mirror of
https://github.com/Kiritow/LuaEngine.git
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1365 lines
56 KiB
C
1365 lines
56 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_hints.h
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*
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* Official documentation for SDL configuration variables
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*
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* This file contains functions to set and get configuration hints,
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* as well as listing each of them alphabetically.
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*
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* The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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* the environment variable that can be used to override the default.
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*
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* In general these hints are just that - they may or may not be
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* supported or applicable on any given platform, but they provide
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* a way for an application or user to give the library a hint as
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* to how they would like the library to work.
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*/
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#ifndef SDL_hints_h_
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#define SDL_hints_h_
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#include "SDL_stdinc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
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*
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* SDL can try to accelerate the SDL screen surface by using streaming
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* textures with a 3D rendering engine. This variable controls whether and
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* how this is done.
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*
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* This variable can be set to the following values:
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* "0" - Disable 3D acceleration
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* "1" - Enable 3D acceleration, using the default renderer.
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* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
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*
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* By default SDL tries to make a best guess for each platform whether
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* to use acceleration or not.
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*/
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#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
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/**
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* \brief A variable specifying which render driver to use.
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*
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* If the application doesn't pick a specific renderer to use, this variable
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* specifies the name of the preferred renderer. If the preferred renderer
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* can't be initialized, the normal default renderer is used.
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*
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* This variable is case insensitive and can be set to the following values:
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* "direct3d"
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* "opengl"
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* "opengles2"
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* "opengles"
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* "metal"
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* "software"
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*
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* The default varies by platform, but it's the first one in the list that
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* is available on the current platform.
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*/
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#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
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/**
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* \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
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*
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* This variable can be set to the following values:
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* "0" - Disable shaders
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* "1" - Enable shaders
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*
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* By default shaders are used if OpenGL supports them.
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*/
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#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
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/**
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* \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
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*
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* This variable can be set to the following values:
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* "0" - Thread-safety is not enabled (faster)
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* "1" - Thread-safety is enabled
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*
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* By default the Direct3D device is created with thread-safety disabled.
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*/
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#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
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/**
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* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
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*
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* This variable does not have any effect on the Direct3D 9 based renderer.
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*
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* This variable can be set to the following values:
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* "0" - Disable Debug Layer use
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* "1" - Enable Debug Layer use
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*
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* By default, SDL does not use Direct3D Debug Layer.
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*/
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#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
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/**
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* \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
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*
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* This variable can be set to the following values:
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* "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
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* "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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*
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* By default letterbox is used
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*/
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#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
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/**
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* \brief A variable controlling the scaling quality
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*
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* This variable can be set to the following values:
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* "0" or "nearest" - Nearest pixel sampling
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* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
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* "2" or "best" - Currently this is the same as "linear"
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*
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* By default nearest pixel sampling is used
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*/
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#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
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/**
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* \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
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*
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* This variable can be set to the following values:
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* "0" - Disable vsync
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* "1" - Enable vsync
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*
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* By default SDL does not sync screen surface updates with vertical refresh.
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*/
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#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
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/**
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* \brief A variable controlling whether the screensaver is enabled.
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*
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* This variable can be set to the following values:
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* "0" - Disable screensaver
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* "1" - Enable screensaver
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*
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* By default SDL will disable the screensaver.
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*/
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#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
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/**
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* \brief A variable controlling whether the graphics context is externally managed.
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*
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* This variable can be set to the following values:
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* "0" - SDL will manage graphics contexts that are attached to windows.
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* "1" - Disable graphics context management on windows.
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*
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* By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
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* context will be automatically saved and restored when pausing the application. Additionally, some
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* platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
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* behavior, which is desireable when the application manages the graphics context, such as
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* an externally managed OpenGL context or attaching a Vulkan surface to the window.
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*/
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#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
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/**
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* \brief A variable controlling whether the X11 VidMode extension should be used.
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*
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* This variable can be set to the following values:
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* "0" - Disable XVidMode
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* "1" - Enable XVidMode
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*
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* By default SDL will use XVidMode if it is available.
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*/
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#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
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/**
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* \brief A variable controlling whether the X11 Xinerama extension should be used.
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*
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* This variable can be set to the following values:
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* "0" - Disable Xinerama
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* "1" - Enable Xinerama
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*
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* By default SDL will use Xinerama if it is available.
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*/
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#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
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/**
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* \brief A variable controlling whether the X11 XRandR extension should be used.
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*
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* This variable can be set to the following values:
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* "0" - Disable XRandR
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* "1" - Enable XRandR
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*
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* By default SDL will not use XRandR because of window manager issues.
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*/
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#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
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/**
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* \brief A variable forcing the visual ID chosen for new X11 windows
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*
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*/
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#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
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/**
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* \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
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*
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* This variable can be set to the following values:
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* "0" - Disable _NET_WM_PING
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* "1" - Enable _NET_WM_PING
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*
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* By default SDL will use _NET_WM_PING, but for applications that know they
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* will not always be able to respond to ping requests in a timely manner they can
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* turn it off to avoid the window manager thinking the app is hung.
