include/SDL_hints.h
author Eric Wing <ewing . public |-at-| gmail . com>
Wed, 03 Dec 2014 04:41:26 -0800
changeset 11072 4d8984d051a2
parent 9255 c2ef0d8d6da0
child 11073 18f38a347662
permissions -rw-r--r--
Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).

The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.

An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.

This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.

// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2014 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 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_HINT_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 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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 *  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 an Android built-in accelerometer should be
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 *  listed as a joystick device, rather than listing 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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 */
jorgen@7279
   327
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
jorgen@7279
   328
jorgen@7279
   329
jorgen@7279
   330
/**
philipp@8693
   331
 *  \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
   332
 *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
slouken@6782
   333
 *
slouken@6782
   334
 *  This variable can be set to the following values:
slouken@6782
   335
 *    "0"       - don't allow topmost
slouken@6782
   336
 *    "1"       - allow topmost
slouken@6782
   337
 */
slouken@6782
   338
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
slouken@6782
   339
slouken@6782
   340
slouken@7432
   341
/**
slouken@7432
   342
 *  \brief A variable that controls the timer resolution, in milliseconds.
slouken@7432
   343
 *
slouken@7432
   344
 *  The higher resolution the timer, the more frequently the CPU services
slouken@7432
   345
 *  timer interrupts, and the more precise delays are, but this takes up
slouken@7432
   346
 *  power and CPU time.  This hint is only used on Windows 7 and earlier.
slouken@7432
   347
 *
slouken@7432
   348
 *  See this blog post for more information:
slouken@7432
   349
 *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
slouken@7432
   350
 *
slouken@7432
   351
 *  If this variable is set to "0", the system timer resolution is not set.
slouken@7432
   352
 *
slouken@7432
   353
 *  The default value is "1". This hint may be set at any time.
slouken@7432
   354
 */
slouken@7432
   355
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
slouken@7432
   356
slouken@7432
   357
urkle@7746
   358
/**
urkle@7746
   359
 *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac)
urkle@7746
   360
 */
slouken@7747
   361
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
urkle@7746
   362
slouken@7915
   363
/**
slouken@7915
   364
 *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
philipp@8693
   365
 *
slouken@7915
   366
 *  If present, holding ctrl while left clicking will generate a right click
slouken@7915
   367
 *  event when on Mac.
slouken@7915
   368
 */
slouken@7915
   369
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
slouken@7915
   370
gabomdq@8021
   371
/**
gabomdq@8021
   372
*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
gabomdq@8021
   373
*
gabomdq@8021
   374
*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
gabomdq@8021
   375
*  can use two different sets of binaries, those compiled by the user from source
gabomdq@8021
   376
*  or those provided by the Chrome browser. In the later case, these binaries require
philipp@8221
   377
*  that SDL loads a DLL providing the shader compiler.
gabomdq@8021
   378
*
gabomdq@8021
   379
*  This variable can be set to the following values:
gabomdq@8021
   380
*    "d3dcompiler_46.dll" - default, best for Vista or later.
gabomdq@8021
   381
*    "d3dcompiler_43.dll" - for XP support.
gabomdq@8021
   382
*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
gabomdq@8021
   383
*
gabomdq@8021
   384
*/
gabomdq@8021
   385
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
slouken@6782
   386
slouken@6782
   387
/**
slouken@8144
   388
*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
slouken@8144
   389
*  
slouken@8144
   390
*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
slouken@8144
   391
*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
slouken@8144
   392
*  created SDL_Window:
slouken@8583
   393
*
slouken@8144
   394
*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
slouken@8144
   395
*  needed for example when sharing an OpenGL context across multiple windows.
slouken@8144
   396
*
slouken@8144
   397
*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
slouken@8144
   398
*  OpenGL rendering.
slouken@8144
   399
*
slouken@8144
   400
*  This variable can be set to the following values:
slouken@8144
   401
*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
slouken@8144
   402
*    share a pixel format with.
slouken@8144
   403
*/
slouken@8144
   404
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
slouken@8144
   405
philipp@8691
   406
/**
dludwig@8576
   407
 *  \brief A URL to a WinRT app's privacy policy
dludwig@8576
   408
 *
dludwig@8576
   409
 *  All network-enabled WinRT apps must make a privacy policy available to its
dludwig@8576
   410
 *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
dludwig@8576
   411
 *  be available in the Windows Settings charm, as accessed from within the app.
dludwig@8576
   412
 *  SDL provides code to add a URL-based link there, which can point to the app's
dludwig@8576
   413
 *  privacy policy.
dludwig@8576
   414
 *
dludwig@8576
   415
 *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
dludwig@8576
   416
 *  before calling any SDL_Init functions.  The contents of the hint should
dludwig@8576
   417
 *  be a valid URL.  For example, "http://www.example.com".
dludwig@8576
   418
 *
dludwig@8576
   419
 *  The default value is "", which will prevent SDL from adding a privacy policy
dludwig@8576
   420
 *  link to the Settings charm.  This hint should only be set during app init.
dludwig@8576
   421
 *
dludwig@8576
   422
 *  The label text of an app's "Privacy Policy" link may be customized via another
dludwig@8576
   423
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   424
 *
dludwig@8576
   425
 *  Please note that on Windows Phone, Microsoft does not provide standard UI
dludwig@8576
   426
 *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
dludwig@8576
   427
