SDL 3.0
SDL_hints.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/**
23 * \file SDL_hints.h
24 *
25 * Official documentation for SDL configuration variables
26 *
27 * This file contains functions to set and get configuration hints,
28 * as well as listing each of them alphabetically.
29 *
30 * The convention for naming hints is SDL_HINT_X, where "SDL_X" is
31 * the environment variable that can be used to override the default.
32 *
33 * In general these hints are just that - they may or may not be
34 * supported or applicable on any given platform, but they provide
35 * a way for an application or user to give the library a hint as
36 * to how they would like the library to work.
37 */
38
39#ifndef SDL_hints_h_
40#define SDL_hints_h_
41
42#include <SDL3/SDL_stdinc.h>
43
44#include <SDL3/SDL_begin_code.h>
45/* Set up for C function definitions, even when using C++ */
46#ifdef __cplusplus
47extern "C" {
48#endif
49
50/**
51 * Set if Android/iOS accelerometers should be listed as joystick devices.
52 *
53 * This variable can be set to the following values:
54 * "0" - The accelerometer is not listed as a joystick
55 * "1" - The accelerometer is available as a 3 axis joystick (the default).
56 */
57#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
58
59/**
60 * Specify the behavior of Alt+Tab while the keyboard is grabbed.
61 *
62 * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
63 * and your window is full-screen. This prevents the user from getting stuck in
64 * your application if you've enabled keyboard grab.
65 *
66 * The variable can be set to the following values:
67 * "0" - SDL will not handle Alt+Tab. Your application is responsible
68 for handling Alt+Tab while the keyboard is grabbed.
69 * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
70*/
71#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
72
73/**
74 * If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
75 * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
76 *
77 * This variable can be set to the following values:
78 * "0" - don't allow topmost
79 * "1" - allow topmost
80 */
81#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
82
83/**
84 * A variable to control whether the event loop will block itself when the app is paused.
85 *
86 * The variable can be set to the following values:
87 * "0" - Non blocking.
88 * "1" - Blocking. (default)
89 *
90 * The value should be set before SDL is initialized.
91 */
92#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
93
94/**
95 * A variable to control whether SDL will pause audio in background
96 * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
97 *
98 * The variable can be set to the following values:
99 * "0" - Non paused.
100 * "1" - Paused. (default)
101 *
102 * The value should be set before SDL is initialized.
103 */
104#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
105
106/**
107 * A variable to control whether we trap the Android back button to handle it manually.
108 * This is necessary for the right mouse button to work on some Android devices, or
109 * to be able to trap the back button for use in your code reliably. If set to true,
110 * the back button will show up as an SDL_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP pair with a keycode of
111 * SDL_SCANCODE_AC_BACK.
112 *
113 * The variable can be set to the following values:
114 * "0" - Back button will be handled as usual for system. (default)
115 * "1" - Back button will be trapped, allowing you to handle the key press
116 * manually. (This will also let right mouse click work on systems
117 * where the right mouse button functions as back.)
118 *
119 * The value of this hint is used at runtime, so it can be changed at any time.
120 */
121#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
122
123/**
124 * A variable to control whether SDL activity is allowed to be re-created.
125 * If so, java static datas and static datas from native libraries remain with their current values.
126 * When not allowed, the activity terminates with exit(0) to be fully re-initialized afterward.
127 *
128 * The variable can be set to the following values:
129 * "0" - Not allowed. (default)
130 * "1" - Allowed.
131 *
132 * The value of this hint is used at runtime, so it can be changed at any time.
133 */
134#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY"
135
136/**
137 * A variable setting the app ID string.
138 * This string is used by desktop compositors to identify and group windows
139 * together, as well as match applications with associated desktop settings
140 * and icons.
141 *
142 * On Wayland this corresponds to the "app ID" window property and on X11 this
143 * corresponds to the WM_CLASS property. Windows inherit the value of this hint
144 * at creation time. Changing this hint after a window has been created will not
145 * change the app ID or class of existing windows.
146 *
147 * For *nix platforms, this string should be formatted in reverse-DNS notation
148 * and follow some basic rules to be valid:
149 *
150 * - The application ID must be composed of two or more elements separated by a
151 * period (‘.’) character.
152 *
153 * - Each element must contain one or more of the alphanumeric characters
154 * (A-Z, a-z, 0-9) plus underscore (‘_’) and hyphen (‘-’) and must not start
155 * with a digit. Note that hyphens, while technically allowed, should not be
156 * used if possible, as they are not supported by all components that use the ID,
157 * such as D-Bus. For maximum compatibility, replace hyphens with an underscore.
158 *
159 * - The empty string is not a valid element (ie: your application ID may not
160 * start or end with a period and it is not valid to have two periods in a row).
161 *
162 * - The entire ID must be less than 255 characters in length.
163 *
164 * Examples of valid app ID strings:
165 *
166 * - org.MyOrg.MyApp
167 * - com.your_company.your_app
168 *
169 * Desktops such as GNOME and KDE require that the app ID string matches your
170 * application's .desktop file name (e.g. if the app ID string is 'org.MyOrg.MyApp',
171 * your application's .desktop file should be named 'org.MyOrg.MyApp.desktop').
172 *
173 * If you plan to package your application in a container such as Flatpak, the
174 * app ID should match the name of your Flatpak container as well.
175 *
176 * If not set, SDL will attempt to use the application executable name.
177 * If the executable name cannot be retrieved, the generic string "SDL_App" will be used.
178 *
179 * On targets where this is not supported, this hint does nothing.
180 */
181#define SDL_HINT_APP_ID "SDL_APP_ID"
182
183/**
184 * Specify an application name.
185 *
186 * This hint lets you specify the application name sent to the OS when
187 * required. For example, this will often appear in volume control applets for
188 * audio streams, and in lists of applications which are inhibiting the
189 * screensaver. You should use a string that describes your program ("My Game
190 * 2: The Revenge")
191 *
192 * Setting this to "" or leaving it unset will have SDL use a reasonable
193 * default: probably the application's name or "SDL Application" if SDL
194 * doesn't have any better information.
195 *
196 * Note that, for audio streams, this can be overridden with
197 * SDL_HINT_AUDIO_DEVICE_APP_NAME.
198 *
199 * On targets where this is not supported, this hint does nothing.
200 */
201#define SDL_HINT_APP_NAME "SDL_APP_NAME"
202
203/**
204 * A variable controlling whether controllers used with the Apple TV
205 * generate UI events.
206 *
207 * When UI events are generated by controller input, the app will be
208 * backgrounded when the Apple TV remote's menu button is pressed, and when the
209 * pause or B buttons on gamepads are pressed.
210 *
211 * More information about properly making use of controllers for the Apple TV
212 * can be found here:
213 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
214 *
215 * This variable can be set to the following values:
216 * "0" - Controller input does not generate UI events (the default).
217 * "1" - Controller input generates UI events.
218 */
219#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
220
221/**
222 * A variable controlling whether the Apple TV remote's joystick axes
223 * will automatically match the rotation of the remote.
224 *
225 * This variable can be set to the following values:
226 * "0" - Remote orientation does not affect joystick axes (the default).
227 * "1" - Joystick axes are based on the orientation of the remote.
228 */
229#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
230
231/**
232 * A variable controlling the audio category on iOS and macOS
233 *
234 * This variable can be set to the following values:
235 *
236 * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
237 * "playback" - Use the AVAudioSessionCategoryPlayback category
238 *
239 * For more information, see Apple's documentation:
240 * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
241 */
242#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
243
244/**
245 * Specify an application name for an audio device.
246 *
247 * Some audio backends (such as PulseAudio) allow you to describe your audio
248 * stream. Among other things, this description might show up in a system
249 * control panel that lets the user adjust the volume on specific audio
250 * streams instead of using one giant master volume slider.
251 *
252 * This hints lets you transmit that information to the OS. The contents of
253 * this hint are used while opening an audio device. You should use a string
254 * that describes your program ("My Game 2: The Revenge")
255 *
256 * Setting this to "" or leaving it unset will have SDL use a reasonable
257 * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
258 * set. Otherwise, it'll probably the application's name or "SDL Application"
259 * if SDL doesn't have any better information.
260 *
261 * On targets where this is not supported, this hint does nothing.
262 */
263#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
264
265/**
266 * Specify an application name for an audio device.
267 *
268 * Some audio backends (such as PulseAudio) allow you to describe your audio
269 * stream. Among other things, this description might show up in a system
270 * control panel that lets the user adjust the volume on specific audio
271 * streams instead of using one giant master volume slider.
272 *
273 * This hints lets you transmit that information to the OS. The contents of
274 * this hint are used while opening an audio device. You should use a string
275 * that describes your what your program is playing ("audio stream" is
276 * probably sufficient in many cases, but this could be useful for something
277 * like "team chat" if you have a headset playing VoIP audio separately).
278 *
279 * Setting this to "" or leaving it unset will have SDL use a reasonable
280 * default: "audio stream" or something similar.
281 *
282 * On targets where this is not supported, this hint does nothing.
283 */
284#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
285
286/**
287 * Specify an application role for an audio device.
288 *
289 * Some audio backends (such as Pipewire) allow you to describe the role of
290 * your audio stream. Among other things, this description might show up in
291 * a system control panel or software for displaying and manipulating media
292 * playback/capture graphs.
293 *
294 * This hints lets you transmit that information to the OS. The contents of
295 * this hint are used while opening an audio device. You should use a string
296 * that describes your what your program is playing (Game, Music, Movie,
297 * etc...).
298 *
299 * Setting this to "" or leaving it unset will have SDL use a reasonable
300 * default: "Game" or something similar.
301 *
302 * On targets where this is not supported, this hint does nothing.
303 */
304#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
305
306/**
307 * A variable controlling whether SDL updates joystick state when getting input events
308 *
309 * This variable can be set to the following values:
310 *
311 * "0" - You'll call SDL_UpdateJoysticks() manually
312 * "1" - SDL will automatically call SDL_UpdateJoysticks() (default)
313 *
314 * This hint can be toggled on and off at runtime.
315 */
316#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
317
318/**
319 * A variable controlling whether SDL updates sensor state when getting input events
320 *
321 * This variable can be set to the following values:
322 *
323 * "0" - You'll call SDL_UpdateSensors() manually
324 * "1" - SDL will automatically call SDL_UpdateSensors() (default)
325 *
326 * This hint can be toggled on and off at runtime.
327 */
328#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
329
330/**
331 * Prevent SDL from using version 4 of the bitmap header when saving BMPs.