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* The hint is checked in CreateWindow.
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*/
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#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
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/**
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* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
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*
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* This variable can be set to the following values:
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* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
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* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
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*
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* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
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*
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*/
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#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
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/**
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* \brief A variable controlling whether X11 should use GLX or EGL by default
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*
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* This variable can be set to the following values:
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* "0" - Use GLX
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* "1" - Use EGL
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*
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* By default SDL will use GLX when both are present.
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*/
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#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
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/**
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* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
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*
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* This variable can be set to the following values:
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* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
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* "1" - The window frame is interactive when the cursor is hidden
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*
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* By default SDL will allow interaction with the window frame when the cursor is hidden
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*/
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#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
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/**
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* \brief A variable to specify custom icon resource id from RC file on Windows platform
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*/
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#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
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#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
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/**
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* \brief A variable controlling whether the windows message loop is processed by SDL
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*
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* This variable can be set to the following values:
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* "0" - The window message loop is not run
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* "1" - The window message loop is processed in SDL_PumpEvents()
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*
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* By default SDL will process the windows message loop
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*/
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#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
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/**
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* \brief A variable controlling whether grabbing input grabs the keyboard
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*
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* This variable can be set to the following values:
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* "0" - Grab will affect only the mouse
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* "1" - Grab will affect mouse and keyboard
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*
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* By default SDL will not grab the keyboard so system shortcuts still work.
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*/
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#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
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/**
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* \brief A variable setting the double click time, in milliseconds.
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*/
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#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
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/**
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* \brief A variable setting the double click radius, in pixels.
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*/
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#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
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/**
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* \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
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*/
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#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
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/**
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* \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
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*/
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#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
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/**
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* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
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*
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* This variable can be set to the following values:
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* "0" - Relative mouse mode uses raw input
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* "1" - Relative mouse mode uses mouse warping
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*
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* By default SDL will use raw input for relative mouse mode
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*/
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#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
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/**
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* \brief Allow mouse click events when clicking to focus an SDL window
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*
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* This variable can be set to the following values:
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* "0" - Ignore mouse clicks that activate a window
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* "1" - Generate events for mouse clicks that activate a window
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*
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* By default SDL will ignore mouse clicks that activate a window
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*/
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#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
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/**
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* \brief A variable controlling whether touch events should generate synthetic mouse events
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*
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* This variable can be set to the following values:
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* "0" - Touch events will not generate mouse events
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* "1" - Touch events will generate mouse events
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*
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* By default SDL will generate mouse events for touch events
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*/
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#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
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/**
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* \brief A variable controlling whether mouse events should generate synthetic touch events
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*
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* This variable can be set to the following values:
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* "0" - Mouse events will not generate touch events (default for desktop platforms)
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* "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
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*/
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#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
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/**
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* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
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*
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*/
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#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
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/**
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* \brief A variable controlling whether the idle timer is disabled on iOS.
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*
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* When an iOS app does not receive touches for some time, the screen is
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* dimmed automatically. For games where the accelerometer is the only input
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* this is problematic. This functionality can be disabled by setting this
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* hint.
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*
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* As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
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* accomplish the same thing on iOS. They should be preferred over this hint.
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*
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* This variable can be set to the following values:
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* "0" - Enable idle timer
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* "1" - Disable idle timer
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*/
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#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
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/**
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* \brief A variable controlling which orientations are allowed on iOS/Android.
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*
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* In some circumstances it is necessary to be able to explicitly control
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* which UI orientations are allowed.
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*
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* This variable is a space delimited list of the following values:
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* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
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*/
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#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
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/**
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* \brief A variable controlling whether controllers used with the Apple TV
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* generate UI events.
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*
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* When UI events are generated by controller input, the app will be
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* backgrounded when the Apple TV remote's menu button is pressed, and when the
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* pause or B buttons on gamepads are pressed.
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*
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* More information about properly making use of controllers for the Apple TV
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* can be found here:
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* https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
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*
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* This variable can be set to the following values:
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* "0" - Controller input does not generate UI events (the default).
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* "1" - Controller input generates UI events.
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*/
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#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
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/**
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* \brief A variable controlling whether the Apple TV remote's joystick axes
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* will automatically match the rotation of the remote.
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*
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* This variable can be set to the following values:
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* "0" - Remote orientation does not affect joystick axes (the default).
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* "1" - Joystick axes are based on the orientation of the remote.
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*/
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#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
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/**
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* \brief A variable controlling whether the home indicator bar on iPhone X
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* should be hidden.