 *  will not get used on that platform.  Network-enabled phone apps should display
dludwig@8576
   428
 *  their privacy policy through some other, in-app means.
dludwig@8576
   429
 */
philipp@8695
   430
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
dludwig@8576
   431
dludwig@8576
   432
/** \brief Label text for a WinRT app's privacy policy link
dludwig@8576
   433
 *
dludwig@8576
   434
 *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
dludwig@8576
   435
 *  Microsoft mandates that this policy be available via the Windows Settings charm.
philipp@8693
   436
 *  SDL provides code to add a link there, with its label text being set via the
dludwig@8576
   437
 *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   438
 *
dludwig@8576
   439
 *  Please note that a privacy policy's contents are not set via this hint.  A separate
dludwig@8576
   440
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
dludwig@8576
   441
 *  policy.
dludwig@8576
   442
 *
dludwig@8576
   443
 *  The contents of this hint should be encoded as a UTF8 string.
dludwig@8576
   444
 *
dludwig@8576
   445
 *  The default value is "Privacy Policy".  This hint should only be set during app
dludwig@8576
   446
 *  initialization, preferably before any calls to SDL_Init.
dludwig@8576
   447
 *
dludwig@8576
   448
 *  For additional information on linking to a privacy policy, see the documentation for
dludwig@8576
   449
 *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
dludwig@8576
   450
 */
philipp@8695
   451
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
dludwig@8576
   452
dludwig@9154
   453
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
dludwig@8577
   454
 *
dludwig@9154
   455
 *  Windows Phone devices typically feature a Back button.  When pressed,
dludwig@9154
   456
 *  the OS will emit back-button-press events, which apps are expected to
dludwig@9154
   457
 *  handle in an appropriate manner.  If apps do not explicitly mark these
dludwig@9154
   458
 *  events as 'Handled', then the OS will invoke its default behavior for
dludwig@9154
   459
 *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
dludwig@9154
   460
 *  terminate the app (and attempt to switch to the previous app, or to the
dludwig@9154
   461
 *  device's home screen).
dludwig@9154
   462
 *
dludwig@9154
   463
 *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
dludwig@9154
   464
 *  to mark back-button-press events as Handled, if and when one is sent to
dludwig@9154
   465
 *  the app.
dludwig@9154
   466
 *
dludwig@9154
   467
 *  Internally, Windows Phone sends back button events as parameters to
dludwig@9154
   468
 *  special back-button-press callback functions.  Apps that need to respond
dludwig@9154
   469
 *  to back-button-press events are expected to register one or more
dludwig@9154
   470
 *  callback functions for such, shortly after being launched (during the
dludwig@9154
   471
 *  app's initialization phase).  After the back button is pressed, the OS
dludwig@9154
   472
 *  will invoke these callbacks.  If the app's callback(s) do not explicitly
dludwig@9154
   473
 *  mark the event as handled by the time they return, or if the app never
dludwig@9154
   474
 *  registers one of these callback, the OS will consider the event
dludwig@9154
   475
 *  un-handled, and it will apply its default back button behavior (terminate
dludwig@9154
   476
 *  the app).
dludwig@9154
   477
 *
dludwig@9154
   478
 *  SDL registers its own back-button-press callback with the Windows Phone
dludwig@9154
   479
 *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
dludwig@9154
   480
 *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
dludwig@9154
   481
 *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
dludwig@9154
   482
 *  If the hint's value is set to "1", the back button event's Handled
dludwig@9154
   483
 *  property will get set to 'true'.  If the hint's value is set to something
dludwig@9154
   484
 *  else, or if it is unset, SDL will leave the event's Handled property
dludwig@9154
   485
 *  alone.  (By default, the OS sets this property to 'false', to note.)
dludwig@9154
   486
 *
dludwig@9154
   487
 *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
dludwig@9154
   488
 *  back button is pressed, or can set it in direct-response to a back button
dludwig@9154
   489
 *  being pressed.
dludwig@9154
   490
 *
dludwig@9154
   491
 *  In order to get notified when a back button is pressed, SDL apps should
dludwig@9154
   492
 *  register a callback function with SDL_AddEventWatch(), and have it listen
dludwig@9154
   493
 *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
dludwig@9154
   494
 *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
dludwig@9154
   495
 *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
dludwig@9154
   496
 *  set by such a callback, will be applied to the OS' current
dludwig@9154
   497
 *  back-button-press event.
dludwig@9154
   498
 *
dludwig@9154
   499
 *  More details on back button behavior in Windows Phone apps can be found
dludwig@9154
   500
 *  at the following page, on Microsoft's developer site:
dludwig@8577
   501
 *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
dludwig@8577
   502
 */
philipp@8695
   503
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
dludwig@8577
   504
dludwig@8576
   505
/**
icculus@8295
   506
 *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
icculus@8295
   507
 *
icculus@8295
   508
 *  This hint only applies to Mac OS X.
icculus@8295
   509
 *
icculus@8295
   510
 *  The variable can be set to the following values:
icculus@8295
   511
 *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
icculus@8295
   512
 *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
icculus@8295
   513
 *                button on their titlebars).
icculus@8295
   514
 *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
icculus@8295
   515
 *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
philipp@8693
   516
 *                button on their titlebars).
icculus@8295
   517
 *
icculus@8295
   518
 *  The default value is "1". Spaces are disabled regardless of this hint if
icculus@8295
   519
 *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
icculus@8295
   520
 *   any windows are created.
icculus@8295
   521
 */
icculus@8295
   522
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
icculus@8295
   523
alexey@8896
   524
/**
alexey@8896
   525
 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
alexey@8896
   526
 */
alexey@8896
   527
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
alexey@8896
   528
 