332 *
333 * The bitmap header version 4 is required for proper alpha channel support and
334 * SDL will use it when required. Should this not be desired, this hint can
335 * force the use of the 40 byte header version which is supported everywhere.
336 *
337 * The variable can be set to the following values:
338 * "0" - Surfaces with a colorkey or an alpha channel are saved to a
339 * 32-bit BMP file with an alpha mask. SDL will use the bitmap
340 * header version 4 and set the alpha mask accordingly.
341 * "1" - Surfaces with a colorkey or an alpha channel are saved to a
342 * 32-bit BMP file without an alpha mask. The alpha channel data
343 * will be in the file, but applications are going to ignore it.
344 *
345 * The default value is "0".
346 */
347#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
348
349/**
350 * Override for SDL_GetDisplayUsableBounds()
351 *
352 * If set, this hint will override the expected results for
353 * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
354 * to do this, but this allows an embedded system to request that some of the
355 * screen be reserved for other uses when paired with a well-behaved
356 * application.
357 *
358 * The contents of this hint must be 4 comma-separated integers, the first
359 * is the bounds x, then y, width and height, in that order.
360 */
361#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
362
363/**
364 * Disable giving back control to the browser automatically
365 * when running with asyncify
366 *
367 * With -s ASYNCIFY, SDL calls emscripten_sleep during operations
368 * such as refreshing the screen or polling events.
369 *
370 * This hint only applies to the emscripten platform
371 *
372 * The variable can be set to the following values:
373 * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
374 * "1" - Enable emscripten_sleep calls (the default)
375 */
376#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
377
378/**
379 * Specify the CSS selector used for the "default" window/canvas
380 *
381 * This hint only applies to the emscripten platform
382 *
383 * The default value is "#canvas"
384 */
385#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR"
386
387/**
388 * override the binding element for keyboard inputs for Emscripten builds
389 *
390 * This hint only applies to the emscripten platform
391 *
392 * The variable can be one of
393 * "#window" - The javascript window object (this is the default)
394 * "#document" - The javascript document object
395 * "#screen" - the javascript window.screen object
396 * "#canvas" - the WebGL canvas element
397 * any other string without a leading # sign applies to the element on the page with that ID.
398 */
399#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
400
401/**
402 * A variable that controls whether the on-screen keyboard should be shown when text input is active
403 *
404 * The variable can be set to the following values:
405 * "0" - Do not show the on-screen keyboard
406 * "1" - Show the on-screen keyboard
407 *
408 * The default value is "1". This hint must be set before text input is activated.
409 */
410#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
411
412/**
413 * A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
414 *
415 * This variable can be set to the following values, from least to most verbose:
416 *
417 * "0" - Don't log any events (default)
418 * "1" - Log most events (other than the really spammy ones).
419 * "2" - Include mouse and finger motion events.
420 *
421 * This is generally meant to be used to debug SDL itself, but can be useful
422 * for application developers that need better visibility into what is going
423 * on in the event queue. Logged events are sent through SDL_Log(), which
424 * means by default they appear on stdout on most platforms or maybe
425 * OutputDebugString() on Windows, and can be funneled by the app with
426 * SDL_LogSetOutputFunction(), etc.
427 *
428 * This hint can be toggled on and off at runtime, if you only need to log
429 * events for a small subset of program execution.
430 */
431#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
432
433/**
434 * A variable controlling whether raising the window should be done more forcefully
435 *
436 * This variable can be set to the following values:
437 * "0" - No forcing (the default)
438 * "1" - Extra level of forcing
439 *
440 * At present, this is only an issue under MS Windows, which makes it nearly impossible to
441 * programmatically move a window to the foreground, for "security" reasons. See
442 * http://stackoverflow.com/a/34414846 for a discussion.
443 */
444#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
445
446/**
447* A variable controlling whether the window is activated when the SDL_RaiseWindow function is called
448*
449* This variable can be set to the following values:
450* "0" - The window is not activated when the SDL_RaiseWindow function is called
451* "1" - The window is activated when the SDL_RaiseWindow function is called
452*
453* By default SDL will activate the window when the SDL_RaiseWindow function is called.
454* At present this is only available for MS Windows.
455*/
456#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED"
457
458/**
459 * A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
460 *
461 * SDL can try to accelerate the SDL screen surface by using streaming
462 * textures with a 3D rendering engine. This variable controls whether and
463 * how this is done.
464 *
465 * This variable can be set to the following values:
466 * "0" - Disable 3D acceleration
467 * "1" - Enable 3D acceleration, using the default renderer.
468 * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
469 *
470 * By default SDL tries to make a best guess for each platform whether
471 * to use acceleration or not.
472 */
473#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
474
475/**
476 * A variable that lets you manually hint extra gamecontroller db entries.
477 *
478 * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamepad.h
479 *
480 * This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
481 * You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
482 */
483#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
484
485/**
486 * A variable that lets you provide a file with extra gamecontroller db entries.
487 *
488 * The file should contain lines of gamecontroller config data, see SDL_gamepad.h
489 *
490 * This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
491 * You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
492 */
493#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
494
495/**
496 * A variable that overrides the automatic controller type detection
497 *
498 * The variable should be comma separated entries, in the form: VID/PID=type
499 *
500 * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
501 *
502 * The type should be one of:
503 * Xbox360
504 * XboxOne
505 * PS3
506 * PS4
507 * PS5
508 * SwitchPro
509 *
510 * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
511 */
512#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
513
514/**
515 * A variable containing a list of devices to skip when scanning for game controllers.
516 *
517 * The format of the string is a comma separated list of USB VID/PID pairs
518 * in hexadecimal form, e.g.
519 *
520 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
521 *
522 * The variable can also take the form of @file, in which case the named
523 * file will be loaded and interpreted as the value of the variable.
524 */
525#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
526
527/**
528 * If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
529 *
530 * The format of the string is a comma separated list of USB VID/PID pairs
531 * in hexadecimal form, e.g.
532 *
533 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
534 *
535 * The variable can also take the form of @file, in which case the named
536 * file will be loaded and interpreted as the value of the variable.
537 */
538#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
539
540/**
541 * Controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads.
542 *
543 * The variable can be set to the following values:
544 * "0" - Sensor fusion is disabled
545 * "1" - Sensor fusion is enabled for all controllers that lack sensors
546 *
547 * Or the variable can be a comma separated list of USB VID/PID pairs
548 * in hexadecimal form, e.g.
549 *
550 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
551 *
552 * The variable can also take the form of @file, in which case the named
553 * file will be loaded and interpreted as the value of the variable.
554 *
555 * This hint is checked when a gamepad is opened.
556 */
557#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION"
558
559/**
560 * A variable controlling whether grabbing input grabs the keyboard
561 *
562 * This variable can be set to the following values:
563 * "0" - Grab will affect only the mouse
564 * "1" - Grab will affect mouse and keyboard
565 *
566 * By default SDL will not grab the keyboard so system shortcuts still work.
567 */
568#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
569
570/**
571 * A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.
572 *
573 * This variable can be set to the following values:
574 * "0" - SDL_hid_enumerate() will enumerate all HID devices
575 * "1" - SDL_hid_enumerate() will only enumerate controllers
576 *
577 * 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.
578 */
579#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS"
580
581/**
582 * A variable containing a list of devices to ignore in SDL_hid_enumerate()
583 *
584 * For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
585 * have the string "0x2563/0x0523,0x28de/0x0000"
586 */
587#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
588
589/**
590 * A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_EVENT_TEXT_EDITING events.
591 *
592 * The variable can be set to the following values:
593 * "0" - SDL_EVENT_TEXT_EDITING events are sent, and it is the application's
594 * responsibility to render the text from these events and
595 * differentiate it somehow from committed text. (default)
596 * "1" - If supported by the IME then SDL_EVENT_TEXT_EDITING events are not sent,
597 * and text that is being composed will be rendered in its own UI.
598 */
599#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
600
601/**
602 * A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
603 *
604 * The variable can be set to the following values:
605 * "0" - Native UI components are not display. (default)
606 * "1" - Native UI components are displayed.
607 */
608#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
609
610/**
611 * A variable controlling whether the home indicator bar on iPhone X
612 * should be hidden.
613 *
614 * This variable can be set to the following values:
615 * "0" - The indicator bar is not hidden (default for windowed applications)
616 * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
617 * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
618 */
619#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
620
621/**
622 * A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
623 *
624 * The variable can be set to the following values:
625 * "0" - Disable joystick & gamecontroller input events when the
626 * application is in the background.
627 * "1" - Enable joystick & gamecontroller input events when the
628 * application is in the background.
629 *
630 * The default value is "0". This hint may be set at any time.
631 */
632#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
633
634/**
635 * A variable controlling whether the HIDAPI joystick drivers should be used.
636 *
637 * This variable can be set to the following values:
638 * "0" - HIDAPI drivers are not used
639 * "1" - HIDAPI drivers are used (the default)
640 *
641 * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
642 */
643#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
644
645/**
646 * A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
647 *
648 * This variable can be set to the following values:
649 * "0" - HIDAPI driver is not used
650 * "1" - HIDAPI driver is used
651 *
652 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
653 */
654#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
655
656/**
657 * A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
658 * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
659 * this is useful for applications that need full compatibility for things like ADSR envelopes.
660 * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
661 * Rumble is both at any arbitrary value,
662 * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
663 *
664 * This variable can be set to the following values:
665 * "0" - Normal rumble behavior is behavior is used (default)
666 * "1" - Proper GameCube controller rumble behavior is used
667 *
668 */
669#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
670
671/**
672 * A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
673 *
674 * This variable can be set to the following values:
675 * "0" - HIDAPI driver is not used
676 * "1" - HIDAPI driver is used
677 *
678 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
679 */
680#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
681
682/**
683 * A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
684 *
685 * This variable can be set to the following values:
686 * "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
687 * "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
688 */
689#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
690
691/**
692 * A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
693 *
694 * This variable can be set to the following values:
695 * "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
696 * "1" - Left and right Joy-Con controllers will be in vertical mode
697 *
698 * This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
699 */
700#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
701
702/**
703 * A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
704 *
705 * This variable can be set to the following values:
706 * "0" - HIDAPI driver is not used
707 * "1" - HIDAPI driver is used
708 *
709 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
710 */
711#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
712
713/**
714 * A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
715 *
716 * This variable can be set to the following values:
717 * "0" - HIDAPI driver is not used
718 * "1" - HIDAPI driver is used
719 *
720 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
721 */
722#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
723
724/**
725 * A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
726 *
727 * This variable can be set to the following values:
728 * "0" - HIDAPI driver is not used
729 * "1" - HIDAPI driver is used
730 *
731 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
732 */
733#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
734
735/**
736 * A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
737 *
738 * This variable can be set to the following values:
739 * "0" - HIDAPI driver is not used
740 * "1" - HIDAPI driver is used
741 *
742 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
743 *
744 * It is not possible to use this driver on Windows, due to limitations in the default drivers
745 * installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
746 */
747#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
748
749/**
750 * A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
751 *
752 * This variable can be set to the following values:
753 * "0" - HIDAPI driver is not used
754 * "1" - HIDAPI driver is used
755 *
756 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
757 */
758#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
759
760/**
761 * A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
762 *
763 * This variable can be set to the following values:
764 * "0" - extended reports are not enabled (the default)
765 * "1" - extended reports
766 *
767 * Extended input reports allow rumble on Bluetooth PS4 controllers, but
768 * break DirectInput handling for applications that don't use SDL.
