetHintBoolean()

SDL_bool SDL_GetHintBoolean ( const char *  name,
SDL_bool  default_value 
)

Get the boolean value of a hint variable.

Parameters
namethe name of the hint to get the boolean value from
default_valuethe value to return if the hint does not exist
Returns
the boolean value of a hint or the provided default value if the hint does not exist.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetHint
SDL_SetHint

◆ SDL_ResetHint()

SDL_bool SDL_ResetHint ( const char *  name)

Reset a hint to the default value.

This will reset a hint to the value of the environment variable, or NULL if the environment isn't set. Callbacks will be called normally with this change.

Parameters
namethe hint to set
Returns
SDL_TRUE if the hint was set, SDL_FALSE otherwise.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetHint
SDL_SetHint

◆ SDL_ResetHints()

void SDL_ResetHints ( void  )

Reset all hints to the default values.

This will reset all hints to the value of the associated environment variable, or NULL if the environment isn't set. Callbacks will be called normally with this change.

Since
This function is available since SDL 3.0.0.
See also
SDL_GetHint
SDL_SetHint
SDL_ResetHint

◆ SDL_SetHint()

SDL_bool SDL_SetHint ( const char *  name,
const char *  value 
)

Set a hint with normal priority.

Hints will not be set if there is an existing override hint or environment variable that takes precedence. You can use SDL_SetHintWithPriority() to set the hint with override priority instead.

Parameters
namethe hint to set
valuethe value of the hint variable
Returns
SDL_TRUE if the hint was set, SDL_FALSE otherwise.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetHint
SDL_SetHintWithPriority

◆ SDL_SetHintWithPriority()

SDL_bool SDL_SetHintWithPriority ( const char *  name,
const char *  value,
SDL_HintPriority  priority 
)

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.

Parameters
namethe hint to set
valuethe value of the hint variable
prioritythe SDL_HintPriority level for the hint
Returns
SDL_TRUE if the hint was set, SDL_FALSE otherwise.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetHint
SDL_SetHint