include/SDL_hints.h
author Sam Lantinga <slouken@libsdl.org>
Thu, 12 Jul 2018 13:28:13 -0700
changeset 12059 320b43d5e5a7
parent 11896 5607348c333f
child 12088 399cc39583cc
permissions -rw-r--r--
Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2018 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 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 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 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 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 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.
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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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 */
tim@5554
   340
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
slime73@10340
   341
slime73@10340
   342
/**
slime73@10340
   343
 *  \brief  A variable controlling whether controllers used with the Apple TV
slime73@10340
   344
 *  generate UI events.
slime73@10340
   345
 *
slime73@10340
   346
 * When UI events are generated by controller input, the app will be
slime73@10340
   347
 * backgrounded when the Apple TV remote's menu button is pressed, and when the
slime73@10340
   348
 * pause or B buttons on gamepads are pressed.
slime73@10340
   349
 *
slime73@10340
   350
 * More information about properly making use of controllers for the Apple TV
slime73@10340
   351
 * can be found here:
slime73@10352
   352
 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
slime73@10340
   353
 *
slime73@10340
   354
 *  This variable can be set to the following values:
slime73@10340
   355
 *    "0"       - Controller input does not generate UI events (the default).
slime73@10340
   356
 *    "1"       - Controller input generates UI events.
slime73@10340
   357
 */
slime73@10340
   358
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
slime73@10340
   359
philipp@9684
   360
/**
slime73@10351
   361
 * \brief  A variable controlling whether the Apple TV remote's joystick axes
slime73@10351
   362
 *         will automatically match the rotation of the remote.
slime73@10351
   363
 *
slime73@10351
   364
 *  This variable can be set to the following values:
slime73@10351
   365
 *    "0"       - Remote orientation does not affect joystick axes (the default).
slime73@10351
   366
 *    "1"       - Joystick axes are based on the orientation of the remote.
slime73@10351
   367
 */
slime73@10351
   368
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
slime73@10351
   369
gabomdq@7907
   370
/**
slouken@11841
   371
 * \brief  A variable controlling whether the home indicator bar on iPhone X
slouken@11841
   372
 *         should be hidden.
slouken@11841
   373
 *
slouken@11841
   374
 *  This variable can be set to the following values:
slouken@11841
   375
 *    "0"       - The indicator bar is not hidden (default for windowed applications)
slouken@11841
   376
 *    "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
slouken@11841
   377
 *    "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)
slouken@11841
   378
 */
slouken@11841
   379
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
slouken@11841
   380
slouken@11841
   381
/**
slime73@9489
   382
 *  \brief  A variable controlling whether the Android / iOS built-in
slouken@11845
   383
 *  accelerometer should be listed as a joystick device.
gabomdq@7907
   384
 *
gabomdq@7907
   385
 *  This variable can be set to the following values:
slouken@11845
   386
 *    "0"       - The accelerometer is not listed as a joystick
slouken@11845
   387
 *    "1"       - The accelerometer is available as a 3 axis joystick (the default).
gabomdq@7907
   388
 */
slouken@8274
   389
#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
slouken@5192
   390
slouken@5189
   391
/**
slouken@11896
   392
 *  \brief  A variable controlling whether the Android / tvOS remotes
slouken@11845
   393
 *  should be listed as joystick devices, instead of sending keyboard events.
slouken@11845
   394
 *
slouken@11845
   395
 *  This variable can be set to the following values:
slouken@11845
   396
 *    "0"       - Remotes send enter/escape/arrow key events
slouken@11845
   397
 *    "1"       - Remotes are available as 2 axis, 2 button joysticks (the default).
slouken@11845
   398
 */
slouken@11845
   399
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
slouken@11845
   400
slouken@11845
   401
/**
urkle@6965
   402
 *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
urkle@6965
   403
 *
urkle@6965
   404
 *  The variable can be set to the following values:
philipp@8221
   405
 *    "0"       - Disable XInput detection (only uses direct input)
philipp@8221
   406
 *    "1"       - Enable XInput detection (the default)
urkle@6965
   407
 */
icculus@6990
   408
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
urkle@6965
   409
urkle@6965
   410
/**
slouken@8920
   411
 *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
slouken@8920
   412
 *
slouken@8920
   413
 *  This hint is for backwards compatibility only and will be removed in SDL 2.1
slouken@8920
   414
 *
slouken@8920
   415
 *  The default value is "0".  This hint must be set before SDL_Init()
slouken@8920
   416
 */
slouken@8920
   417
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
slouken@8920
   418
slouken@8920
   419
/**
slouken@11201
   420
 *  \brief  A variable that lets you manually hint extra gamecontroller db entries.