769 *
770 * Once extended reports are enabled, they can not be disabled without
771 * power cycling the controller.
772 *
773 * For compatibility with applications written for versions of SDL prior
774 * to the introduction of PS5 controller support, this value will also
775 * control the state of extended reports on PS5 controllers when the
776 * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
777 */
778#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
779
780/**
781 * A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
782 *
783 * This variable can be set to the following values:
784 * "0" - HIDAPI driver is not used
785 * "1" - HIDAPI driver is used
786 *
787 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
788 */
789#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
790
791/**
792 * A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
793 *
794 * This variable can be set to the following values:
795 * "0" - player LEDs are not enabled
796 * "1" - player LEDs are enabled (the default)
797 */
798#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
799
800/**
801 * A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
802 *
803 * This variable can be set to the following values:
804 * "0" - extended reports are not enabled (the default)
805 * "1" - extended reports
806 *
807 * Extended input reports allow rumble on Bluetooth PS5 controllers, but
808 * break DirectInput handling for applications that don't use SDL.
809 *
810 * Once extended reports are enabled, they can not be disabled without
811 * power cycling the controller.
812 *
813 * For compatibility with applications written for versions of SDL prior
814 * to the introduction of PS5 controller support, this value defaults to
815 * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
816 */
817#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
818
819/**
820 * A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
821 *
822 * This variable can be set to the following values:
823 * "0" - HIDAPI driver is not used
824 * "1" - HIDAPI driver is used
825 *
826 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
827 */
828#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
829
830/**
831 * A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
832 *
833 * This variable can be set to the following values:
834 * "0" - HIDAPI driver is not used
835 * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
836 * and may prompt the user for permission on iOS and Android.
837 *
838 * The default is "0"
839 */
840#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
841
842/**
843 * A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
844 *
845 * This variable can be set to the following values:
846 * "0" - HIDAPI driver is not used
847 * "1" - HIDAPI driver is used
848 *
849 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
850 */
851#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
852
853/**
854 * A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
855 *
856 * This variable can be set to the following values:
857 * "0" - home button LED is turned off
858 * "1" - home button LED is turned on
859 *
860 * 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.
861 */
862#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
863
864/**
865 * A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
866 *
867 * This variable can be set to the following values:
868 * "0" - home button LED is turned off
869 * "1" - home button LED is turned on
870 *
871 * 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.
872 */
873#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
874
875/**
876 * A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
877 *
878 * This variable can be set to the following values:
879 * "0" - player LEDs are not enabled
880 * "1" - player LEDs are enabled (the default)
881 */
882#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
883
884/**
885 * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
886 *
887 * This variable can be set to the following values:
888 * "0" - HIDAPI driver is not used
889 * "1" - HIDAPI driver is used
890 *
891 * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
892 */
893#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
894
895/**
896 * A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
897 *
898 * This variable can be set to the following values:
899 * "0" - player LEDs are not enabled
900 * "1" - player LEDs are enabled (the default)
901 */
902#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
903
904/**
905 * A variable controlling whether the HIDAPI driver for XBox controllers should be used.
906 *
907 * This variable can be set to the following values:
908 * "0" - HIDAPI driver is not used
909 * "1" - HIDAPI driver is used
910 *
911 * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
912 */
913#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
914
915/**
916 * A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
917 *
918 * This variable can be set to the following values:
919 * "0" - HIDAPI driver is not used
920 * "1" - HIDAPI driver is used
921 *
922 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
923 */
924#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
925
926/**
927 * A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
928 *
929 * This variable can be set to the following values:
930 * "0" - player LEDs are not enabled
931 * "1" - player LEDs are enabled (the default)
932 */
933#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
934
935/**
936 * A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
937 *
938 * This variable can be set to the following values:
939 * "0" - HIDAPI driver is not used
940 * "1" - HIDAPI driver is used
941 *
942 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
943 */
944#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
945
946/**
947 * A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
948 *
949 * This variable can be set to the following values:
950 * "0" - HIDAPI driver is not used
951 * "1" - HIDAPI driver is used
952 *
953 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
954 */
955#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
956
957/**
958 * A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
959 *
960 * This variable can be set to the following values:
961 * "0" - home button LED is turned off
962 * "1" - home button LED is turned on
963 *
964 * 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.
965 */
966#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
967
968/**
969 * A variable controlling whether IOKit should be used for controller handling.
970 *
971 * This variable can be set to the following values:
972 * "0" - IOKit is not used
973 * "1" - IOKit is used (the default)
974 */
975#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT"
976
977/**
978 * A variable controlling whether GCController should be used for controller handling.
979 *
980 * This variable can be set to the following values:
981 * "0" - GCController is not used
982 * "1" - GCController is used (the default)
983 */
984#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI"
985
986/**
987 * A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
988 *
989 * This variable can be set to the following values:
990 * "0" - RAWINPUT drivers are not used
991 * "1" - RAWINPUT drivers are used (the default)
992 */
993#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
994
995/**
996 * A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
997 *
998 * This variable can be set to the following values:
999 * "0" - RAWINPUT driver will only use data from raw input APIs
1000 * "1" - RAWINPUT driver will also pull data from XInput, providing
1001 * better trigger axes, guide button presses, and rumble support
1002 * for Xbox controllers
1003 *
1004 * The default is "1". This hint applies to any joysticks opened after setting the hint.
1005 */
1006#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
1007
1008/**
1009 * A variable controlling whether the ROG Chakram mice should show up as joysticks
1010 *
1011 * This variable can be set to the following values:
1012 * "0" - ROG Chakram mice do not show up as joysticks (the default)
1013 * "1" - ROG Chakram mice show up as joysticks
1014 */
1015#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
1016
1017/**
1018 * A variable controlling whether a separate thread should be used
1019 * for handling joystick detection and raw input messages on Windows
1020 *
1021 * This variable can be set to the following values:
1022 * "0" - A separate thread is not used (the default)
1023 * "1" - A separate thread is used for handling raw input messages
1024 *
1025 */
1026#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
1027
1028/**
1029 * A variable controlling whether Windows.Gaming.Input should be used for controller handling.
1030 *
1031 * This variable can be set to the following values:
1032 * "0" - WGI is not used
1033 * "1" - WGI is used (the default)
1034 */
1035#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
1036
1037/**
1038 * Determines whether SDL enforces that DRM master is required in order
1039 * to initialize the KMSDRM video backend.
1040 *
1041 * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
1042 * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
1043 * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
1044 * is still able to process input and query attributes of attached displays,
1045 * but it cannot change display state or draw to the screen directly.
1046 *
1047 * In some cases, it can be useful to have the KMSDRM backend even if it cannot
1048 * be used for rendering. An app may want to use SDL for input processing while
1049 * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
1050 * using its own code to render to DRM overlays that SDL doesn't support.
1051 *
1052 * This hint must be set before initializing the video subsystem.
1053 *
1054 * This variable can be set to the following values:
1055 * "0" - SDL will allow usage of the KMSDRM backend without DRM master
1056 * "1" - SDL Will require DRM master to use the KMSDRM backend (default)
1057 */
1058#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
1059
1060/**
1061 * A comma separated list of devices to open as joysticks
1062 *
1063 * This variable is currently only used by the Linux joystick driver.
1064 */
1065#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
1066
1067/**
1068 * 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.
1069 *
1070 * This variable can be set to the following values:
1071 * "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
1072 * "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
1073 */
1074#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
1075
1076/**
1077 * A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
1078 *
1079 * This variable can be set to the following values:
1080 * "0" - Return digital hat values based on unfiltered input axis values
1081 * "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
1082 */
1083#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
1084
1085/**
1086 * A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
1087 *
1088 * This variable can be set to the following values:
1089 * "0" - Use /dev/input/event*
1090 * "1" - Use /dev/input/js*
1091 *
1092 * By default the /dev/input/event* interfaces are used
1093 */
1094#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
1095
1096/**
1097 * A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
1098 *
1099 * This variable can be set to the following values:
1100 * "0" - Return unfiltered joystick axis values (the default)
1101 * "1" - Return axis values with deadzones taken into account
1102 */
1103#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
1104
1105/**
1106* When set don't force the SDL app to become a foreground process
1107*
1108* This hint only applies to macOS.
1109*
1110*/
1111#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
1112
1113/**
1114 * A variable that determines whether ctrl+click should generate a right-click event on Mac
1115 *
1116 * If present, holding ctrl while left clicking will generate a right click
1117 * event when on Mac.
1118 */
1119#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
1120
1121/**
1122 * A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
1123 *
1124 * This variable can be set to the following values:
1125 * "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
1126 * "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
1127 *
1128 * Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
1129 * hangs because it's waiting for that background thread, but that background thread is also hanging because it's
1130 * waiting for the main thread to do an update, this might fix your issue.
1131 *
1132 * This hint only applies to macOS.
1133 *
1134 * This hint is available since SDL 2.24.0.
1135 *
1136 */
1137#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
1138
1139/**
1140 * A variable setting the double click radius, in pixels.
1141 */
1142#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
1143
1144/**
1145 * A variable setting the double click time, in milliseconds.
