include/SDL_hints.h
author Ryan C. Gordon <icculus@icculus.org>
Thu, 28 May 2015 01:54:52 -0400
changeset 9671 0e1f57b051f4
parent 9649 d7762e30ba24
child 9684 c7db25205399
permissions -rw-r--r--
Windows GetBasePath should use GetModuleFileNameExW() and check for overflows.

Apparently you might get strange paths from GetModuleFileName(), such as
short path names or UNC filenames, so this avoids that problem. Since you have
to tapdance with linking different libraries and defining macros depending on
what Windows you plan to target, we dynamically load the API we need, which
works on all versions of Windows (on Win7, it'll load a compatibility wrapper
for the newer API location).

What a mess.

This also now does the right thing if there isn't enough space to store the
path, looping with a larger allocated buffer each try.

Fixes Bugzilla #2435.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2015 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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 *    "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 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 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 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 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 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 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 accomplish
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 *  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.
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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 the Android / iOS built-in
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 *  accelerometer should be listed as a joystick device, rather than listing
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 *  actual joysticks only.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - List only real joysticks and accept input from them
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 *    "1"       - List real joysticks along with the accelerometer as if it were 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 that lets you disable the detection and use of Xinput gamepad devices
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 *
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 *  The variable can be set to the following values:
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 *    "0"       - Disable XInput detection (only uses direct input)
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 *    "1"       - Enable XInput detection (the default)
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 */
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#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
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/**
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 *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
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 *
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 *  This hint is for backwards compatibility only and will be removed in SDL 2.1
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 *
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 *  The default value is "0".  This hint must be set before SDL_Init()
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 */
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#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
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/**
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 *  \brief  A variable that lets you manually hint extra gamecontroller db entries
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 *
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 *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
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 *
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 *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
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 *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
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 */
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#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
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/**
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 *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
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 *
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 *  The variable can be set to the following values:
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 *    "0"       - Disable joystick & gamecontroller input events when the
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 *                application is in the background.
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 *    "1"       - Enable joystick & gamecontroller input events when the
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 *                application is in the background.
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 *
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 *  The default value is "0".  This hint may be set at any time.
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 */
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#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
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/**
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 *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
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 *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - don't allow topmost
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 *    "1"       - allow topmost
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 */
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#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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/**
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 *  \brief A variable that controls the timer resolution, in milliseconds.
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 *
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 *  The higher resolution the timer, the more frequently the CPU services
slouken@7432
   338
 *  timer interrupts, and the more precise delays are, but this takes up
slouken@7432
   339
 *  power and CPU time.  This hint is only used on Windows 7 and earlier.
slouken@7432
   340
 *
slouken@7432
   341
 *  See this blog post for more information:
slouken@7432
   342
 *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
slouken@7432
   343
 *
slouken@7432
   344
 *  If this variable is set to "0", the system timer resolution is not set.
slouken@7432
   345
 *
slouken@7432
   346
 *  The default value is "1". This hint may be set at any time.
slouken@7432
   347
 */
slouken@7432
   348
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
slouken@7432
   349
slouken@7432
   350
icculus@9648
   351
icculus@9648
   352
/**
icculus@9649
   353
*  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
icculus@9648
   354
*
icculus@9648
   355
*  Use this hint in case you need to set SDL's threads stack size to other than the default.
icculus@9648
   356
*  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
icculus@9648
   357
*  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
icculus@9648
   358
*  Support for this hint is currenly available only in the pthread backend.
icculus@9648
   359
*/
icculus@9648
   360
#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
icculus@9648
   361
urkle@7746
   362
/**
slime73@9505
   363
 *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
urkle@7746
   364
 */
slouken@7747
   365
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
urkle@7746
   366
slouken@7915
   367
/**
slouken@7915
   368
 *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
philipp@8693
   369
 *
slouken@7915
   370
 *  If present, holding ctrl while left clicking will generate a right click
slouken@7915
   371
 *  event when on Mac.
slouken@7915
   372
 */
slouken@7915
   373
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
slouken@7915
   374
gabomdq@8021
   375
/**
gabomdq@8021
   376
*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
gabomdq@8021
   377
*
gabomdq@8021
   378
*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
gabomdq@8021
   379
*  can use two different sets of binaries, those compiled by the user from source
gabomdq@8021
   380
*  or those provided by the Chrome browser. In the later case, these binaries require
philipp@8221
   381
*  that SDL loads a DLL providing the shader compiler.
gabomdq@8021
   382
*
gabomdq@8021
   383
*  This variable can be set to the following values:
gabomdq@8021
   384
*    "d3dcompiler_46.dll" - default, best for Vista or later.