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*
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* This variable can be set to the following values:
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* "0" - The indicator bar is not hidden (default for windowed applications)
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* "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
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* "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
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*/
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#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
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/**
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* \brief A variable controlling whether the Android / iOS built-in
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* accelerometer should be listed as a joystick device.
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*
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* This variable can be set to the following values:
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* "0" - The accelerometer is not listed as a joystick
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* "1" - The accelerometer is available as a 3 axis joystick (the default).
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*/
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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* \brief A variable controlling whether the Android / tvOS remotes
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* should be listed as joystick devices, instead of sending keyboard events.
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*
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* This variable can be set to the following values:
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* "0" - Remotes send enter/escape/arrow key events
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* "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
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*/
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#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
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/**
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* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
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*
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* The variable can be set to the following values:
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* "0" - Disable XInput detection (only uses direct input)
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* "1" - Enable XInput detection (the default)
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*/
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#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
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/**
|
|
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
|
|
*
|
|
* This hint is for backwards compatibility only and will be removed in SDL 2.1
|
|
*
|
|
* The default value is "0". This hint must be set before SDL_Init()
|
|
*/
|
|
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
|
|
|
|
/**
|
|
* \brief A variable that overrides the automatic controller type detection
|
|
*
|
|
* The variable should be comma separated entries, in the form: VID/PID=type
|
|
*
|
|
* The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
|
|
*
|
|
* The type should be one of:
|
|
* Xbox360
|
|
* XboxOne
|
|
* PS3
|
|
* PS4
|
|
* SwitchPro
|
|
*
|
|
* This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
*/
|
|
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
|
|
|
|
/**
|
|
* \brief A variable that lets you manually hint extra gamecontroller db entries.
|
|
*
|
|
* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
|
|
*
|
|
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
|
*/
|
|
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
|
|
|
|
/**
|
|
* \brief A variable that lets you provide a file with extra gamecontroller db entries.
|
|
*
|
|
* The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
|
|
*
|
|
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
|
*/
|
|
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
|
|
|
|
/**
|
|
* \brief A variable containing a list of devices to skip when scanning for game controllers.
|
|
*
|
|
* The format of the string is a comma separated list of USB VID/PID pairs
|
|
* in hexadecimal form, e.g.
|
|
*
|
|
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
*
|
|
* The variable can also take the form of @file, in which case the named
|
|
* file will be loaded and interpreted as the value of the variable.
|
|
*/
|
|
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
|
|
|
|
/**
|
|
* \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
|
|
*
|
|
* The format of the string is a comma separated list of USB VID/PID pairs
|
|
* in hexadecimal form, e.g.
|
|
*
|
|
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
|
*
|
|
* The variable can also take the form of @file, in which case the named
|
|
* file will be loaded and interpreted as the value of the variable.
|
|
*/
|
|
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
|
|
|
|
/**
|
|
* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
|
|
*
|
|
* For example, on Nintendo Switch controllers, normally you'd get:
|
|
*
|
|
* (Y)
|
|
* (X) (B)
|
|
* (A)
|
|
*
|
|
* but if this hint is set, you'll get:
|
|
*
|
|
* (X)
|
|
* (Y) (A)
|
|
* (B)
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - Report the face buttons by position, as though they were on an Xbox controller.
|
|
* "1" - Report the face buttons by label instead of position
|
|
*
|
|
* The default value is "1". This hint may be set at any time.
|
|
*/
|
|
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
|
|
|
|
/**
|
|
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - Disable joystick & gamecontroller input events when the
|
|
* application is in the background.
|
|
* "1" - Enable joystick & gamecontroller input events when the
|
|
* application is in the background.
|
|
*
|
|
* The default value is "0". This hint may be set at any time.
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI joystick drivers should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI drivers are not used
|
|
* "1" - HIDAPI drivers are used (the default)
|
|
*
|
|
* This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
|
|
|
|
/**
|
|
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - extended reports are not enabled (the default)
|
|
* "1" - extended reports
|
|
*
|
|
* Extended input reports allow rumble on Bluetooth PS4 controllers, but
|
|
* break DirectInput handling for applications that don't use SDL.
|
|
*
|
|
* Once extended reports are enabled, they can not be disabled without
|
|
* power cycling the controller.