1146 */
1147#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
1148
1149/**
1150 * Allow mouse click events when clicking to focus an SDL window
1151 *
1152 * This variable can be set to the following values:
1153 * "0" - Ignore mouse clicks that activate a window
1154 * "1" - Generate events for mouse clicks that activate a window
1155 *
1156 * By default SDL will ignore mouse clicks that activate a window
1157 */
1158#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
1159
1160/**
1161 * A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
1162 */
1163#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
1164
1165/**
1166 * A variable controlling whether relative mouse mode constrains the mouse to the center of the window
1167 *
1168 * This variable can be set to the following values:
1169 * "0" - Relative mouse mode constrains the mouse to the window
1170 * "1" - Relative mouse mode constrains the mouse to the center of the window
1171 *
1172 * Constraining to the center of the window works better for FPS games and when the
1173 * application is running over RDP. Constraining to the whole window works better
1174 * for 2D games and increases the chance that the mouse will be in the correct
1175 * position when using high DPI mice.
1176 *
1177 * By default SDL will constrain the mouse to the center of the window
1178 */
1179#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
1180
1181/**
1182 * A variable controlling whether relative mouse mode is implemented using mouse warping
1183 *
1184 * This variable can be set to the following values:
1185 * "0" - Relative mouse mode uses raw input
1186 * "1" - Relative mouse mode uses mouse warping
1187 *
1188 * By default SDL will use raw input for relative mouse mode
1189 */
1190#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
1191
1192/**
1193 * A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
1194 */
1195#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
1196
1197/**
1198 * A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
1199 *
1200 * This variable can be set to the following values:
1201 * "0" - Relative mouse motion will be unscaled (the default)
1202 * "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
1203 *
1204 * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
1205 */
1206#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
1207
1208/**
1209 * A variable controlling whether a motion event should be generated for mouse warping in relative mode.
1210 *
1211 * This variable can be set to the following values:
1212 * "0" - Warping the mouse will not generate a motion event in relative mode
1213 * "1" - Warping the mouse will generate a motion event in relative mode
1214 *
1215 * 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.
1216 */
1217#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
1218
1219/**
1220 * A variable controlling whether mouse events should generate synthetic touch events
1221 *
1222 * This variable can be set to the following values:
1223 * "0" - Mouse events will not generate touch events (default for desktop platforms)
1224 * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
1225 */
1226#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
1227
1228/**
1229 * A variable controlling whether the mouse is captured while mouse buttons are pressed
1230 *
1231 * This variable can be set to the following values:
1232 * "0" - The mouse is not captured while mouse buttons are pressed
1233 * "1" - The mouse is captured while mouse buttons are pressed
1234 *
1235 * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
1236 * outside the window, the application continues to receive mouse events until the button is
1237 * released.
1238 */
1239#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
1240
1241/**
1242 * Treat pen movement as separate from mouse movement
1243 *
1244 * By default, pens report both ::SDL_MouseMotionEvent and ::SDL_PenMotionEvent updates
1245 * (analogously for button presses). This hint allows decoupling mouse and pen updates.
1246 *
1247 * This variable toggles between the following behaviour:
1248 * "0" - (Default) Pen acts as a mouse with mouse ID ::SDL_PEN_MOUSEID.
1249 * Use case: client application is not pen aware, user wants to
1250 * use pen instead of mouse to interact.
1251 * "1" - Pen reports mouse clicks and movement events but does not update
1252 * SDL-internal mouse state (buttons pressed, current mouse location).
1253 * Use case: client application is not pen aware, user frequently
1254 * alternates between pen and "real" mouse.
1255 * "2" - Pen reports no mouse events.
1256 * Use case: pen-aware client application uses this hint to allow user to
1257 * toggle between pen+mouse mode ("2") and pen-only mode ("1" or "0").
1258 */
1259#define SDL_HINT_PEN_NOT_MOUSE "SDL_HINT_PEN_NOT_MOUSE"
1260
1261/**
1262 * Pen mouse button emulation triggers only when the pen touches the tablet surface
1263 *
1264 * "0" - The pen reports mouse button press/release immediately when the pen
1265 * button is pressed/released, and the pen tip touching the surface counts
1266 * as left mouse button press.
1267 * "1" - (Default) Mouse button presses are sent when the pen first touches
1268 * the tablet (analogously for releases). Not pressing a pen button
1269 * simulates mouse button 1, pressing the first pen button simulates
1270 * mouse button 2 etc.; it is not possible to report multiple buttons
1271 * as pressed at the same time.
1272 */
1273#define SDL_HINT_PEN_DELAY_MOUSE_BUTTON "SDL_HINT_PEN_DELAY_MOUSE_BUTTON"
1274
1275/**
1276 * Tell SDL not to catch the SIGINT or SIGTERM signals.
1277 *
1278 * This hint only applies to Unix-like platforms, and should set before
1279 * any calls to SDL_Init()
1280 *
1281 * The variable can be set to the following values:
1282 * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
1283 * catches a signal, convert it into an SDL_EVENT_QUIT event.
1284 * "1" - SDL will not install a signal handler at all.
1285 */
1286#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
1287
1288/**
1289 * A variable controlling what driver to use for OpenGL ES contexts.
1290 *
1291 * On some platforms, currently Windows and X11, OpenGL drivers may support
1292 * creating contexts with an OpenGL ES profile. By default SDL uses these
1293 * profiles, when available, otherwise it attempts to load an OpenGL ES
1294 * library, e.g. that provided by the ANGLE project. This variable controls
1295 * whether SDL follows this default behaviour or will always load an
1296 * OpenGL ES library.
1297 *
1298 * Circumstances where this is useful include
1299 * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
1300 * or emulator, e.g. those from ARM, Imagination or Qualcomm.
1301 * - Resolving OpenGL ES function addresses at link time by linking with
1302 * the OpenGL ES library instead of querying them at run time with
1303 * SDL_GL_GetProcAddress().
1304 *
1305 * Caution: for an application to work with the default behaviour across
1306 * different OpenGL drivers it must query the OpenGL ES function
1307 * addresses at run time using SDL_GL_GetProcAddress().
1308 *
1309 * This variable is ignored on most platforms because OpenGL ES is native
1310 * or not supported.
1311 *
1312 * This variable can be set to the following values:
1313 * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
1314 * "1" - Load OpenGL ES library using the default library names.
1315 *
1316 */
1317#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
1318
1319/**
1320 * A variable controlling which orientations are allowed on iOS/Android.
1321 *
1322 * In some circumstances it is necessary to be able to explicitly control
1323 * which UI orientations are allowed.
1324 *
1325 * This variable is a space delimited list of the following values:
1326 * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
1327 */
1328#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
1329
1330/**
1331 * A variable controlling the use of a sentinel event when polling the event queue
1332 *
1333 * This variable can be set to the following values:
1334 * "0" - Disable poll sentinels
1335 * "1" - Enable poll sentinels
1336 *
1337 * When polling for events, SDL_PumpEvents is used to gather new events from devices.
1338 * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
1339 * become stuck until the new events stop.
1340 * This is most noticeable when moving a high frequency mouse.
1341 *
1342 * By default, poll sentinels are enabled.
1343 */
1344#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
1345
1346/**
1347 * Override for SDL_GetPreferredLocales()
1348 *
1349 * If set, this will be favored over anything the OS might report for the
1350 * user's preferred locales. Changing this hint at runtime will not generate
1351 * a SDL_EVENT_LOCALE_CHANGED event (but if you can change the hint, you can push
1352 * your own event, if you want).
1353 *
1354 * The format of this hint is a comma-separated list of language and locale,
1355 * combined with an underscore, as is a common format: "en_GB". Locale is
1356 * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
1357 */
1358#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
1359
1360/**
1361 * A variable describing the content orientation on QtWayland-based platforms.
1362 *
1363 * On QtWayland platforms, windows are rotated client-side to allow for custom
1364 * transitions. In order to correctly position overlays (e.g. volume bar) and
1365 * gestures (e.g. events view, close/minimize gestures), the system needs to
1366 * know in which orientation the application is currently drawing its contents.
1367 *
1368 * This does not cause the window to be rotated or resized, the application
1369 * needs to take care of drawing the content in the right orientation (the
1370 * framebuffer is always in portrait mode).
1371 *
1372 * This variable can be one of the following values:
1373 * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
1374 *
1375 * Since SDL 2.0.22 this variable accepts a comma-separated list of values above.
1376 */
1377#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
1378
1379/**
1380 * Flags to set on QtWayland windows to integrate with the native window manager.
1381 *
1382 * On QtWayland platforms, this hint controls the flags to set on the windows.
1383 * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
1384 *
1385 * This variable is a space-separated list of the following values (empty = no flags):
1386 * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
1387 */
1388#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
1389
1390/**
1391 * A variable controlling how the 2D render API renders lines
1392 *
1393 * This variable can be set to the following values:
1394 * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
1395 * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
1396 * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
1397 * "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
1398 *
1399 * This variable should be set when the renderer is created.
1400 */
1401#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
1402
1403/**
1404 * A variable controlling whether to enable Direct3D 11+'s Debug Layer.
1405 *
1406 * This variable does not have any effect on the Direct3D 9 based renderer.
1407 *
1408 * This variable can be set to the following values:
1409 * "0" - Disable Debug Layer use
1410 * "1" - Enable Debug Layer use
1411 *
1412 * By default, SDL does not use Direct3D Debug Layer.
1413 */
1414#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
1415
1416/**
1417 * A variable controlling whether the Direct3D device is initialized for thread-safe operations.
1418 *
1419 * This variable can be set to the following values:
1420 * "0" - Thread-safety is not enabled (faster)
1421 * "1" - Thread-safety is enabled
1422 *
1423 * By default the Direct3D device is created with thread-safety disabled.
1424 */
1425#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
1426
1427/**
1428 * A variable specifying which render driver to use.
1429 *
1430 * If the application doesn't pick a specific renderer to use, this variable
1431 * specifies the name of the preferred renderer. If the preferred renderer
1432 * can't be initialized, the normal default renderer is used.
1433 *
1434 * This variable is case insensitive and can be set to the following values:
1435 * "direct3d"
1436 * "direct3d11"
1437 * "direct3d12"
1438 * "opengl"
1439 * "opengles2"
1440 * "opengles"
1441 * "metal"
1442 * "software"
1443 *
1444 * The default varies by platform, but it's the first one in the list that
1445 * is available on the current platform.
1446 */
1447#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
1448
1449/**
1450 * A variable controlling whether the OpenGL render driver uses shaders if they are available.
1451 *
1452 * This variable can be set to the following values:
1453 * "0" - Disable shaders
1454 * "1" - Enable shaders
1455 *
1456 * By default shaders are used if OpenGL supports them.