slouken@7191
   421
 *
slouken@6982
   422
 *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
slouken@6980
   423
 *
slouken@6980
   424
 *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
slouken@6982
   425
 *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
slouken@6690
   426
 */
slouken@6690
   427
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
slouken@6690
   428
slouken@11201
   429
/**
slouken@11201
   430
 *  \brief  A variable containing a list of devices to skip when scanning for game controllers.
slouken@11201
   431
 *
slouken@11201
   432
 *  The format of the string is a comma separated list of USB VID/PID pairs
slouken@11201
   433
 *  in hexadecimal form, e.g.
slouken@11201
   434
 *
slouken@11201
   435
 *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
slouken@11201
   436
 *
slouken@11201
   437
 *  The variable can also take the form of @file, in which case the named
slouken@11201
   438
 *  file will be loaded and interpreted as the value of the variable.
slouken@11201
   439
 */
slouken@11201
   440
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
slouken@11201
   441
slouken@11201
   442
/**
slouken@11201
   443
 *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
slouken@11201
   444
 *
slouken@11201
   445
 *  The format of the string is a comma separated list of USB VID/PID pairs
slouken@11201
   446
 *  in hexadecimal form, e.g.
slouken@11201
   447
 *
slouken@11201
   448
 *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
slouken@11201
   449
 *
slouken@11201
   450
 *  The variable can also take the form of @file, in which case the named
slouken@11201
   451
 *  file will be loaded and interpreted as the value of the variable.
slouken@11201
   452
 */
slouken@11201
   453
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
slouken@6690
   454
slouken@6690
   455
/**
jorgen@7279
   456
 *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
jorgen@7279
   457
 *
jorgen@7279
   458
 *  The variable can be set to the following values:
jorgen@7279
   459
 *    "0"       - Disable joystick & gamecontroller input events when the
jorgen@7279
   460
 *                application is in the background.
jorgen@7279
   461
 *    "1"       - Enable joystick & gamecontroller input events when the
philipp@8221
   462
 *                application is in the background.
slouken@7432
   463
 *
slouken@7432
   464
 *  The default value is "0".  This hint may be set at any time.
jorgen@7279
   465
 */
jorgen@7279
   466
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
jorgen@7279
   467
jorgen@7279
   468
/**
philipp@8693
   469
 *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
slouken@7191
   470
 *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
slouken@6782
   471
 *
slouken@6782
   472
 *  This variable can be set to the following values:
slouken@6782
   473
 *    "0"       - don't allow topmost
slouken@6782
   474
 *    "1"       - allow topmost
slouken@6782
   475
 */
slouken@6782
   476
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
slouken@6782
   477
slouken@7432
   478
/**
slouken@7432
   479
 *  \brief A variable that controls the timer resolution, in milliseconds.
slouken@7432
   480
 *
slouken@7432
   481
 *  The higher resolution the timer, the more frequently the CPU services
slouken@7432
   482
 *  timer interrupts, and the more precise delays are, but this takes up
slouken@7432
   483
 *  power and CPU time.  This hint is only used on Windows 7 and earlier.
slouken@7432
   484
 *
slouken@7432
   485
 *  See this blog post for more information:
slouken@7432
   486
 *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
slouken@7432
   487
 *
slouken@7432
   488
 *  If this variable is set to "0", the system timer resolution is not set.
slouken@7432
   489
 *
slouken@7432
   490
 *  The default value is "1". This hint may be set at any time.
slouken@7432
   491
 */
slouken@7432
   492
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
slouken@7432
   493
slouken@7432
   494
m@10614
   495
/**
m@10614
   496
 *  \brief  A variable describing the content orientation on QtWayland-based platforms.
m@10614
   497
 *
m@10614
   498
 *  On QtWayland platforms, windows are rotated client-side to allow for custom
m@10614
   499
 *  transitions. In order to correctly position overlays (e.g. volume bar) and
m@10614
   500
 *  gestures (e.g. events view, close/minimize gestures), the system needs to
m@10614
   501
 *  know in which orientation the application is currently drawing its contents.
m@10614
   502
 *
m@10614
   503
 *  This does not cause the window to be rotated or resized, the application
m@10614
   504
 *  needs to take care of drawing the content in the right orientation (the
m@10614
   505
 *  framebuffer is always in portrait mode).
m@10614
   506
 *
m@10614
   507
 *  This variable can be one of the following values:
m@10614
   508
 *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
m@10614
   509
 */
m@10614
   510
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
m@10614
   511
m@10614
   512
/**
m@10614
   513
 *  \brief  Flags to set on QtWayland windows to integrate with the native window manager.