alexey@8896
   529
/**
alexey@8896
   530
 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
alexey@8896
   531
 */
alexey@8897
   532
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
alexey@8896
   533
alex@9097
   534
/**
philipp@9118
   535
 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
alex@9097
   536
 *
alex@9097
   537
 * The variable can be set to the following values:
philipp@9118
   538
 *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
alex@9097
   539
 *               responsibility to render the text from these events and 
alex@9097
   540
 *               differentiate it somehow from committed text. (default)
philipp@9118
   541
 *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
alex@9097
   542
 *               and text that is being composed will be rendered in its own UI.
alex@9097
   543
 */
slouken@9098
   544
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
icculus@8295
   545
icculus@8295
   546
/**
slouken@5189
   547
 *  \brief  An enumeration of hint priorities
slouken@5189
   548
 */
slouken@5189
   549
typedef enum
slouken@5189
   550
{
slouken@5189
   551
    SDL_HINT_DEFAULT,
slouken@5189
   552
    SDL_HINT_NORMAL,
slouken@5189
   553
    SDL_HINT_OVERRIDE
slouken@5189
   554
} SDL_HintPriority;
slouken@5189
   555
slouken@5189
   556
slouken@5189
   557
/**
slouken@5200
   558
 *  \brief Set a hint with a specific priority
slouken@5189
   559
 *
slouken@5189
   560
 *  The priority controls the behavior when setting a hint that already
slouken@5189
   561
 *  has a value.  Hints will replace existing hints of their priority and
slouken@5189
   562
 *  lower.  Environment variables are considered to have override priority.
slouken@7191
   563
 *
slouken@5189
   564
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5189
   565
 */
slouken@5200
   566
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
slouken@5200
   567
                                                         const char *value,
slouken@5200
   568
                                                         SDL_HintPriority priority);
slouken@5200
   569
slouken@5200
   570
/**
slouken@5200
   571
 *  \brief Set a hint with normal priority
slouken@7191
   572
 *
slouken@5200
   573
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5200
   574
 */
slouken@5189
   575
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
slouken@5200
   576
                                             const char *value);
slouken@5200
   577
slouken@5189
   578
/**
slouken@5189
   579
 *  \brief Get a hint
slouken@7191
   580
 *
slouken@5189
   581
 *  \return The string value of a hint variable.
slouken@5189
   582
 */
slouken@5189
   583
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
slouken@5189
   584
slouken@5189
   585
/**
slouken@7432
   586
 *  \brief Add a function to watch a particular hint
slouken@7432
   587
 *
slouken@7432
   588
 *  \param name The hint to watch
slouken@7432
   589
 *  \param callback The function to call when the hint value changes
slouken@7432
   590
 *  \param userdata A pointer to pass to the callback function
slouken@7432
   591
 */
slouken@7432
   592
typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
slouken@7432
   593
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
slouken@7432
   594
                                                 SDL_HintCallback callback,
slouken@7432
   595
                                                 void *userdata);
slouken@7432
   596
slouken@7432
   597
/**
slouken@7432
   598
 *  \brief Remove a function watching a particular hint
slouken@7432
   599
 *
slouken@7432
   600
 *  \param name The hint being watched
slouken@7432
   601
 *  \param callback The function being called when the hint value changes
slouken@7432
   602
 *  \param userdata A pointer being passed to the callback function
slouken@7432
   603
 */
slouken@7432
   604
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
slouken@7432
   605
                                                 SDL_HintCallback callback,
slouken@7432
   606
                                                 void *userdata);
slouken@7432
   607
slouken@7432
   608
/**
slouken@5189
   609
 *  \brief  Clear all hints
slouken@5189
   610
 *
slouken@5189
   611
 *  This function is called during SDL_Quit() to free stored hints.
slouken@5189
   612
 */
slouken@5272
   613
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
slouken@5189
   614
slouken@5189
   615
slouken@5189
   616
/* Ends C function definitions when using C++ */
slouken@5189
   617
#ifdef __cplusplus
slouken@5189
   618
}
slouken@5189
   619
#endif
slouken@5189
   620
#include "close_code.h"
slouken@5189
   621
slouken@5189
   622
#endif /* _SDL_hints_h */
slouken@5189
   623
slouken@5189
   624
/* vi: set ts=4 sw=4 expandtab: */