1457 */
1458#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
1459
1460/**
1461 * A variable controlling the scaling quality
1462 *
1463 * This variable can be set to the following values:
1464 * "0" or "nearest" - Nearest pixel sampling
1465 * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
1466 * "2" or "best" - Currently this is the same as "linear"
1467 *
1468 * By default nearest pixel sampling is used
1469 */
1470#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
1471
1472/**
1473 * A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
1474 *
1475 * This variable can be set to the following values:
1476 * "0" - Disable vsync
1477 * "1" - Enable vsync
1478 *
1479 * By default SDL does not sync screen surface updates with vertical refresh.
1480 */
1481#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
1482
1483/**
1484 * A variable controlling whether the Metal render driver select low power device over default one
1485 *
1486 * This variable can be set to the following values:
1487 * "0" - Use the prefered OS device
1488 * "1" - Select a low power one
1489 *
1490 * By default the prefered OS device is used.
1491 */
1492#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
1493
1494/**
1495 * A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
1496 *
1497 * This variable can be set to the following values:
1498 * "0" - It will be using VSYNC as defined in the main flag. Default
1499 * "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
1500 *
1501 * By default SDL does not enable the automatic VSYNC
1502 */
1503#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
1504
1505/**
1506 * A variable to control whether the return key on the soft keyboard
1507 * should hide the soft keyboard on Android and iOS.
1508 *
1509 * The variable can be set to the following values:
1510 * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
1511 * "1" - The return key will hide the keyboard.
1512 *
1513 * The value of this hint is used at runtime, so it can be changed at any time.
1514 */
1515#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
1516
1517/**
1518 * Tell SDL which Dispmanx layer to use on a Raspberry PI
1519 *
1520 * Also known as Z-order. The variable can take a negative or positive value.
1521 * The default is 10000.
1522 */
1523#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
1524
1525/**
1526 * Specify an "activity name" for screensaver inhibition.
1527 *
1528 * Some platforms, notably Linux desktops, list the applications which are
1529 * inhibiting the screensaver or other power-saving features.
1530 *
1531 * This hint lets you specify the "activity name" sent to the OS when
1532 * SDL_DisableScreenSaver() is used (or the screensaver is automatically
1533 * disabled). The contents of this hint are used when the screensaver is
1534 * disabled. You should use a string that describes what your program is doing
1535 * (and, therefore, why the screensaver is disabled). For example, "Playing a
1536 * game" or "Watching a video".
1537 *
1538 * Setting this to "" or leaving it unset will have SDL use a reasonable
1539 * default: "Playing a game" or something similar.
1540 *
1541 * On targets where this is not supported, this hint does nothing.
1542 */
1543#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
1544
1545/**
1546 * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
1547 *
1548 * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
1549 * that require special handling by the application. This hint exists to let SDL know that
1550 * the app is prepared to handle said restrictions.
1551 *
1552 * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
1553 * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
1554 * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
1555 * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
1556 * * Refer to the man pages for more information.
1557 *
1558 * This variable can be set to the following values:
1559 * "0" - default platform specific behaviour
1560 * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
1561 */
1562#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
1563
1564/**
1565* A string specifying additional information to use with SDL_SetThreadPriority.
1566*
1567* By default SDL_SetThreadPriority will make appropriate system changes in order to
1568* apply a thread priority. For example on systems using pthreads the scheduler policy
1569* is changed automatically to a policy that works well with a given priority.
1570* Code which has specific requirements can override SDL's default behavior with this hint.
1571*
1572* pthread hint values are "current", "other", "fifo" and "rr".
1573* Currently no other platform hint values are defined but may be in the future.
1574*
1575* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
1576* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
1577* after calling SDL_SetThreadPriority().
1578*/
1579#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
1580
1581/**
1582* A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
1583*
1584* Use this hint in case you need to set SDL's threads stack size to other than the default.
1585* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
1586* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
1587* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
1588*
1589* Instead of this hint, in 2.0.9 and later, you can use
1590* SDL_CreateThreadWithStackSize(). This hint only works with the classic
1591* SDL_CreateThread().
1592*/
1593#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
1594
1595/**
1596 * A variable that controls the timer resolution, in milliseconds.
1597 *
1598 * The higher resolution the timer, the more frequently the CPU services
1599 * timer interrupts, and the more precise delays are, but this takes up
1600 * power and CPU time. This hint is only used on Windows.
1601 *
1602 * See this blog post for more information:
1603 * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
1604 *
1605 * If this variable is set to "0", the system timer resolution is not set.
1606 *
1607 * The default value is "1". This hint may be set at any time.
1608 */
1609#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
1610
1611/**
1612 * A variable controlling whether touch events should generate synthetic mouse events
1613 *
1614 * This variable can be set to the following values:
1615 * "0" - Touch events will not generate mouse events
1616 * "1" - Touch events will generate mouse events
1617 *
1618 * By default SDL will generate mouse events for touch events
1619 */
1620#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
1621
1622/**
1623 * A variable controlling which touchpad should generate synthetic mouse events
1624 *
1625 * This variable can be set to the following values:
1626 * "0" - Only front touchpad should generate mouse events. Default
1627 * "1" - Only back touchpad should generate mouse events.
1628 * "2" - Both touchpads should generate mouse events.
1629 *
1630 * By default SDL will generate mouse events for all touch devices
1631 */
1632#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
1633
1634/**
1635 * A variable controlling whether the Android / tvOS remotes
1636 * should be listed as joystick devices, instead of sending keyboard events.
1637 *
1638 * This variable can be set to the following values:
1639 * "0" - Remotes send enter/escape/arrow key events
1640 * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
1641 */
1642#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
1643
1644/**
1645 * A variable controlling whether the screensaver is enabled.
1646 *
1647 * This variable can be set to the following values:
1648 * "0" - Disable screensaver
1649 * "1" - Enable screensaver
1650 *
1651 * By default SDL will disable the screensaver.
1652 */
1653#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
1654
1655/**
1656 * Tell the video driver that we only want a double buffer.
1657 *
1658 * By default, most lowlevel 2D APIs will use a triple buffer scheme that
1659 * wastes no CPU time on waiting for vsync after issuing a flip, but
1660 * introduces a frame of latency. On the other hand, using a double buffer
1661 * scheme instead is recommended for cases where low latency is an important
1662 * factor because we save a whole frame of latency.
1663 * We do so by waiting for vsync immediately after issuing a flip, usually just
1664 * after eglSwapBuffers call in the backend's *_SwapWindow function.
1665 *
1666 * Since it's driver-specific, it's only supported where possible and
1667 * implemented. Currently supported the following drivers:
1668 *
1669 * - KMSDRM (kmsdrm)
1670 * - Raspberry Pi (raspberrypi)
1671 */
1672#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
1673
1674/**
1675 * If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.
1676 *
1677 * This variable can be set to one of the following values:
1678 * "0" - Do not fall back to eglGetDisplay
1679 * "1" - Fall back to eglGetDisplay if eglGetPlatformDisplay fails.
1680 *
1681 * By default, SDL will fall back to eglGetDisplay if eglGetPlatformDisplay
1682 * fails.
1683 */
1684#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_GETDISPLAY_FALLBACK"
1685
1686/**
1687 * A variable controlling whether the graphics context is externally managed.
1688 *
1689 * This variable can be set to the following values:
1690 * "0" - SDL will manage graphics contexts that are attached to windows.
1691 * "1" - Disable graphics context management on windows.
1692 *
1693 * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
1694 * context will be automatically saved and restored when pausing the application. Additionally, some
1695 * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
1696 * behavior, which is desirable when the application manages the graphics context, such as
1697 * an externally managed OpenGL context or attaching a Vulkan surface to the window.
1698 */
1699#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
1700
1701/**
1702 * A variable that dictates policy for fullscreen Spaces on macOS.
1703 *
1704 * This hint only applies to macOS.
1705 *
1706 * The variable can be set to the following values:
1707 * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
1708 * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
1709 * button on their titlebars).
1710 * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
1711 * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
1712 * button on their titlebars).
1713 *
1714 * The default value is "1". This hint must be set before any windows are created.
1715 */
1716#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
1717
1718/**
1719 * Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
1720 * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
1721 * seeing if "true" causes more problems than it solves in modern times.
1722 *
1723 */
1724#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
1725
1726/**
1727 * A variable controlling whether the libdecor Wayland backend is allowed to be used.
1728 *
1729 * This variable can be set to the following values:
1730 * "0" - libdecor use is disabled.
1731 * "1" - libdecor use is enabled (default).
1732 *
1733 * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1734 */
1735#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
1736
1737/**
1738 * A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
1739 *
1740 * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
1741 * available. (Note that, by default, libdecor will use xdg-decoration itself if available).
1742 *
1743 * This variable can be set to the following values:
1744 * "0" - libdecor is enabled only if server-side decorations are unavailable.
1745 * "1" - libdecor is always enabled if available.
1746 *
1747 * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
1748 */
1749#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
1750
1751/**
1752 * A variable controlling whether video mode emulation is enabled under Wayland.
1753 *
1754 * When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
1755 * If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
1756 * desktop, the native display resolution.
1757 *
1758 * This variable can be set to the following values:
1759 * "0" - Video mode emulation is disabled.
1760 * "1" - Video mode emulation is enabled.
1761 *
1762 * By default video mode emulation is enabled.
1763 */
1764#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
1765
1766/**
1767 * A variable controlling how modes with a non-native aspect ratio are displayed under Wayland.
1768 *
1769 * When this hint is set, the requested scaling will be used when displaying fullscreen video modes
1770 * that don't match the display's native aspect ratio. This is contingent on compositor viewport support.
1771 *
1772 * This variable can be set to the following values:
1773 * "aspect" - Video modes will be displayed scaled, in their proper aspect ratio, with black bars.
1774 * "stretch" - Video modes will be scaled to fill the entire display.
1775 * "none" - Video modes will be displayed as 1:1 with no scaling.
1776 *
1777 * By default 'stretch' is used.
1778 */
1779#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING"
1780
1781/**
1782 * Enable or disable mouse pointer warp emulation, needed by some older games.
1783 *
1784 * When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
1785 * This is required for some older games (such as Source engine games), which warp the
1786 * mouse to the centre of the screen rather than using relative mouse motion. Note that
1787 * relative mouse mode may have different mouse acceleration behaviour than pointer warps.
1788 *
1789 * This variable can be set to the following values:
1790 * "0" - All mouse warps fail, as mouse warping is not available under wayland.
1791 * "1" - Some mouse warps will be emulated by forcing relative mouse mode.
1792 *
1793 * If not set, this is automatically enabled unless an application uses relative mouse
1794 * mode directly.