m@10614
   514
 *
m@10614
   515
 *  On QtWayland platforms, this hint controls the flags to set on the windows.
m@10614
   516
 *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
m@10614
   517
 *
m@10614
   518
 *  This variable is a space-separated list of the following values (empty = no flags):
m@10614
   519
 *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
m@10614
   520
 */
m@10614
   521
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
icculus@9648
   522
icculus@9648
   523
/**
icculus@9649
   524
*  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
icculus@9648
   525
*
icculus@9648
   526
*  Use this hint in case you need to set SDL's threads stack size to other than the default.
icculus@9648
   527
*  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
icculus@9648
   528
*  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
philipp@10161
   529
*  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
icculus@9648
   530
*/
icculus@9648
   531
#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
icculus@9648
   532
urkle@7746
   533
/**
slime73@9505
   534
 *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
urkle@7746
   535
 */
slouken@7747
   536
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
urkle@7746
   537
slouken@7915
   538
/**
slouken@7915
   539
 *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
philipp@8693
   540
 *
slouken@7915
   541
 *  If present, holding ctrl while left clicking will generate a right click
slouken@7915
   542
 *  event when on Mac.
slouken@7915
   543
 */
slouken@7915
   544
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
slouken@7915
   545
gabomdq@8021
   546
/**
gabomdq@8021
   547
*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
gabomdq@8021
   548
*
gabomdq@8021
   549
*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
gabomdq@8021
   550
*  can use two different sets of binaries, those compiled by the user from source
gabomdq@8021
   551
*  or those provided by the Chrome browser. In the later case, these binaries require
philipp@8221
   552
*  that SDL loads a DLL providing the shader compiler.
gabomdq@8021
   553
*
gabomdq@8021
   554
*  This variable can be set to the following values:
gabomdq@8021
   555
*    "d3dcompiler_46.dll" - default, best for Vista or later.
gabomdq@8021
   556
*    "d3dcompiler_43.dll" - for XP support.
gabomdq@8021
   557
*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
gabomdq@8021
   558
*
gabomdq@8021
   559
*/
gabomdq@8021
   560
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
slouken@6782
   561
slouken@6782
   562
/**
slouken@8144
   563
*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
slouken@8144
   564
*  
slouken@8144
   565
*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
slouken@8144
   566
*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
slouken@8144
   567
*  created SDL_Window:
slouken@8583
   568
*
slouken@8144
   569
*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
slouken@8144
   570
*  needed for example when sharing an OpenGL context across multiple windows.
slouken@8144
   571
*
slouken@8144
   572
*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
slouken@8144
   573
*  OpenGL rendering.
slouken@8144
   574
*
slouken@8144
   575
*  This variable can be set to the following values:
slouken@8144
   576
*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
slouken@8144
   577
*    share a pixel format with.
slouken@8144
   578
*/
slouken@8144
   579
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
slouken@8144
   580
philipp@8691
   581
/**
dludwig@8576
   582
 *  \brief A URL to a WinRT app's privacy policy
dludwig@8576
   583
 *
dludwig@8576
   584
 *  All network-enabled WinRT apps must make a privacy policy available to its
dludwig@8576
   585
 *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
dludwig@8576
   586
 *  be available in the Windows Settings charm, as accessed from within the app.
dludwig@8576
   587
 *  SDL provides code to add a URL-based link there, which can point to the app's
dludwig@8576
   588
 *  privacy policy.
dludwig@8576
   589
 *
dludwig@8576
   590
 *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
philipp@10213
   591
 *  before calling any SDL_Init() functions.  The contents of the hint should
dludwig@8576
   592
 *  be a valid URL.  For example, "http://www.example.com".
dludwig@8576
   593
 *
dludwig@8576
   594
 *  The default value is "", which will prevent SDL from adding a privacy policy
dludwig@8576
   595
 *  link to the Settings charm.  This hint should only be set during app init.
dludwig@8576
   596
 *
dludwig@8576
   597
 *  The label text of an app's "Privacy Policy" link may be customized via another
dludwig@8576
   598
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   599
 *
dludwig@8576
   600
 *  Please note that on Windows Phone, Microsoft does not provide standard UI
dludwig@8576
   601
 *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
dludwig@8576
   602
 *  will not get used on that platform.  Network-enabled phone apps should display
dludwig@8576
   603
 *  their privacy policy through some other, in-app means.
dludwig@8576
   604
 */
philipp@8695
   605
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
dludwig@8576
   606
dludwig@8576
   607
/** \brief Label text for a WinRT app's privacy policy link
dludwig@8576
   608
 *
dludwig@8576
   609
 *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
dludwig@8576
   610
 *  Microsoft mandates that this policy be available via the Windows Settings charm.