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - HIDAPI driver is not used
|
|
* "1" - HIDAPI driver is used
|
|
*
|
|
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
*/
|
|
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
|
|
|
|
/**
|
|
* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - Do not scan for Steam Controllers
|
|
* "1" - Scan for Steam Controllers (the default)
|
|
*
|
|
* The default value is "1". This hint must be set before initializing the joystick subsystem.
|
|
*/
|
|
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
|
|
|
|
|
|
/**
|
|
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
|
|
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - don't allow topmost
|
|
* "1" - allow topmost
|
|
*/
|
|
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
|
|
|
|
/**
|
|
* \brief A variable that controls the timer resolution, in milliseconds.
|
|
*
|
|
* The higher resolution the timer, the more frequently the CPU services
|
|
* timer interrupts, and the more precise delays are, but this takes up
|
|
* power and CPU time. This hint is only used on Windows 7 and earlier.
|
|
*
|
|
* See this blog post for more information:
|
|
* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
|
|
*
|
|
* If this variable is set to "0", the system timer resolution is not set.
|
|
*
|
|
* The default value is "1". This hint may be set at any time.
|
|
*/
|
|
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
|
|
|
|
|
|
/**
|
|
* \brief A variable describing the content orientation on QtWayland-based platforms.
|
|
*
|
|
* On QtWayland platforms, windows are rotated client-side to allow for custom
|
|
* transitions. In order to correctly position overlays (e.g. volume bar) and
|
|
* gestures (e.g. events view, close/minimize gestures), the system needs to
|
|
* know in which orientation the application is currently drawing its contents.
|
|
*
|
|
* This does not cause the window to be rotated or resized, the application
|
|
* needs to take care of drawing the content in the right orientation (the
|
|
* framebuffer is always in portrait mode).
|
|
*
|
|
* This variable can be one of the following values:
|
|
* "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
|
|
*/
|
|
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
|
|
|
|
/**
|
|
* \brief Flags to set on QtWayland windows to integrate with the native window manager.
|
|
*
|
|
* On QtWayland platforms, this hint controls the flags to set on the windows.
|
|
* For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
|
|
*
|
|
* This variable is a space-separated list of the following values (empty = no flags):
|
|
* "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
|
|
*/
|
|
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
|
|
|
|
/**
|
|
* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
|
|
*
|
|
* Use this hint in case you need to set SDL's threads stack size to other than the default.
|
|
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
|
|
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
|
|
* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
|
|
*
|
|
* Instead of this hint, in 2.0.9 and later, you can use
|
|
* SDL_CreateThreadWithStackSize(). This hint only works with the classic
|
|
* SDL_CreateThread().
|
|
*/
|
|
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
|
|
|
|
/**
|
|
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
|
|
*/
|
|
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
|
|
|
|
/**
|
|
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
|
|
*
|
|
* If present, holding ctrl while left clicking will generate a right click
|
|
* event when on Mac.
|
|
*/
|
|
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
|
|
|
|
/**
|
|
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
|
|
*
|
|
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
|
|
* can use two different sets of binaries, those compiled by the user from source
|
|
* or those provided by the Chrome browser. In the later case, these binaries require
|
|
* that SDL loads a DLL providing the shader compiler.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "d3dcompiler_46.dll" - default, best for Vista or later.
|
|
* "d3dcompiler_43.dll" - for XP support.
|
|
* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
|
|
*
|
|
*/
|
|
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
|
|
|
|
/**
|
|
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
|
|
*
|
|
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
|
|
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
|
|
* created SDL_Window:
|
|
*
|
|
* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
|
|
* needed for example when sharing an OpenGL context across multiple windows.
|
|
*
|
|
* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
|
|
* OpenGL rendering.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
|
|
* share a pixel format with.
|
|
*/
|
|
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
|
|
|
|
/**
|
|
* \brief A URL to a WinRT app's privacy policy
|
|
*
|
|
* All network-enabled WinRT apps must make a privacy policy available to its
|
|
* users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
|
|
* be available in the Windows Settings charm, as accessed from within the app.
|
|
* SDL provides code to add a URL-based link there, which can point to the app's
|
|
* privacy policy.
|
|
*
|
|
* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
|
|
* before calling any SDL_Init() functions. The contents of the hint should
|
|
* be a valid URL. For example, "http://www.example.com".
|
|
*
|
|
* The default value is "", which will prevent SDL from adding a privacy policy
|
|
* link to the Settings charm. This hint should only be set during app init.
|
|
*
|
|
* The label text of an app's "Privacy Policy" link may be customized via another
|
|
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
|
|
*
|
|
* Please note that on Windows Phone, Microsoft does not provide standard UI
|
|
* for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
|
|
* will not get used on that platform. Network-enabled phone apps should display
|
|
* their privacy policy through some other, in-app means.
|
|
*/
|
|
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
|
|
|
|
/** \brief Label text for a WinRT app's privacy policy link
|
|
*
|
|
* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
|
|
* Microsoft mandates that this policy be available via the Windows Settings charm.
|
|
* SDL provides code to add a link there, with its label text being set via the
|
|
* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
|
|
*
|
|
* Please note that a privacy policy's contents are not set via this hint. A separate
|
|
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
|
|
* policy.
|
|
*
|
|
* The contents of this hint should be encoded as a UTF8 string.
|
|
*
|
|
* The default value is "Privacy Policy". This hint should only be set during app
|
|
* initialization, preferably before any calls to SDL_Init().