gabomdq@8021
   385
*    "d3dcompiler_43.dll" - for XP support.
gabomdq@8021
   386
*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
gabomdq@8021
   387
*
gabomdq@8021
   388
*/
gabomdq@8021
   389
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
slouken@6782
   390
slouken@6782
   391
/**
slouken@8144
   392
*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
slouken@8144
   393
*  
slouken@8144
   394
*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
slouken@8144
   395
*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
slouken@8144
   396
*  created SDL_Window:
slouken@8583
   397
*
slouken@8144
   398
*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
slouken@8144
   399
*  needed for example when sharing an OpenGL context across multiple windows.
slouken@8144
   400
*
slouken@8144
   401
*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
slouken@8144
   402
*  OpenGL rendering.
slouken@8144
   403
*
slouken@8144
   404
*  This variable can be set to the following values:
slouken@8144
   405
*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
slouken@8144
   406
*    share a pixel format with.
slouken@8144
   407
*/
slouken@8144
   408
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
slouken@8144
   409
philipp@8691
   410
/**
dludwig@8576
   411
 *  \brief A URL to a WinRT app's privacy policy
dludwig@8576
   412
 *
dludwig@8576
   413
 *  All network-enabled WinRT apps must make a privacy policy available to its
dludwig@8576
   414
 *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
dludwig@8576
   415
 *  be available in the Windows Settings charm, as accessed from within the app.
dludwig@8576
   416
 *  SDL provides code to add a URL-based link there, which can point to the app's
dludwig@8576
   417
 *  privacy policy.
dludwig@8576
   418
 *
dludwig@8576
   419
 *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
dludwig@8576
   420
 *  before calling any SDL_Init functions.  The contents of the hint should
dludwig@8576
   421
 *  be a valid URL.  For example, "http://www.example.com".
dludwig@8576
   422
 *
dludwig@8576
   423
 *  The default value is "", which will prevent SDL from adding a privacy policy
dludwig@8576
   424
 *  link to the Settings charm.  This hint should only be set during app init.
dludwig@8576
   425
 *
dludwig@8576
   426
 *  The label text of an app's "Privacy Policy" link may be customized via another
dludwig@8576
   427
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   428
 *
dludwig@8576
   429
 *  Please note that on Windows Phone, Microsoft does not provide standard UI
dludwig@8576
   430
 *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
dludwig@8576
   431
 *  will not get used on that platform.  Network-enabled phone apps should display
dludwig@8576
   432
 *  their privacy policy through some other, in-app means.
dludwig@8576
   433
 */
philipp@8695
   434
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
dludwig@8576
   435
dludwig@8576
   436
/** \brief Label text for a WinRT app's privacy policy link
dludwig@8576
   437
 *
dludwig@8576
   438
 *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
dludwig@8576
   439
 *  Microsoft mandates that this policy be available via the Windows Settings charm.
philipp@8693
   440
 *  SDL provides code to add a link there, with its label text being set via the
dludwig@8576
   441
 *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   442
 *
dludwig@8576
   443
 *  Please note that a privacy policy's contents are not set via this hint.  A separate
dludwig@8576
   444
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
dludwig@8576
   445
 *  policy.
dludwig@8576
   446
 *
dludwig@8576
   447
 *  The contents of this hint should be encoded as a UTF8 string.
dludwig@8576
   448
 *
dludwig@8576
   449
 *  The default value is "Privacy Policy".  This hint should only be set during app
dludwig@8576
   450
 *  initialization, preferably before any calls to SDL_Init.
dludwig@8576
   451
 *
dludwig@8576
   452
 *  For additional information on linking to a privacy policy, see the documentation for
dludwig@8576
   453
 *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
dludwig@8576
   454
 */
philipp@8695
   455
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
dludwig@8576
   456
dludwig@9154
   457
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
dludwig@8577
   458
 *
dludwig@9154
   459
 *  Windows Phone devices typically feature a Back button.  When pressed,
dludwig@9154
   460
 *  the OS will emit back-button-press events, which apps are expected to
dludwig@9154
   461
 *  handle in an appropriate manner.  If apps do not explicitly mark these
dludwig@9154
   462
 *  events as 'Handled', then the OS will invoke its default behavior for
dludwig@9154
   463
 *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
dludwig@9154
   464
 *  terminate the app (and attempt to switch to the previous app, or to the
dludwig@9154
   465
 *  device's home screen).
dludwig@9154
   466
 *
dludwig@9154
   467
 *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
dludwig@9154
   468
 *  to mark back-button-press events as Handled, if and when one is sent to
dludwig@9154
   469
 *  the app.