philipp@8693
   611
 *  SDL provides code to add a link there, with its label text being set via the
dludwig@8576
   612
 *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   613
 *
dludwig@8576
   614
 *  Please note that a privacy policy's contents are not set via this hint.  A separate
dludwig@8576
   615
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
dludwig@8576
   616
 *  policy.
dludwig@8576
   617
 *
dludwig@8576
   618
 *  The contents of this hint should be encoded as a UTF8 string.
dludwig@8576
   619
 *
dludwig@8576
   620
 *  The default value is "Privacy Policy".  This hint should only be set during app
philipp@10213
   621
 *  initialization, preferably before any calls to SDL_Init().
dludwig@8576
   622
 *
dludwig@8576
   623
 *  For additional information on linking to a privacy policy, see the documentation for
dludwig@8576
   624
 *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
dludwig@8576
   625
 */
philipp@8695
   626
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
dludwig@8576
   627
dludwig@9154
   628
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
dludwig@8577
   629
 *
dludwig@9154
   630
 *  Windows Phone devices typically feature a Back button.  When pressed,
dludwig@9154
   631
 *  the OS will emit back-button-press events, which apps are expected to
dludwig@9154
   632
 *  handle in an appropriate manner.  If apps do not explicitly mark these
dludwig@9154
   633
 *  events as 'Handled', then the OS will invoke its default behavior for
dludwig@9154
   634
 *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
dludwig@9154
   635
 *  terminate the app (and attempt to switch to the previous app, or to the
dludwig@9154
   636
 *  device's home screen).
dludwig@9154
   637
 *
dludwig@9154
   638
 *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
dludwig@9154
   639
 *  to mark back-button-press events as Handled, if and when one is sent to
dludwig@9154
   640
 *  the app.
dludwig@9154
   641
 *
dludwig@9154
   642
 *  Internally, Windows Phone sends back button events as parameters to
dludwig@9154
   643
 *  special back-button-press callback functions.  Apps that need to respond
dludwig@9154
   644
 *  to back-button-press events are expected to register one or more
dludwig@9154
   645
 *  callback functions for such, shortly after being launched (during the
dludwig@9154
   646
 *  app's initialization phase).  After the back button is pressed, the OS
dludwig@9154
   647
 *  will invoke these callbacks.  If the app's callback(s) do not explicitly
dludwig@9154
   648
 *  mark the event as handled by the time they return, or if the app never
dludwig@9154
   649
 *  registers one of these callback, the OS will consider the event
dludwig@9154
   650
 *  un-handled, and it will apply its default back button behavior (terminate
dludwig@9154
   651
 *  the app).
dludwig@9154
   652
 *
dludwig@9154
   653
 *  SDL registers its own back-button-press callback with the Windows Phone
dludwig@9154
   654
 *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
dludwig@9154
   655
 *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
dludwig@9154
   656
 *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
dludwig@9154
   657
 *  If the hint's value is set to "1", the back button event's Handled
dludwig@9154
   658
 *  property will get set to 'true'.  If the hint's value is set to something
dludwig@9154
   659
 *  else, or if it is unset, SDL will leave the event's Handled property
dludwig@9154
   660
 *  alone.  (By default, the OS sets this property to 'false', to note.)
dludwig@9154
   661
 *
dludwig@9154
   662
 *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
dludwig@9154
   663
 *  back button is pressed, or can set it in direct-response to a back button
dludwig@9154
   664
 *  being pressed.
dludwig@9154
   665
 *
dludwig@9154
   666
 *  In order to get notified when a back button is pressed, SDL apps should
dludwig@9154
   667
 *  register a callback function with SDL_AddEventWatch(), and have it listen
dludwig@9154
   668
 *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
dludwig@9154
   669
 *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
dludwig@9154
   670
 *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
dludwig@9154
   671
 *  set by such a callback, will be applied to the OS' current
dludwig@9154
   672
 *  back-button-press event.
dludwig@9154
   673
 *
dludwig@9154
   674
 *  More details on back button behavior in Windows Phone apps can be found
dludwig@9154
   675
 *  at the following page, on Microsoft's developer site:
dludwig@8577
   676
 *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
dludwig@8577
   677
 */
philipp@8695
   678
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
dludwig@8577
   679
dludwig@8576
   680
/**
icculus@8295
   681
 *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
icculus@8295
   682
 *
icculus@8295
   683
 *  This hint only applies to Mac OS X.
icculus@8295
   684
 *
icculus@8295
   685
 *  The variable can be set to the following values:
icculus@8295
   686
 *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
icculus@8295
   687
 *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
icculus@8295
   688
 *                button on their titlebars).