|
|
*
|
|
* For additional information on linking to a privacy policy, see the documentation for
|
|
* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
|
|
*/
|
|
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
|
|
|
|
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
|
|
*
|
|
* Windows Phone devices typically feature a Back button. When pressed,
|
|
* the OS will emit back-button-press events, which apps are expected to
|
|
* handle in an appropriate manner. If apps do not explicitly mark these
|
|
* events as 'Handled', then the OS will invoke its default behavior for
|
|
* unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
|
|
* terminate the app (and attempt to switch to the previous app, or to the
|
|
* device's home screen).
|
|
*
|
|
* Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
|
|
* to mark back-button-press events as Handled, if and when one is sent to
|
|
* the app.
|
|
*
|
|
* Internally, Windows Phone sends back button events as parameters to
|
|
* special back-button-press callback functions. Apps that need to respond
|
|
* to back-button-press events are expected to register one or more
|
|
* callback functions for such, shortly after being launched (during the
|
|
* app's initialization phase). After the back button is pressed, the OS
|
|
* will invoke these callbacks. If the app's callback(s) do not explicitly
|
|
* mark the event as handled by the time they return, or if the app never
|
|
* registers one of these callback, the OS will consider the event
|
|
* un-handled, and it will apply its default back button behavior (terminate
|
|
* the app).
|
|
*
|
|
* SDL registers its own back-button-press callback with the Windows Phone
|
|
* OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
|
|
* and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
|
|
* it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
|
|
* If the hint's value is set to "1", the back button event's Handled
|
|
* property will get set to 'true'. If the hint's value is set to something
|
|
* else, or if it is unset, SDL will leave the event's Handled property
|
|
* alone. (By default, the OS sets this property to 'false', to note.)
|
|
*
|
|
* SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
|
|
* back button is pressed, or can set it in direct-response to a back button
|
|
* being pressed.
|
|
*
|
|
* In order to get notified when a back button is pressed, SDL apps should
|
|
* register a callback function with SDL_AddEventWatch(), and have it listen
|
|
* for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
|
|
* (Alternatively, SDL_KEYUP events can be listened-for. Listening for
|
|
* either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
|
|
* set by such a callback, will be applied to the OS' current
|
|
* back-button-press event.
|
|
*
|
|
* More details on back button behavior in Windows Phone apps can be found
|
|
* at the following page, on Microsoft's developer site:
|
|
* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
|
|
*/
|
|
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
|
|
|
|
/**
|
|
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
|
|
*
|
|
* This hint only applies to Mac OS X.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
|
|
* SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
|
|
* button on their titlebars).
|
|
* "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
|
|
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
|
|
* button on their titlebars).
|
|
*
|
|
* The default value is "1". Spaces are disabled regardless of this hint if
|
|
* the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
|
|
* any windows are created.
|
|
*/
|
|
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
|
|
|
|
/**
|
|
* \brief When set don't force the SDL app to become a foreground process
|
|
*
|
|
* This hint only applies to Mac OS X.
|
|
*
|
|
*/
|
|
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
|
|
|
|
/**
|
|
* \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
|
|
*
|
|
* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
|
|
*
|
|
* If both hints were set then SDL_RWFromFile() will look into expansion files
|
|
* after a given relative path was not found in the internal storage and assets.
|
|
*
|
|
* By default this hint is not set and the APK expansion files are not searched.
|
|
*/
|
|
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
|
|
|
|
/**
|
|
* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
|
|
*
|
|
* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
|
|
*
|
|
* If both hints were set then SDL_RWFromFile() will look into expansion files
|
|
* after a given relative path was not found in the internal storage and assets.
|
|
*
|
|
* By default this hint is not set and the APK expansion files are not searched.
|
|
*/
|
|
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
|
|
|
|
/**
|
|
* \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - SDL_TEXTEDITING events are sent, and it is the application's
|
|
* responsibility to render the text from these events and
|
|
* differentiate it somehow from committed text. (default)
|
|
* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
|
|
* and text that is being composed will be rendered in its own UI.
|
|
*/
|
|
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
|
|
|
|
/**
|
|
* \brief A variable to control whether we trap the Android back button to handle it manually.
|
|
* This is necessary for the right mouse button to work on some Android devices, or
|
|
* to be able to trap the back button for use in your code reliably. If set to true,
|
|
* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
|
|
* SDL_SCANCODE_AC_BACK.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - Back button will be handled as usual for system. (default)
|
|
* "1" - Back button will be trapped, allowing you to handle the key press
|
|
* manually. (This will also let right mouse click work on systems
|
|
* where the right mouse button functions as back.)
|
|
*
|
|
* The value of this hint is used at runtime, so it can be changed at any time.
|
|
*/
|
|
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
|
|
|
|
/**
|
|
* \brief A variable to control whether the event loop will block itself when the app is paused.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - Non blocking.