1795 */
1796#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
1797
1798/**
1799* A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
1800*
1801* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
1802* can use two different sets of binaries, those compiled by the user from source
1803* or those provided by the Chrome browser. In the later case, these binaries require
1804* that SDL loads a DLL providing the shader compiler.
1805*
1806* This variable can be set to the following values:
1807* "d3dcompiler_46.dll" - default, best for Vista or later.
1808* "d3dcompiler_43.dll" - for XP support.
1809* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
1810*
1811*/
1812#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
1813
1814/**
1815 * Set whether the OpenGL context should be created with EGL by default
1816 *
1817 * This variable can be set to the following values:
1818 * "0" - Use platform-specific GL context creation API (GLX, WGL, CGL, etc)
1819 * "1" - Use EGL
1820 *
1821 * By default SDL will use the platform-specific GL context API when both are present.
1822 */
1823#define SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL"
1824
1825/**
1826 * A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
1827 *
1828 * This variable can be set to the following values:
1829 * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
1830 * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
1831 *
1832 * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
1833 *
1834 */
1835#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
1836
1837/**
1838 * A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
1839 *
1840 * This variable can be set to the following values:
1841 * "0" - Disable _NET_WM_PING
1842 * "1" - Enable _NET_WM_PING
1843 *
1844 * By default SDL will use _NET_WM_PING, but for applications that know they
1845 * will not always be able to respond to ping requests in a timely manner they can
1846 * turn it off to avoid the window manager thinking the app is hung.
1847 * The hint is checked in CreateWindow.
1848 */
1849#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
1850
1851/**
1852 * A variable forcing the visual ID chosen for new X11 windows
1853 *
1854 */
1855#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
1856
1857/**
1858 * A variable forcing the scaling factor for X11 windows
1859 *
1860 * This variable can be set to a floating point value in the range 1.0-10.0f
1861 */
1862#define SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR"
1863
1864/**
1865 * A variable controlling whether the X11 XRandR extension should be used.
1866 *
1867 * This variable can be set to the following values:
1868 * "0" - Disable XRandR
1869 * "1" - Enable XRandR
1870 *
1871 * By default SDL will use XRandR.
1872 */
1873#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
1874
1875/**
1876 * Controls how the fact chunk affects the loading of a WAVE file.
1877 *
1878 * The fact chunk stores information about the number of samples of a WAVE
1879 * file. The Standards Update from Microsoft notes that this value can be used
1880 * to 'determine the length of the data in seconds'. This is especially useful
1881 * for compressed formats (for which this is a mandatory chunk) if they produce
1882 * multiple sample frames per block and truncating the block is not allowed.
1883 * The fact chunk can exactly specify how many sample frames there should be
1884 * in this case.
1885 *
1886 * Unfortunately, most application seem to ignore the fact chunk and so SDL
1887 * ignores it by default as well.
1888 *
1889 * This variable can be set to the following values:
1890 *
1891 * "truncate" - Use the number of samples to truncate the wave data if
1892 * the fact chunk is present and valid
1893 * "strict" - Like "truncate", but raise an error if the fact chunk
1894 * is invalid, not present for non-PCM formats, or if the
1895 * data chunk doesn't have that many samples
1896 * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
1897 * samples is zero
1898 * "ignore" - Ignore fact chunk entirely (default)
1899 */
1900#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
1901
1902/**
1903 * Controls how the size of the RIFF chunk affects the loading of a WAVE file.
1904 *
1905 * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
1906 * file) is not always reliable. In case the size is wrong, it's possible to
1907 * just ignore it and step through the chunks until a fixed limit is reached.
1908 *
1909 * Note that files that have trailing data unrelated to the WAVE file or
1910 * corrupt files may slow down the loading process without a reliable boundary.
1911 * By default, SDL stops after 10000 chunks to prevent wasting time. Use the
1912 * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
1913 *
1914 * This variable can be set to the following values:
1915 *
1916 * "force" - Always use the RIFF chunk size as a boundary for the chunk search
1917 * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
1918 * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
1919 * "maximum" - Search for chunks until the end of file (not recommended)
1920 */
1921#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
1922
1923/**
1924 * Controls how a truncated WAVE file is handled.
1925 *
1926 * A WAVE file is considered truncated if any of the chunks are incomplete or
1927 * the data chunk size is not a multiple of the block size. By default, SDL
1928 * decodes until the first incomplete block, as most applications seem to do.
1929 *
1930 * This variable can be set to the following values:
1931 *
1932 * "verystrict" - Raise an error if the file is truncated
1933 * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
1934 * "dropframe" - Decode until the first incomplete sample frame
1935 * "dropblock" - Decode until the first incomplete block (default)
1936 */
1937#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
1938
1939/**
1940 * Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
1941 * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
1942 * thread's name, but it tends to cause problems with other debuggers,
1943 * and the .NET runtime. Note that SDL 2.0.6 and later will still use
1944 * the (safer) SetThreadDescription API, introduced in the Windows 10
1945 * Creators Update, if available.
1946 *
1947 * The variable can be set to the following values:
1948 * "0" - SDL will raise the 0x406D1388 Exception to name threads.
1949 * This is the default behavior of SDL <= 2.0.4.
1950 * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
1951 * This is necessary with .NET languages or debuggers that aren't Visual Studio.
1952 */
1953#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
1954
1955/**
1956 * Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
1957 *
1958 * If the mnemonics are enabled, then menus can be opened by pressing the Alt
1959 * key and the corresponding mnemonic (for example, Alt+F opens the File menu).
1960 * However, in case an invalid mnemonic is pressed, Windows makes an audible
1961 * beep to convey that nothing happened. This is true even if the window has
1962 * no menu at all!
1963 *
1964 * Because most SDL applications don't have menus, and some want to use the Alt
1965 * key for other purposes, SDL disables mnemonics (and the beeping) by default.
1966 *
1967 * Note: This also affects keyboard events: with mnemonics enabled, when a
1968 * menu is opened from the keyboard, you will not receive a KEYUP event for
1969 * the mnemonic key, and *might* not receive one for Alt.
1970 *
1971 * This variable can be set to the following values:
1972 * "0" - Alt+mnemonic does nothing, no beeping. (default)
1973 * "1" - Alt+mnemonic opens menus, invalid mnemonics produce a beep.
1974 */
1975#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
1976
1977/**
1978 * A variable controlling whether the windows message loop is processed by SDL
1979 *
1980 * This variable can be set to the following values:
1981 * "0" - The window message loop is not run
1982 * "1" - The window message loop is processed in SDL_PumpEvents()
1983 *
1984 * By default SDL will process the windows message loop
1985 */
1986#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
1987
1988/**
1989 * Force SDL to use Critical Sections for mutexes on Windows.
1990 * On Windows 7 and newer, Slim Reader/Writer Locks are available.
1991 * They offer better performance, allocate no kernel resources and
1992 * use less memory. SDL will fall back to Critical Sections on older
1993 * OS versions or if forced to by this hint.
1994 *
1995 * This variable can be set to the following values:
1996 * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
1997 * "1" - Force the use of Critical Sections in all cases.
1998 *
1999 */
2000#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
2001
2002/**
2003 * Force SDL to use Kernel Semaphores on Windows.
2004 * Kernel Semaphores are inter-process and require a context
2005 * switch on every interaction. On Windows 8 and newer, the
2006 * WaitOnAddress API is available. Using that and atomics to
2007 * implement semaphores increases performance.
2008 * SDL will fall back to Kernel Objects on older OS versions
2009 * or if forced to by this hint.
2010 *
2011 * This variable can be set to the following values:
2012 * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
2013 * "1" - Force the use of Kernel Objects in all cases.
2014 *
2015 */
2016#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
2017
2018/**
2019 * A variable to specify custom icon resource id from RC file on Windows platform
2020 */
2021#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
2022#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
2023
2024/**
2025 * Tell SDL not to generate window-close events for Alt+F4 on Windows.
2026 *
2027 * The variable can be set to the following values:
2028 * "0" - SDL will generate a window-close event when it sees Alt+F4.
2029 * "1" - SDL will only do normal key handling for Alt+F4.
2030 */
2031#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
2032
2033/**
2034 * Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
2035 * Direct3D 9Ex contains changes to state management that can eliminate device
2036 * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
2037 * some changes to your application to cope with the new behavior, so this
2038 * is disabled by default.
2039 *
2040 * This hint must be set before initializing the video subsystem.
2041 *
2042 * For more information on Direct3D 9Ex, see:
2043 * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
2044 * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
2045 *
2046 * This variable can be set to the following values:
2047 * "0" - Use the original Direct3D 9 API (default)
2048 * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
2049 *
2050 */
2051#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
2052
2053/**
2054 * A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
2055 *
2056 * This variable can be set to the following values:
2057 * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
2058 * "1" - The window frame is interactive when the cursor is hidden
2059 *
2060 * By default SDL will allow interaction with the window frame when the cursor is hidden
2061 */
2062#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
2063
2064/**
2065* A variable controlling whether the window is activated when the SDL_ShowWindow function is called
2066*
2067* This variable can be set to the following values:
2068* "0" - The window is not activated when the SDL_ShowWindow function is called
2069* "1" - The window is activated when the SDL_ShowWindow function is called
2070*
2071* By default SDL will activate the window when the SDL_ShowWindow function is called
2072*/
2073#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN"
2074
2075/** Allows back-button-press events on Windows Phone to be marked as handled
2076 *
2077 * Windows Phone devices typically feature a Back button. When pressed,
2078 * the OS will emit back-button-press events, which apps are expected to
2079 * handle in an appropriate manner. If apps do not explicitly mark these
2080 * events as 'Handled', then the OS will invoke its default behavior for
2081 * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
2082 * terminate the app (and attempt to switch to the previous app, or to the
2083 * device's home screen).
2084 *
2085 * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
2086 * to mark back-button-press events as Handled, if and when one is sent to
2087 * the app.
2088 *
2089 * Internally, Windows Phone sends back button events as parameters to
2090 * special back-button-press callback functions. Apps that need to respond
2091 * to back-button-press events are expected to register one or more
2092 * callback functions for such, shortly after being launched (during the
2093 * app's initialization phase). After the back button is pressed, the OS
2094 * will invoke these callbacks. If the app's callback(s) do not explicitly
2095 * mark the event as handled by the time they return, or if the app never
2096 * registers one of these callback, the OS will consider the event
2097 * un-handled, and it will apply its default back button behavior (terminate
2098 * the app).