icculus@8295
   689
 *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
icculus@8295
   690
 *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
philipp@8693
   691
 *                button on their titlebars).
icculus@8295
   692
 *
icculus@8295
   693
 *  The default value is "1". Spaces are disabled regardless of this hint if
icculus@8295
   694
 *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
icculus@8295
   695
 *   any windows are created.
icculus@8295
   696
 */
icculus@8295
   697
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
icculus@8295
   698
alexey@8896
   699
/**
alfred@9820
   700
*  \brief  When set don't force the SDL app to become a foreground process
alfred@9820
   701
*
alfred@9820
   702
*  This hint only applies to Mac OS X.
alfred@9820
   703
*
alfred@9820
   704
*/
alfred@9820
   705
#define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
philipp@9868
   706
alfred@9820
   707
/**
alexey@8896
   708
 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
philipp@9868
   709
 *
philipp@9868
   710
 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
philipp@9868
   711
 *
philipp@9868
   712
 * If both hints were set then SDL_RWFromFile() will look into expansion files
philipp@9868
   713
 * after a given relative path was not found in the internal storage and assets.
philipp@9868
   714
 *
philipp@9868
   715
 * By default this hint is not set and the APK expansion files are not searched.
alexey@8896
   716
 */
alexey@8896
   717
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
alexey@8896
   718
 
alexey@8896
   719
/**
alexey@8896
   720
 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
philipp@9868
   721
 *
philipp@9868
   722
 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
philipp@9868
   723
 *
philipp@9868
   724
 * If both hints were set then SDL_RWFromFile() will look into expansion files
philipp@9868
   725
 * after a given relative path was not found in the internal storage and assets.
philipp@9868
   726
 *
philipp@9868
   727
 * By default this hint is not set and the APK expansion files are not searched.
alexey@8896
   728
 */
alexey@8897
   729
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
alexey@8896
   730
alex@9097
   731
/**
philipp@9118
   732
 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
alex@9097
   733
 *
alex@9097
   734
 * The variable can be set to the following values:
philipp@9118
   735
 *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
alex@9097
   736
 *               responsibility to render the text from these events and 
alex@9097
   737
 *               differentiate it somehow from committed text. (default)
philipp@9118
   738
 *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
alex@9097
   739
 *               and text that is being composed will be rendered in its own UI.
alex@9097
   740
 */
slouken@9098
   741
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
icculus@8295
   742
joseba@9438
   743
 /**
joseba@9438
   744
 * \brief A variable to control whether mouse and touch events are to be treated together or separately
joseba@9438
   745
 *
joseba@9438
   746
 * The variable can be set to the following values:
joseba@9438
   747
 *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse
joseba@9438
   748
 *               events. This is the behaviour of SDL <= 2.0.3. (default)
joseba@9438
   749
 *   "1"       - Mouse events will be handled separately from pure touch events.
joseba@9438
   750
 *
joseba@9438
   751
 * The value of this hint is used at runtime, so it can be changed at any time.
joseba@9438
   752
 */
joseba@9438
   753
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
joseba@9438
   754
slouken@11768
   755
 /**
slouken@12059
   756
 * \brief A variable to control whether we trap the Android back button to handle it manually.
slouken@12059
   757
 *        This is necessary for the right mouse button to work on some Android devices, or
slouken@12059
   758
 *        to be able to trap the back button for use in your code reliably.  If set to true,
slouken@12059
   759
 *        the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of 
slouken@12059
   760
 *        SDL_SCANCODE_AC_BACK.
slouken@12059
   761
 *
slouken@12059
   762
 * The variable can be set to the following values:
slouken@12059
   763
 *   "0"       - Back button will be handled as usual for system. (default)
slouken@12059
   764
 *   "1"       - Back button will be trapped, allowing you to handle the key press
slouken@12059
   765
 *               manually.  (This will also let right mouse click work on systems 
slouken@12059
   766
 *               where the right mouse button functions as back.)
slouken@12059
   767
 *
slouken@12059
   768
 * The value of this hint is used at runtime, so it can be changed at any time.
slouken@12059
   769
 */
slouken@12059
   770
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
slouken@12059
   771
slouken@12059
   772
 /**
slouken@11782
   773
 * \brief A variable to control whether the return key on the soft keyboard
slouken@11782
   774
 *        should hide the soft keyboard on Android and iOS.
slouken@11768
   775
 *
slouken@11768
   776
 * The variable can be set to the following values:
slouken@11782
   777
 *   "0"       - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
slouken@11768
   778
 *   "1"       - The return key will hide the keyboard.
slouken@11768
   779
 *
slouken@11768
   780
 * The value of this hint is used at runtime, so it can be changed at any time.