|
|
* "1" - Blocking. (default)
|
|
*
|
|
* The value should be set before SDL is initialized.
|
|
*/
|
|
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
|
|
|
|
/**
|
|
* \brief A variable to control whether the return key on the soft keyboard
|
|
* should hide the soft keyboard on Android and iOS.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
|
|
* "1" - The return key will hide the keyboard.
|
|
*
|
|
* The value of this hint is used at runtime, so it can be changed at any time.
|
|
*/
|
|
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
|
|
|
|
/**
|
|
* \brief override the binding element for keyboard inputs for Emscripten builds
|
|
*
|
|
* This hint only applies to the emscripten platform
|
|
*
|
|
* The variable can be one of
|
|
* "#window" - The javascript window object (this is the default)
|
|
* "#document" - The javascript document object
|
|
* "#screen" - the javascript window.screen object
|
|
* "#canvas" - the WebGL canvas element
|
|
* any other string without a leading # sign applies to the element on the page with that ID.
|
|
*/
|
|
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
|
|
|
|
/**
|
|
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
|
|
*
|
|
* This hint only applies to Unix-like platforms.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - SDL will install a SIGINT and SIGTERM handler, and when it
|
|
* catches a signal, convert it into an SDL_QUIT event.
|
|
* "1" - SDL will not install a signal handler at all.
|
|
*/
|
|
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
|
|
|
|
/**
|
|
* \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - SDL will generate a window-close event when it sees Alt+F4.
|
|
* "1" - SDL will only do normal key handling for Alt+F4.
|
|
*/
|
|
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
|
|
|
|
/**
|
|
* \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
|
|
*
|
|
* The bitmap header version 4 is required for proper alpha channel support and
|
|
* SDL will use it when required. Should this not be desired, this hint can
|
|
* force the use of the 40 byte header version which is supported everywhere.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - Surfaces with a colorkey or an alpha channel are saved to a
|
|
* 32-bit BMP file with an alpha mask. SDL will use the bitmap
|
|
* header version 4 and set the alpha mask accordingly.
|
|
* "1" - Surfaces with a colorkey or an alpha channel are saved to a
|
|
* 32-bit BMP file without an alpha mask. The alpha channel data
|
|
* will be in the file, but applications are going to ignore it.
|
|
*
|
|
* The default value is "0".
|
|
*/
|
|
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
|
|
|
|
/**
|
|
* \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
|
|
* The 0x406D1388 Exception is a trick used to inform Visual Studio of a
|
|
* thread's name, but it tends to cause problems with other debuggers,
|
|
* and the .NET runtime. Note that SDL 2.0.6 and later will still use
|
|
* the (safer) SetThreadDescription API, introduced in the Windows 10
|
|
* Creators Update, if available.
|
|
*
|
|
* The variable can be set to the following values:
|
|
* "0" - SDL will raise the 0x406D1388 Exception to name threads.
|
|
* This is the default behavior of SDL <= 2.0.4.
|
|
* "1" - SDL will not raise this exception, and threads will be unnamed. (default)
|
|
* This is necessary with .NET languages or debuggers that aren't Visual Studio.
|
|
*/
|
|
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
|
|
|
|
/**
|
|
* \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
|
|
*
|
|
* Also known as Z-order. The variable can take a negative or positive value.
|
|
* The default is 10000.
|
|
*/
|
|
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
|
|
|
|
/**
|
|
* \brief Tell the video driver that we only want a double buffer.
|
|
*
|
|
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
|
|
* wastes no CPU time on waiting for vsync after issuing a flip, but
|
|
* introduces a frame of latency. On the other hand, using a double buffer
|
|
* scheme instead is recommended for cases where low latency is an important
|
|
* factor because we save a whole frame of latency.
|
|
* We do so by waiting for vsync immediately after issuing a flip, usually just
|
|
* after eglSwapBuffers call in the backend's *_SwapWindow function.
|
|
*
|
|
* Since it's driver-specific, it's only supported where possible and
|
|
* implemented. Currently supported the following drivers:
|
|
* - KMSDRM (kmsdrm)
|
|
* - Raspberry Pi (raspberrypi)
|
|
*/
|
|
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
|
|
|
|
/**
|
|
* \brief A variable controlling what driver to use for OpenGL ES contexts.
|
|
*
|
|
* On some platforms, currently Windows and X11, OpenGL drivers may support
|
|
* creating contexts with an OpenGL ES profile. By default SDL uses these
|
|
* profiles, when available, otherwise it attempts to load an OpenGL ES
|
|
* library, e.g. that provided by the ANGLE project. This variable controls
|
|
* whether SDL follows this default behaviour or will always load an
|
|
* OpenGL ES library.
|
|
*
|
|
* Circumstances where this is useful include
|
|
* - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
|
|
* or emulator, e.g. those from ARM, Imagination or Qualcomm.