2099 *
2100 * SDL registers its own back-button-press callback with the Windows Phone
2101 * OS. This callback will emit a pair of SDL key-press events (SDL_EVENT_KEY_DOWN
2102 * and SDL_EVENT_KEY_UP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
2103 * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
2104 * If the hint's value is set to "1", the back button event's Handled
2105 * property will get set to 'true'. If the hint's value is set to something
2106 * else, or if it is unset, SDL will leave the event's Handled property
2107 * alone. (By default, the OS sets this property to 'false', to note.)
2108 *
2109 * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
2110 * back button is pressed, or can set it in direct-response to a back button
2111 * being pressed.
2112 *
2113 * In order to get notified when a back button is pressed, SDL apps should
2114 * register a callback function with SDL_AddEventWatch(), and have it listen
2115 * for SDL_EVENT_KEY_DOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
2116 * (Alternatively, SDL_EVENT_KEY_UP events can be listened-for. Listening for
2117 * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
2118 * set by such a callback, will be applied to the OS' current
2119 * back-button-press event.
2120 *
2121 * More details on back button behavior in Windows Phone apps can be found
2122 * at the following page, on Microsoft's developer site:
2123 * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
2124 */
2125#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
2126
2127/** Label text for a WinRT app's privacy policy link
2128 *
2129 * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
2130 * Microsoft mandates that this policy be available via the Windows Settings charm.
2131 * SDL provides code to add a link there, with its label text being set via the
2132 * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
2133 *
2134 * Please note that a privacy policy's contents are not set via this hint. A separate
2135 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
2136 * policy.
2137 *
2138 * The contents of this hint should be encoded as a UTF8 string.
2139 *
2140 * The default value is "Privacy Policy". This hint should only be set during app
2141 * initialization, preferably before any calls to SDL_Init().
2142 *
2143 * For additional information on linking to a privacy policy, see the documentation for
2144 * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
2145 */
2146#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
2147
2148/**
2149 * A URL to a WinRT app's privacy policy
2150 *
2151 * All network-enabled WinRT apps must make a privacy policy available to its
2152 * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
2153 * be available in the Windows Settings charm, as accessed from within the app.
2154 * SDL provides code to add a URL-based link there, which can point to the app's
2155 * privacy policy.
2156 *
2157 * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
2158 * before calling any SDL_Init() functions. The contents of the hint should
2159 * be a valid URL. For example, "http://www.example.com".
2160 *
2161 * The default value is "", which will prevent SDL from adding a privacy policy
2162 * link to the Settings charm. This hint should only be set during app init.
2163 *
2164 * The label text of an app's "Privacy Policy" link may be customized via another
2165 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
2166 *
2167 * Please note that on Windows Phone, Microsoft does not provide standard UI
2168 * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
2169 * will not get used on that platform. Network-enabled phone apps should display
2170 * their privacy policy through some other, in-app means.
2171 */
2172#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
2173
2174/**
2175 * Mark X11 windows as override-redirect.
2176 *
2177 * If set, this _might_ increase framerate at the expense of the desktop
2178 * not working as expected. Override-redirect windows aren't noticed by the
2179 * window manager at all.
2180 *
2181 * You should probably only use this for fullscreen windows, and you probably
2182 * shouldn't even use it for that. But it's here if you want to try!
2183 */
2184#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
2185
2186/**
2187 * A variable that lets you disable the detection and use of Xinput gamepad devices
2188 *
2189 * The variable can be set to the following values:
2190 * "0" - Disable XInput detection (only uses direct input)
2191 * "1" - Enable XInput detection (the default)
2192 */
2193#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
2194
2195 /**
2196 * A variable that lets you disable the detection and use of DirectInput gamepad devices
2197 *
2198 * The variable can be set to the following values:
2199 * "0" - Disable DirectInput detection (only uses XInput)
2200 * "1" - Enable DirectInput detection (the default)
2201 */
2202#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
2203
2204/**
2205 * A variable that causes SDL to use the old axis and button mapping for XInput devices.
2206 *
2207 * This hint is for backwards compatibility only and will be removed in SDL 2.1
2208 *
2209 * The default value is "0". This hint must be set before SDL_Init()
2210 */
2211#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
2212
2213/**
2214 * A variable that causes SDL to not ignore audio "monitors"
2215 *
2216 * This is currently only used for PulseAudio and ignored elsewhere.
2217 *
2218 * By default, SDL ignores audio devices that aren't associated with physical
2219 * hardware. Changing this hint to "1" will expose anything SDL sees that
2220 * appears to be an audio source or sink. This will add "devices" to the list
2221 * that the user probably doesn't want or need, but it can be useful in
2222 * scenarios where you want to hook up SDL to some sort of virtual device,
2223 * etc.
2224 *
2225 * The default value is "0". This hint must be set before SDL_Init().
2226 *
2227 * This hint is available since SDL 2.0.16. Before then, virtual devices are
2228 * always ignored.
2229 */
2230#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
2231
2232/**
2233 * A variable that forces X11 windows to create as a custom type.
2234 *
2235 * This is currently only used for X11 and ignored elsewhere.
2236 *
2237 * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
2238 * to report to the window manager the type of window it wants to create.
2239 * This might be set to various things if SDL_WINDOW_TOOLTIP or
2240 * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
2241 * haven't set a specific type, this hint can be used to specify a custom
2242 * type. For example, a dock window might set this to
2243 * "_NET_WM_WINDOW_TYPE_DOCK".
2244 *
2245 * If not set or set to "", this hint is ignored. This hint must be set
2246 * before the SDL_CreateWindow() call that it is intended to affect.
2247 *
2248 * This hint is available since SDL 2.0.22.
2249 */
2250#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
2251
2252/**
2253 * A variable that decides whether to send SDL_EVENT_QUIT when closing the final window.
2254 *
2255 * By default, SDL sends an SDL_EVENT_QUIT event when there is only one window
2256 * and it receives an SDL_EVENT_WINDOW_CLOSE_REQUESTED event, under the assumption most
2257 * apps would also take the loss of this window as a signal to terminate the
2258 * program.
2259 *
2260 * However, it's not unreasonable in some cases to have the program continue
2261 * to live on, perhaps to create new windows later.
2262 *
2263 * Changing this hint to "0" will cause SDL to not send an SDL_EVENT_QUIT event
2264 * when the final window is requesting to close. Note that in this case,
2265 * there are still other legitimate reasons one might get an SDL_EVENT_QUIT
2266 * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
2267 * on Unix, etc.
2268 *
2269 * The default value is "1". This hint can be changed at any time.
2270 *
2271 * This hint is available since SDL 2.0.22. Before then, you always get
2272 * an SDL_EVENT_QUIT event when closing the final window.
2273 */
2274#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
2275
2276
2277/**
2278 * A variable that decides what video backend to use.
2279 *
2280 * By default, SDL will try all available video backends in a reasonable
2281 * order until it finds one that can work, but this hint allows the app
2282 * or user to force a specific target, such as "x11" if, say, you are
2283 * on Wayland but want to try talking to the X server instead.
2284 *
2285 * This functionality has existed since SDL 2.0.0 (indeed, before that)
2286 * but before 2.0.22 this was an environment variable only. In 2.0.22,
2287 * it was upgraded to a full SDL hint, so you can set the environment
2288 * variable as usual or programmatically set the hint with SDL_SetHint,
2289 * which won't propagate to child processes.
2290 *
2291 * The default value is unset, in which case SDL will try to figure out
2292 * the best video backend on your behalf. This hint needs to be set
2293 * before SDL_Init() is called to be useful.
2294 *
2295 * This hint is available since SDL 2.0.22. Before then, you could set
2296 * the environment variable to get the same effect.
2297 */
2298#define SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER"
2299
2300/**
2301 * A variable that decides what audio backend to use.
2302 *
2303 * By default, SDL will try all available audio backends in a reasonable
2304 * order until it finds one that can work, but this hint allows the app
2305 * or user to force a specific target, such as "alsa" if, say, you are
2306 * on PulseAudio but want to try talking to the lower level instead.
2307 *
2308 * This functionality has existed since SDL 2.0.0 (indeed, before that)
2309 * but before 2.0.22 this was an environment variable only. In 2.0.22,
2310 * it was upgraded to a full SDL hint, so you can set the environment
2311 * variable as usual or programmatically set the hint with SDL_SetHint,
2312 * which won't propagate to child processes.
2313 *
2314 * The default value is unset, in which case SDL will try to figure out
2315 * the best audio backend on your behalf. This hint needs to be set
2316 * before SDL_Init() is called to be useful.
2317 *
2318 * This hint is available since SDL 2.0.22. Before then, you could set
2319 * the environment variable to get the same effect.
2320 */
2321#define SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER"
2322
2323/**
2324 * A variable that decides what KMSDRM device to use.
2325 *
2326 * Internally, SDL might open something like "/dev/dri/cardNN" to
2327 * access KMSDRM functionality, where "NN" is a device index number.
2328 *
2329 * SDL makes a guess at the best index to use (usually zero), but the
2330 * app or user can set this hint to a number between 0 and 99 to
2331 * force selection.
2332 *
2333 * This hint is available since SDL 2.24.0.
2334 */
2335#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
2336
2337
2338/**
2339 * A variable that treats trackpads as touch devices.
2340 *
2341 * On macOS (and possibly other platforms in the future), SDL will report
2342 * touches on a trackpad as mouse input, which is generally what users
2343 * expect from this device; however, these are often actually full
2344 * multitouch-capable touch devices, so it might be preferable to some apps
2345 * to treat them as such.
2346 *
2347 * Setting this hint to true will make the trackpad input report as a
2348 * multitouch device instead of a mouse. The default is false.
2349 *
2350 * Note that most platforms don't support this hint. As of 2.24.0, it
2351 * only supports MacBooks' trackpads on macOS. Others may follow later.
2352 *
2353 * This hint is checked during SDL_Init and can not be changed after.
2354 *
2355 * This hint is available since SDL 2.24.0.
2356 */
2357#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
2358
2359
2360/**
2361 * Sets the title of the TextInput window on GDK platforms.
2362 *
2363 * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
2364 * standard SDL text input and virtual keyboard capabilities
2365 * to get text from the user.
2366 *
2367 * This hint allows you to customize the virtual keyboard
2368 * window that will be shown to the user.
2369 *
2370 * Set this hint to change the title of the window.
2371 *
2372 * This hint will not affect a window that is already being
2373 * shown to the user. It will only affect new input windows.
2374 *
2375 * This hint is available only if SDL_GDK_TEXTINPUT defined.