slouken@11768
   781
 */
slouken@11782
   782
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
slouken@11768
   783
icculus@8295
   784
/**
icculus@9278
   785
 *  \brief override the binding element for keyboard inputs for Emscripten builds
icculus@9278
   786
 *
icculus@9278
   787
 * This hint only applies to the emscripten platform
icculus@9278
   788
 *
icculus@9278
   789
 * The variable can be one of
icculus@9278
   790
 *    "#window"      - The javascript window object (this is the default)
icculus@9278
   791
 *    "#document"    - The javascript document object
icculus@9278
   792
 *    "#screen"      - the javascript window.screen object
icculus@9278
   793
 *    "#canvas"      - the WebGL canvas element
philipp@9292
   794
 *    any other string without a leading # sign applies to the element on the page with that ID.
icculus@9278
   795
 */
icculus@9278
   796
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
icculus@9278
   797
icculus@9278
   798
/**
icculus@9435
   799
 *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
icculus@9434
   800
 *
icculus@9434
   801
 * This hint only applies to Unix-like platforms.
icculus@9434
   802
 *
icculus@9434
   803
 * The variable can be set to the following values:
icculus@9435
   804
 *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
icculus@9435
   805
 *               catches a signal, convert it into an SDL_QUIT event.
icculus@9435
   806
 *   "1"       - SDL will not install a signal handler at all.
icculus@9434
   807
 */
icculus@9435
   808
#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
icculus@9434
   809
icculus@9434
   810
/**
andrewb@9829
   811
 *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
andrewb@9829
   812
 *
andrewb@9829
   813
 * The variable can be set to the following values:
andrewb@9829
   814
 *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
andrewb@9829
   815
 *   "1"       - SDL will only do normal key handling for Alt+F4.
andrewb@9829
   816
 */
slouken@11841
   817
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
andrewb@9829
   818
andrewb@9829
   819
/**
slouken@10404
   820
 *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
slouken@10404
   821
 *
slouken@10404
   822
 * The bitmap header version 4 is required for proper alpha channel support and
slouken@10404
   823
 * SDL will use it when required. Should this not be desired, this hint can
slouken@10404
   824
 * force the use of the 40 byte header version which is supported everywhere.
slouken@10404
   825
 *
slouken@10404
   826
 * The variable can be set to the following values:
slouken@10404
   827
 *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
slouken@10404
   828
 *               32-bit BMP file with an alpha mask. SDL will use the bitmap
slouken@10404
   829
 *               header version 4 and set the alpha mask accordingly.
slouken@10404
   830
 *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
slouken@10404
   831
 *               32-bit BMP file without an alpha mask. The alpha channel data
slouken@10404
   832
 *               will be in the file, but applications are going to ignore it.
slouken@10404
   833
 *
slouken@10404
   834
 * The default value is "0".
slouken@10404
   835
 */
slouken@10404
   836
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
slouken@10404
   837
slouken@10404
   838
/**
icculus@11069
   839
 * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
icculus@11069
   840
 *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a
icculus@11069
   841
 *        thread's name, but it tends to cause problems with other debuggers,
icculus@11069
   842
 *        and the .NET runtime. Note that SDL 2.0.6 and later will still use
icculus@11069
   843
 *        the (safer) SetThreadDescription API, introduced in the Windows 10
icculus@11069
   844
 *        Creators Update, if available.
flibitijibibo@10498
   845
 *
flibitijibibo@10498
   846
 * The variable can be set to the following values:
flibitijibibo@10498
   847
 *   "0"       - SDL will raise the 0x406D1388 Exception to name threads.
icculus@11069
   848
 *               This is the default behavior of SDL <= 2.0.4.
icculus@11069
   849
 *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default)
icculus@11069
   850
 *               This is necessary with .NET languages or debuggers that aren't Visual Studio.
flibitijibibo@10498
   851
 */
flibitijibibo@10498
   852
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
flibitijibibo@10498
   853
flibitijibibo@10498
   854
/**
slouken@10553
   855
 * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
slouken@10553
   856
 *
slouken@10553
   857
 * Also known as Z-order. The variable can take a negative or positive value.
slouken@10553
   858
 * The default is 10000.
slouken@10553
   859
 */
slouken@10553
   860
#define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
slouken@10553
   861
slouken@10553
   862
/**
brandontschaefer@11694
   863
 * \brief Tell the video driver that we only want a double buffer.
brandon@11658
   864
 *
brandontschaefer@11694
   865
 * By default, most lowlevel 2D APIs will use a triple buffer scheme that 
brandontschaefer@11694
   866
 * wastes no CPU time on waiting for vsync after issuing a flip, but
brandontschaefer@11694
   867
 * introduces a frame of latency. On the other hand, using a double buffer
brandontschaefer@11694
   868
 * scheme instead is recommended for cases where low latency is an important
brandontschaefer@11694
   869
 * factor because we save a whole frame of latency.