|
|
* - Resolving OpenGL ES function addresses at link time by linking with
|
|
* the OpenGL ES library instead of querying them at run time with
|
|
* SDL_GL_GetProcAddress().
|
|
*
|
|
* Caution: for an application to work with the default behaviour across
|
|
* different OpenGL drivers it must query the OpenGL ES function
|
|
* addresses at run time using SDL_GL_GetProcAddress().
|
|
*
|
|
* This variable is ignored on most platforms because OpenGL ES is native
|
|
* or not supported.
|
|
*
|
|
* This variable can be set to the following values:
|
|
* "0" - Use ES profile of OpenGL, if available. (Default when not set.)
|
|
* "1" - Load OpenGL ES library using the default library names.
|
|
*
|
|
*/
|
|
#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
|
|
|
|
/**
|
|
* \brief A variable controlling speed/quality tradeoff of audio resampling.
|
|
*
|
|
* If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
|
|
* to handle audio resampling. There are different resampling modes available
|
|
* that produce different levels of quality, using more CPU.
|
|
*
|
|
* If this hint isn't specified to a valid setting, or libsamplerate isn't
|
|
* available, SDL will use the default, internal resampling algorithm.
|
|
*
|
|
* Note that this is currently only applicable to resampling audio that is
|
|
* being written to a device for playback or audio being read from a device
|
|
* for capture. SDL_AudioCVT always uses the default resampler (although this
|
|
* might change for SDL 2.1).
|
|
*
|
|
* This hint is currently only checked at audio subsystem initialization.
|
|
*
|
|
* This variable can be set to the following values:
|
|
*
|
|
* "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
|
|
* "1" or "fast" - Use fast, slightly higher quality resampling, if available
|
|
* "2" or "medium" - Use medium quality resampling, if available
|
|
* "3" or "best" - Use high quality resampling, if available
|
|
*/
|
|
#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
|
|
|
|
/**
|
|
* \brief A variable controlling the audio category on iOS and Mac OS X
|
|
*
|
|
* This variable can be set to the following values:
|
|
*
|
|
* "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
|
|
* "playback" - Use the AVAudioSessionCategoryPlayback category
|
|
*
|
|
* For more information, see Apple's documentation:
|
|
* https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
|
|
*/
|
|
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
|
|
|
|
/**
|
|
* \brief A variable controlling whether the 2D render API is compatible or efficient.
|
|
*
|
|
* This variable can be set to the following values:
|
|
*
|
|
* "0" - Don't use batching to make rendering more efficient.
|
|
* "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
|
|
*
|
|
* Up to SDL 2.0.9, the render API would draw immediately when requested. Now
|
|
* it batches up draw requests and sends them all to the GPU only when forced
|
|
* to (during SDL_RenderPresent, when changing render targets, by updating a
|
|
* texture that the batch needs, etc). This is significantly more efficient,
|
|
* but it can cause problems for apps that expect to render on top of the
|
|
* render API's output. As such, SDL will disable batching if a specific
|
|
* render backend is requested (since this might indicate that the app is
|
|
* planning to use the underlying graphics API directly). This hint can
|
|
* be used to explicitly request batching in this instance. It is a contract
|
|
* that you will either never use the underlying graphics API directly, or
|
|
* if you do, you will call SDL_RenderFlush() before you do so any current
|
|
* batch goes to the GPU before your work begins. Not following this contract
|
|
* will result in undefined behavior.
|
|
*/
|
|
#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
|
|
|
|
|
|
/**
|
|
* \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
|
|
*
|
|
* This variable can be set to the following values:
|
|
*
|
|
* "0" - Don't log any events (default)
|
|
* "1" - Log all events except mouse and finger motion, which are pretty spammy.
|
|
* "2" - Log all events.
|
|
*
|
|
* This is generally meant to be used to debug SDL itself, but can be useful
|
|
* for application developers that need better visibility into what is going
|
|
* on in the event queue. Logged events are sent through SDL_Log(), which
|
|
* means by default they appear on stdout on most platforms or maybe
|
|
* OutputDebugString() on Windows, and can be funneled by the app with
|
|
* SDL_LogSetOutputFunction(), etc.
|
|
*
|
|
* This hint can be toggled on and off at runtime, if you only need to log
|
|
* events for a small subset of program execution.
|
|
*/
|
|
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
|
|
|
|
|
|
|
|
/**
|
|
* \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
|
|
*
|
|
* The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
|
|
* file) is not always reliable. In case the size is wrong, it's possible to
|
|
* just ignore it and step through the chunks until a fixed limit is reached.
|
|
*
|
|
* Note that files that have trailing data unrelated to the WAVE file or
|
|
* corrupt files may slow down the loading process without a reliable boundary.