dludwig@9154
   470
 *
dludwig@9154
   471
 *  Internally, Windows Phone sends back button events as parameters to
dludwig@9154
   472
 *  special back-button-press callback functions.  Apps that need to respond
dludwig@9154
   473
 *  to back-button-press events are expected to register one or more
dludwig@9154
   474
 *  callback functions for such, shortly after being launched (during the
dludwig@9154
   475
 *  app's initialization phase).  After the back button is pressed, the OS
dludwig@9154
   476
 *  will invoke these callbacks.  If the app's callback(s) do not explicitly
dludwig@9154
   477
 *  mark the event as handled by the time they return, or if the app never
dludwig@9154
   478
 *  registers one of these callback, the OS will consider the event
dludwig@9154
   479
 *  un-handled, and it will apply its default back button behavior (terminate
dludwig@9154
   480
 *  the app).
dludwig@9154
   481
 *
dludwig@9154
   482
 *  SDL registers its own back-button-press callback with the Windows Phone
dludwig@9154
   483
 *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
dludwig@9154
   484
 *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
dludwig@9154
   485
 *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
dludwig@9154
   486
 *  If the hint's value is set to "1", the back button event's Handled
dludwig@9154
   487
 *  property will get set to 'true'.  If the hint's value is set to something
dludwig@9154
   488
 *  else, or if it is unset, SDL will leave the event's Handled property
dludwig@9154
   489
 *  alone.  (By default, the OS sets this property to 'false', to note.)
dludwig@9154
   490
 *
dludwig@9154
   491
 *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
dludwig@9154
   492
 *  back button is pressed, or can set it in direct-response to a back button
dludwig@9154
   493
 *  being pressed.
dludwig@9154
   494
 *
dludwig@9154
   495
 *  In order to get notified when a back button is pressed, SDL apps should
dludwig@9154
   496
 *  register a callback function with SDL_AddEventWatch(), and have it listen
dludwig@9154
   497
 *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
dludwig@9154
   498
 *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
dludwig@9154
   499
 *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
dludwig@9154
   500
 *  set by such a callback, will be applied to the OS' current
dludwig@9154
   501
 *  back-button-press event.
dludwig@9154
   502
 *
dludwig@9154
   503
 *  More details on back button behavior in Windows Phone apps can be found
dludwig@9154
   504
 *  at the following page, on Microsoft's developer site:
dludwig@8577
   505
 *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
dludwig@8577
   506
 */
philipp@8695
   507
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
dludwig@8577
   508
dludwig@8576
   509
/**
icculus@8295
   510
 *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
icculus@8295
   511
 *
icculus@8295
   512
 *  This hint only applies to Mac OS X.
icculus@8295
   513
 *
icculus@8295
   514
 *  The variable can be set to the following values:
icculus@8295
   515
 *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
icculus@8295
   516
 *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
icculus@8295
   517
 *                button on their titlebars).
icculus@8295
   518
 *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
icculus@8295
   519
 *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
philipp@8693
   520
 *                button on their titlebars).
icculus@8295
   521
 *
icculus@8295
   522
 *  The default value is "1". Spaces are disabled regardless of this hint if
icculus@8295
   523
 *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
icculus@8295
   524
 *   any windows are created.
icculus@8295
   525
 */
icculus@8295
   526
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
icculus@8295
   527
alexey@8896
   528
/**
alexey@8896
   529
 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
alexey@8896
   530
 */
alexey@8896
   531
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
alexey@8896
   532
 
alexey@8896
   533
/**
alexey@8896
   534
 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
alexey@8896
   535
 */
alexey@8897
   536
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
alexey@8896
   537
alex@9097
   538
/**
philipp@9118
   539
 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
alex@9097
   540
 *
alex@9097
   541
 * The variable can be set to the following values:
philipp@9118
   542
 *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
alex@9097
   543
 *               responsibility to render the text from these events and 
alex@9097
   544
 *               differentiate it somehow from committed text. (default)
philipp@9118
   545
 *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
alex@9097
   546
 *               and text that is being composed will be rendered in its own UI.
alex@9097
   547
 */
slouken@9098
   548
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
icculus@8295
   549
joseba@9438
   550
 /**
joseba@9438
   551
 * \brief A variable to control whether mouse and touch events are to be treated together or separately
joseba@9438
   552
 *
joseba@9438
   553
 * The variable can be set to the following values:
joseba@9438
   554
 *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse
joseba@9438
   555
 *               events. This is the behaviour of SDL <= 2.0.3. (default)
joseba@9438
   556
 *   "1"       - Mouse events will be handled separately from pure touch events.
joseba@9438
   557
 *
joseba@9438
   558
 * The value of this hint is used at runtime, so it can be changed at any time.