2376 */
2377#define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE"
2378
2379/**
2380 * Sets the description of the TextInput window on GDK platforms.
2381 *
2382 * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
2383 * standard SDL text input and virtual keyboard capabilities
2384 * to get text from the user.
2385 *
2386 * This hint allows you to customize the virtual keyboard
2387 * window that will be shown to the user.
2388 *
2389 * Set this hint to change the description of the window.
2390 *
2391 * This hint will not affect a window that is already being
2392 * shown to the user. It will only affect new input windows.
2393 *
2394 * This hint is available only if SDL_GDK_TEXTINPUT defined.
2395 */
2396#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION"
2397
2398/**
2399 * Sets the default text of the TextInput window on GDK platforms.
2400 *
2401 * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
2402 * standard SDL text input and virtual keyboard capabilities
2403 * to get text from the user.
2404 *
2405 * This hint allows you to customize the virtual keyboard
2406 * window that will be shown to the user.
2407 *
2408 * Set this hint to change the default text value of the window.
2409 *
2410 * This hint will not affect a window that is already being
2411 * shown to the user. It will only affect new input windows.
2412 *
2413 * This hint is available only if SDL_GDK_TEXTINPUT defined.
2414 */
2415#define SDL_HINT_GDK_TEXTINPUT_DEFAULT "SDL_GDK_TEXTINPUT_DEFAULT"
2416
2417/**
2418 * Sets the input scope of the TextInput window on GDK platforms.
2419 *
2420 * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
2421 * standard SDL text input and virtual keyboard capabilities
2422 * to get text from the user.
2423 *
2424 * This hint allows you to customize the virtual keyboard
2425 * window that will be shown to the user.
2426 *
2427 * Set this hint to change the XGameUiTextEntryInputScope value
2428 * that will be passed to the window creation function.
2429 *
2430 * The value must be a stringified integer,
2431 * for example "0" for XGameUiTextEntryInputScope::Default.
2432 *
2433 * This hint will not affect a window that is already being
2434 * shown to the user. It will only affect new input windows.
2435 *
2436 * This hint is available only if SDL_GDK_TEXTINPUT defined.
2437 */
2438#define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE"
2439
2440/**
2441 * Sets the maximum input length of the TextInput window on GDK platforms.
2442 *
2443 * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
2444 * standard SDL text input and virtual keyboard capabilities
2445 * to get text from the user.
2446 *
2447 * This hint allows you to customize the virtual keyboard
2448 * window that will be shown to the user.
2449 *
2450 * Set this hint to change the maximum allowed input
2451 * length of the text box in the virtual keyboard window.
2452 *
2453 * The value must be a stringified integer,
2454 * for example "10" to allow for up to 10 characters of text input.
2455 *
2456 * This hint will not affect a window that is already being
2457 * shown to the user. It will only affect new input windows.
2458 *
2459 * This hint is available only if SDL_GDK_TEXTINPUT defined.
2460 */
2461#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH"
2462
2463/**
2464 * Set the next device open's buffer size.
2465 *
2466 * This hint is an integer > 0, that represents the size of the device's
2467 * buffer in sample frames (stereo audio data in 16-bit format is 4 bytes
2468 * per sample frame, for example).
2469 *
2470 * SDL3 generally decides this value on behalf of the app, but if for some
2471 * reason the app needs to dictate this (because they want either lower
2472 * latency or higher throughput AND ARE WILLING TO DEAL WITH what that
2473 * might require of the app), they can specify it.
2474 *
2475 * SDL will try to accomodate this value, but there is no promise you'll
2476 * get the buffer size requested. Many platforms won't honor this request
2477 * at all, or might adjust it.
2478 *
2479 * This hint is checked when opening an audio device and can be changed
2480 * between calls.
2481 */
2482#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES"
2483
2484
2485/**
2486 * Request SDL_AppIterate() be called at a specific rate.
2487 *
2488 * This number is in Hz, so "60" means try to iterate 60 times per second.
2489 *
2490 * On some platforms, or if you are using SDL_main instead of SDL_AppIterate,
2491 * this hint is ignored. When the hint can be used, it is allowed to be
2492 * changed at any time.
2493 *
2494 * This defaults to 60, and specifying NULL for the hint's value will restore
2495 * the default.
2496 */
2497#define SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE"
2498
2499
2500/**
2501 * An enumeration of hint priorities
2502 */
2509
2510
2511/**
2512 * Set a hint with a specific priority.
2513 *
2514 * The priority controls the behavior when setting a hint that already has a
2515 * value. Hints will replace existing hints of their priority and lower.
2516 * Environment variables are considered to have override priority.
2517 *
2518 * \param name the hint to set
2519 * \param value the value of the hint variable
2520 * \param priority the SDL_HintPriority level for the hint
2521 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2522 *
2523 * \since This function is available since SDL 3.0.0.
2524 *
2525 * \sa SDL_GetHint
2526 * \sa SDL_SetHint
2527 */
2528extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
2529 const char *value,
2530 SDL_HintPriority priority);
2531
2532/**
2533 * Set a hint with normal priority.
2534 *
2535 * Hints will not be set if there is an existing override hint or environment
2536 * variable that takes precedence. You can use SDL_SetHintWithPriority() to
2537 * set the hint with override priority instead.
2538 *
2539 * \param name the hint to set
2540 * \param value the value of the hint variable
2541 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2542 *
2543 * \since This function is available since SDL 3.0.0.
2544 *
2545 * \sa SDL_GetHint
2546 * \sa SDL_SetHintWithPriority
2547 */
2548extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
2549 const char *value);
2550
2551/**
2552 * Reset a hint to the default value.
2553 *
2554 * This will reset a hint to the value of the environment variable, or NULL if
2555 * the environment isn't set. Callbacks will be called normally with this
2556 * change.
2557 *
2558 * \param name the hint to set
2559 * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
2560 *
2561 * \since This function is available since SDL 3.0.0.
2562 *
2563 * \sa SDL_GetHint
2564 * \sa SDL_SetHint
2565 */
2566extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
2567
2568/**
2569 * Reset all hints to the default values.
2570 *
2571 * This will reset all hints to the value of the associated environment
2572 * variable, or NULL if the environment isn't set. Callbacks will be called
2573 * normally with this change.
2574 *
2575 * \since This function is available since SDL 3.0.0.
2576 *
2577 * \sa SDL_GetHint
2578 * \sa SDL_SetHint
2579 * \sa SDL_ResetHint
2580 */
2581extern DECLSPEC void SDLCALL SDL_ResetHints(void);
2582
2583/**
2584 * Get the value of a hint.
2585 *
2586 * \param name the hint to query
2587 * \returns the string value of a hint or NULL if the hint isn't set.
2588 *
2589 * \since This function is available since SDL 3.0.0.
2590 *
2591 * \sa SDL_SetHint
2592 * \sa SDL_SetHintWithPriority
2593 */
2594extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
2595
2596/**
2597 * Get the boolean value of a hint variable.
2598 *
2599 * \param name the name of the hint to get the boolean value from
2600 * \param default_value the value to return if the hint does not exist
2601 * \returns the boolean value of a hint or the provided default value if the
2602 * hint does not exist.
2603 *
2604 * \since This function is available since SDL 3.0.0.
2605 *
2606 * \sa SDL_GetHint
2607 * \sa SDL_SetHint
2608 */
2609extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
2610
2611/**
2612 * Type definition of the hint callback function.
2613 *
2614 * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
2615 * \param name what was passed as `name` to SDL_AddHintCallback()
2616 * \param oldValue the previous hint value
2617 * \param newValue the new value hint is to be set to
2618 */
2619typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
2620
2621/**
2622 * Add a function to watch a particular hint.
2623 *
2624 * \param name the hint to watch
2625 * \param callback An SDL_HintCallback function that will be called when the
2626 * hint value changes
2627 * \param userdata a pointer to pass to the callback function
2628 * \returns 0 on success or a negative error code on failure; call
2629 * SDL_GetError() for more information.
2630 *
2631 * \since This function is available since SDL 3.0.0.
2632 *
2633 * \sa SDL_DelHintCallback
2634 */
2635extern DECLSPEC int SDLCALL SDL_AddHintCallback(const char *name,
2636 SDL_HintCallback callback,
2637 void *userdata);
2638
2639/**
2640 * Remove a function watching a particular hint.
2641 *
2642 * \param name the hint being watched
2643 * \param callback An SDL_HintCallback function that will be called when the
2644 * hint value changes
2645 * \param userdata a pointer being passed to the callback function
2646 *
2647 * \since This function is available since SDL 3.0.0.
2648 *
2649 * \sa SDL_AddHintCallback
2650 */
2651extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
2652 SDL_HintCallback callback,
2653 void *userdata);
2654
2655/**
2656 * Clear all hints.
2657 *
2658 * This function is automatically called during SDL_Quit(), and deletes all
2659 * callbacks without calling them and frees all memory associated with hints.
2660 * If you're calling this from application code you probably want to call
2661 * SDL_ResetHints() instead.
2662 *
2663 * This function will be removed from the API the next time we rev the ABI.
2664 *
2665 * \since This function is available since SDL 3.0.0.
2666 *
2667 * \sa SDL_ResetHints
2668 */
2669extern DECLSPEC void SDLCALL SDL_ClearHints(void);
2670
2671
2672/* Ends C function definitions when using C++ */
2673#ifdef __cplusplus
2674}
2675#endif
2676#include <SDL3/SDL_close_code.h>
2677
2678#endif /* SDL_hints_h_ */
SDL_bool SDL_GetHintBoolean(const char *name, SDL_bool default_value)
void SDL_ResetHints(void)
void SDL_DelHintCallback(const char *name, SDL_HintCallback callback, void *userdata)
void SDL_ClearHints(void)
SDL_bool SDL_SetHintWithPriority(const char *name, const char *value, SDL_HintPriority priority)
SDL_bool SDL_SetHint(const char *name, const char *value)
SDL_bool SDL_ResetHint(const char *name)
int SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata)
SDL_HintPriority
Definition SDL_hints.h:2504
@ SDL_HINT_DEFAULT
Definition SDL_hints.h:2505
@ SDL_HINT_OVERRIDE
Definition SDL_hints.h:2507
@ SDL_HINT_NORMAL
Definition SDL_hints.h:2506
const char * SDL_GetHint(const char *name)
void(* SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue)
Definition SDL_hints.h:2619
unsigned int SDL_bool
Definition SDL_stdinc.h:136