|
|
* By default, SDL stops after 10000 chunks to prevent wasting time. Use the
|
|
* environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
|
|
*
|
|
* This variable can be set to the following values:
|
|
*
|
|
* "force" - Always use the RIFF chunk size as a boundary for the chunk search
|
|
* "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
|
|
* "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
|
|
* "maximum" - Search for chunks until the end of file (not recommended)
|
|
*/
|
|
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
|
|
|
|
/**
|
|
* \brief Controls how a truncated WAVE file is handled.
|
|
*
|
|
* A WAVE file is considered truncated if any of the chunks are incomplete or
|
|
* the data chunk size is not a multiple of the block size. By default, SDL
|
|
* decodes until the first incomplete block, as most applications seem to do.
|
|
*
|
|
* This variable can be set to the following values:
|
|
*
|
|
* "verystrict" - Raise an error if the file is truncated
|
|
* "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
|
|
* "dropframe" - Decode until the first incomplete sample frame
|
|
* "dropblock" - Decode until the first incomplete block (default)
|
|
*/
|
|
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
|
|
|
|
/**
|
|
* \brief Controls how the fact chunk affects the loading of a WAVE file.
|
|
*
|
|
* The fact chunk stores information about the number of samples of a WAVE
|
|
* file. The Standards Update from Microsoft notes that this value can be used
|
|
* to 'determine the length of the data in seconds'. This is especially useful
|
|
* for compressed formats (for which this is a mandatory chunk) if they produce
|
|
* multiple sample frames per block and truncating the block is not allowed.
|
|
* The fact chunk can exactly specify how many sample frames there should be
|
|
* in this case.
|
|
*
|
|
* Unfortunately, most application seem to ignore the fact chunk and so SDL
|
|
* ignores it by default as well.
|
|
*
|
|
* This variable can be set to the following values:
|
|
*
|
|
* "truncate" - Use the number of samples to truncate the wave data if
|
|
* the fact chunk is present and valid
|
|
* "strict" - Like "truncate", but raise an error if the fact chunk
|
|
* is invalid, not present for non-PCM formats, or if the
|
|
* data chunk doesn't have that many samples
|
|
* "ignorezero" - Like "truncate", but ignore fact chunk if the number of
|
|
* samples is zero
|
|
* "ignore" - Ignore fact chunk entirely (default)
|
|
*/
|
|
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
|
|
|
|
/*
|
|
* \brief Override for SDL_GetDisplayUsableBounds()
|
|
*
|
|
* If set, this hint will override the expected results for
|
|
* SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
|
|
* to do this, but this allows an embedded system to request that some of the
|
|
* screen be reserved for other uses when paired with a well-behaved
|
|
* application.
|
|
*
|
|
* The contents of this hint must be 4 comma-separated integers, the first
|
|
* is the bounds x, then y, width and height, in that order.
|
|
*/
|
|
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
|
|
|
|
/**
|
|
* \brief An enumeration of hint priorities
|
|
*/
|
|
typedef enum
|
|
{
|
|
SDL_HINT_DEFAULT,
|
|
SDL_HINT_NORMAL,
|
|
SDL_HINT_OVERRIDE
|
|
} SDL_HintPriority;
|
|
|
|
|
|
/**
|
|
* \brief Set a hint with a specific priority
|
|
*
|
|
* The priority controls the behavior when setting a hint that already
|
|
* has a value. Hints will replace existing hints of their priority and
|
|
* lower. Environment variables are considered to have override priority.
|
|
*
|
|
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
|
|
const char *value,
|
|
SDL_HintPriority priority);
|
|
|
|
/**
|
|
* \brief Set a hint with normal priority
|
|
*
|
|
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
|
|
const char *value);
|
|
|
|
/**
|
|
* \brief Get a hint
|
|
*
|
|
* \return The string value of a hint variable.
|
|
*/
|
|
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
|
|
|
|
/**
|
|
* \brief Get a hint
|
|
*
|
|
* \return The boolean value of a hint variable.
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
|
|
|
|
/**
|
|
* \brief type definition of the hint callback function.
|
|
*/
|
|
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
|
|
|
|
/**
|
|
* \brief Add a function to watch a particular hint
|
|
*
|
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* \param name The hint to watch
|
|
* \param callback The function to call when the hint value changes
|
|
* \param userdata A pointer to pass to the callback function
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
|
|
SDL_HintCallback callback,
|
|
void *userdata);
|
|
|
|
/**
|
|
* \brief Remove a function watching a particular hint
|
|
*
|
|
* \param name The hint being watched
|
|
* \param callback The function being called when the hint value changes
|
|
* \param userdata A pointer being passed to the callback function
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
|
|
SDL_HintCallback callback,
|
|
void *userdata);
|
|
|
|
/**
|
|
* \brief Clear all hints
|
|
*
|
|
* This function is called during SDL_Quit() to free stored hints.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
|
|
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include "close_code.h"
|
|
|
|
#endif /* SDL_hints_h_ */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|