joseba@9438
   559
 */
joseba@9438
   560
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
joseba@9438
   561
icculus@8295
   562
/**
icculus@9278
   563
 *  \brief override the binding element for keyboard inputs for Emscripten builds
icculus@9278
   564
 *
icculus@9278
   565
 * This hint only applies to the emscripten platform
icculus@9278
   566
 *
icculus@9278
   567
 * The variable can be one of
icculus@9278
   568
 *    "#window"      - The javascript window object (this is the default)
icculus@9278
   569
 *    "#document"    - The javascript document object
icculus@9278
   570
 *    "#screen"      - the javascript window.screen object
icculus@9278
   571
 *    "#canvas"      - the WebGL canvas element
philipp@9292
   572
 *    any other string without a leading # sign applies to the element on the page with that ID.
icculus@9278
   573
 */
icculus@9278
   574
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
icculus@9278
   575
icculus@9278
   576
/**
icculus@9435
   577
 *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
icculus@9434
   578
 *
icculus@9434
   579
 * This hint only applies to Unix-like platforms.
icculus@9434
   580
 *
icculus@9434
   581
 * The variable can be set to the following values:
icculus@9435
   582
 *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
icculus@9435
   583
 *               catches a signal, convert it into an SDL_QUIT event.
icculus@9435
   584
 *   "1"       - SDL will not install a signal handler at all.
icculus@9434
   585
 */
icculus@9435
   586
#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
icculus@9434
   587
icculus@9434
   588
/**
slouken@5189
   589
 *  \brief  An enumeration of hint priorities
slouken@5189
   590
 */
slouken@5189
   591
typedef enum
slouken@5189
   592
{
slouken@5189
   593
    SDL_HINT_DEFAULT,
slouken@5189
   594
    SDL_HINT_NORMAL,
slouken@5189
   595
    SDL_HINT_OVERRIDE
slouken@5189
   596
} SDL_HintPriority;
slouken@5189
   597
slouken@5189
   598
slouken@5189
   599
/**
slouken@5200
   600
 *  \brief Set a hint with a specific priority
slouken@5189
   601
 *
slouken@5189
   602
 *  The priority controls the behavior when setting a hint that already
slouken@5189
   603
 *  has a value.  Hints will replace existing hints of their priority and
slouken@5189
   604
 *  lower.  Environment variables are considered to have override priority.
slouken@7191
   605
 *
slouken@5189
   606
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5189
   607
 */
slouken@5200
   608
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
slouken@5200
   609
                                                         const char *value,
slouken@5200
   610
                                                         SDL_HintPriority priority);
slouken@5200
   611
slouken@5200
   612
/**
slouken@5200
   613
 *  \brief Set a hint with normal priority
slouken@7191
   614
 *
slouken@5200
   615
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5200
   616
 */
slouken@5189
   617
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
slouken@5200
   618
                                             const char *value);
slouken@5200
   619
slouken@5189
   620
/**
slouken@5189
   621
 *  \brief Get a hint
slouken@7191
   622
 *
slouken@5189
   623
 *  \return The string value of a hint variable.
slouken@5189
   624
 */
slouken@5189
   625
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
slouken@5189
   626
slouken@5189
   627
/**
slouken@7432
   628
 *  \brief Add a function to watch a particular hint
slouken@7432
   629
 *
slouken@7432
   630
 *  \param name The hint to watch
slouken@7432
   631
 *  \param callback The function to call when the hint value changes
slouken@7432
   632
 *  \param userdata A pointer to pass to the callback function
slouken@7432
   633
 */
slouken@7432
   634
typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
slouken@7432
   635
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
slouken@7432
   636
                                                 SDL_HintCallback callback,
slouken@7432
   637
                                                 void *userdata);
slouken@7432
   638
slouken@7432
   639
/**
slouken@7432
   640
 *  \brief Remove a function watching a particular hint
slouken@7432
   641
 *
slouken@7432
   642
 *  \param name The hint being watched
slouken@7432
   643
 *  \param callback The function being called when the hint value changes
slouken@7432
   644
 *  \param userdata A pointer being passed to the callback function
slouken@7432
   645
 */
slouken@7432
   646
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
slouken@7432
   647
                                                 SDL_HintCallback callback,
slouken@7432
   648
                                                 void *userdata);
slouken@7432
   649
slouken@7432
   650
/**
slouken@5189
   651
 *  \brief  Clear all hints
slouken@5189
   652
 *
slouken@5189
   653
 *  This function is called during SDL_Quit() to free stored hints.
slouken@5189
   654
 */
slouken@5272
   655
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
slouken@5189
   656
slouken@5189
   657
slouken@5189
   658
/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_hints_h */
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/* vi: set ts=4 sw=4 expandtab: */