include/SDL_hints.h
author Ryan C. Gordon <icculus@icculus.org>
Thu, 18 Dec 2014 00:19:52 -0500
changeset 9278 8900afb78a19
parent 9255 c2ef0d8d6da0
child 9292 e0868ad5810c
permissions -rw-r--r--
Initial merge of Emscripten port!

With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.

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