brandontschaefer@11694
   870
 * We do so by waiting for vsync immediately after issuing a flip, usually just
brandontschaefer@11694
   871
 * after eglSwapBuffers call in the backend's *_SwapWindow function.
brandontschaefer@11694
   872
 *
brandontschaefer@11694
   873
 * Since it's driver-specific, it's only supported where possible and
brandontschaefer@11694
   874
 * implemented. Currently supported the following drivers:
brandontschaefer@11694
   875
 * - KMSDRM (kmsdrm)
brandontschaefer@11694
   876
 * - Raspberry Pi (raspberrypi)
brandon@11658
   877
 */
brandontschaefer@11694
   878
#define SDL_HINT_VIDEO_DOUBLE_BUFFER      "SDL_VIDEO_DOUBLE_BUFFER"
brandon@11658
   879
brandon@11658
   880
/**
slouken@10806
   881
 *  \brief  A variable controlling what driver to use for OpenGL ES contexts.
slouken@10806
   882
 *
slouken@10806
   883
 *  On some platforms, currently Windows and X11, OpenGL drivers may support
slouken@10806
   884
 *  creating contexts with an OpenGL ES profile. By default SDL uses these
slouken@10806
   885
 *  profiles, when available, otherwise it attempts to load an OpenGL ES
slouken@10806
   886
 *  library, e.g. that provided by the ANGLE project. This variable controls
slouken@10806
   887
 *  whether SDL follows this default behaviour or will always load an
slouken@10806
   888
 *  OpenGL ES library.
slouken@10806
   889
 *
slouken@10806
   890
 *  Circumstances where this is useful include
slouken@10806
   891
 *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
slouken@10806
   892
 *    or emulator, e.g. those from ARM, Imagination or Qualcomm.
slouken@10806
   893
 *  - Resolving OpenGL ES function addresses at link time by linking with
slouken@10806
   894
 *    the OpenGL ES library instead of querying them at run time with
philipp@10812
   895
 *    SDL_GL_GetProcAddress().
slouken@10806
   896
 *
slouken@10806
   897
 *  Caution: for an application to work with the default behaviour across
philipp@10812
   898
 *  different OpenGL drivers it must query the OpenGL ES function
philipp@10812
   899
 *  addresses at run time using SDL_GL_GetProcAddress().
slouken@10806
   900
 *
slouken@10806
   901
 *  This variable is ignored on most platforms because OpenGL ES is native
slouken@10806
   902
 *  or not supported.
slouken@10806
   903
 *
slouken@10806
   904
 *  This variable can be set to the following values:
slouken@10806
   905
 *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.)
slouken@10806
   906
 *    "1"       - Load OpenGL ES library using the default library names.
slouken@10806
   907
 *
slouken@10806
   908
 */
slouken@10806
   909
#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
slouken@10806
   910
slouken@10806
   911
/**
icculus@10849
   912
 *  \brief  A variable controlling speed/quality tradeoff of audio resampling.
icculus@10849
   913
 *
icculus@10849
   914
 *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
icculus@10849
   915
 *  to handle audio resampling. There are different resampling modes available
slouken@10852
   916
 *  that produce different levels of quality, using more CPU.
icculus@10849
   917
 *
icculus@10849
   918
 *  If this hint isn't specified to a valid setting, or libsamplerate isn't
slouken@10852
   919
 *  available, SDL will use the default, internal resampling algorithm.
icculus@10849
   920
 *
icculus@10849
   921
 *  Note that this is currently only applicable to resampling audio that is
icculus@10849
   922
 *  being written to a device for playback or audio being read from a device
slouken@10852
   923
 *  for capture. SDL_AudioCVT always uses the default resampler (although this
icculus@10849
   924
 *  might change for SDL 2.1).
icculus@10849
   925
 *
slouken@10852
   926
 *  This hint is currently only checked at audio subsystem initialization.
icculus@10849
   927
 *
icculus@10849
   928
 *  This variable can be set to the following values:
icculus@10849
   929
 *
slouken@10852
   930
 *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
slouken@10852
   931
 *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
slouken@10852
   932
 *    "2" or "medium"  - Use medium quality resampling, if available
slouken@10852
   933
 *    "3" or "best"    - Use high quality resampling, if available
icculus@10849
   934
 */
slouken@10852
   935
#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
icculus@10849
   936
icculus@10849
   937
/**
slouken@11501
   938
 *  \brief  A variable controlling the audio category on iOS and Mac OS X
slouken@11501
   939
 *
slouken@11501
   940
 *  This variable can be set to the following values:
slouken@11501
   941
 *
slouken@11501
   942
 *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
slouken@11501
   943
 *    "playback"    - Use the AVAudioSessionCategoryPlayback category
slouken@11501
   944
 *
slouken@11501
   945
 *  For more information, see Apple's documentation:
slouken@11501
   946
 *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
slouken@11501
   947
 */
slouken@11501
   948
#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
slouken@11501
   949
slouken@11501
   950
/**
slouken@5189
   951
 *  \brief  An enumeration of hint priorities
slouken@5189
   952
 */
slouken@5189
   953
typedef enum
slouken@5189
   954
{
slouken@5189
   955
    SDL_HINT_DEFAULT,
slouken@5189
   956
    SDL_HINT_NORMAL,
slouken@5189
   957
    SDL_HINT_OVERRIDE
slouken@5189
   958
} SDL_HintPriority;
slouken@5189
   959
slouken@5189
   960
slouken@5189
   961
/**
slouken@5200
   962
 *  \brief Set a hint with a specific priority
slouken@5189
   963
 *
slouken@5189
   964
 *  The priority controls the behavior when setting a hint that already
slouken@5189
   965
 *  has a value.  Hints will replace existing hints of their priority and
slouken@5189
   966
 *  lower.  Environment variables are considered to have override priority.
slouken@7191
   967
 *
slouken@5189
   968
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5189
   969
 */
slouken@5200
   970
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
slouken@5200
   971
                                                         const char *value,
slouken@5200
   972
                                                         SDL_HintPriority priority);
slouken@5200
   973
slouken@5200
   974
/**
slouken@5200
   975
 *  \brief Set a hint with normal priority
slouken@7191
   976
 *
slouken@5200
   977
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5200
   978
 */
slouken@5189
   979
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
slouken@5200
   980
                                             const char *value);
slouken@5200
   981
slouken@5189
   982
/**
slouken@5189
   983
 *  \brief Get a hint
slouken@7191
   984
 *
slouken@5189
   985
 *  \return The string value of a hint variable.
slouken@5189
   986
 */
slouken@5189
   987
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
slouken@5189
   988
slouken@5189
   989
/**
slouken@10499
   990
 *  \brief Get a hint
slouken@10499
   991
 *
slouken@10499
   992
 *  \return The boolean value of a hint variable.
slouken@10499
   993
 */
slouken@10499
   994
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
slouken@10499
   995
slouken@10499
   996
/**
slouken@10636
   997
 * \brief type definition of the hint callback function.
slouken@10636
   998
 */
slouken@11284
   999
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
slouken@10636
  1000
slouken@10636
  1001
/**
slouken@7432
  1002
 *  \brief Add a function to watch a particular hint
slouken@7432
  1003
 *
slouken@7432
  1004
 *  \param name The hint to watch
slouken@7432
  1005
 *  \param callback The function to call when the hint value changes
slouken@7432
  1006
 *  \param userdata A pointer to pass to the callback function
slouken@7432
  1007
 */
slouken@7432
  1008
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
slouken@7432
  1009
                                                 SDL_HintCallback callback,
slouken@7432
  1010
                                                 void *userdata);
slouken@7432
  1011
slouken@7432
  1012
/**
slouken@7432
  1013
 *  \brief Remove a function watching a particular hint
slouken@7432
  1014
 *
slouken@7432
  1015
 *  \param name The hint being watched
slouken@7432
  1016
 *  \param callback The function being called when the hint value changes
slouken@7432
  1017
 *  \param userdata A pointer being passed to the callback function
slouken@7432
  1018
 */
slouken@7432
  1019
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
slouken@7432
  1020
                                                 SDL_HintCallback callback,
slouken@7432
  1021
                                                 void *userdata);
slouken@7432
  1022
slouken@7432
  1023
/**
slouken@5189
  1024
 *  \brief  Clear all hints
slouken@5189
  1025
 *
slouken@5189
  1026
 *  This function is called during SDL_Quit() to free stored hints.
slouken@5189
  1027
 */
slouken@5272
  1028
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
slouken@5189
  1029
slouken@5189
  1030
slouken@5189
  1031
/* Ends C function definitions when using C++ */
slouken@5189
  1032
#ifdef __cplusplus
slouken@5189
  1033
}
slouken@5189
  1034
#endif
slouken@5189
  1035
#include "close_code.h"
slouken@5189
  1036
philipp@10716
  1037
#endif /* SDL_hints_h_ */
slouken@5189
  1038
slouken@5189
  1039
/* vi: set ts=4 sw=4 expandtab: */