include/SDL_hints.h
author Sam Lantinga <slouken@libsdl.org>
Sat, 01 Oct 2016 11:29:13 -0700
changeset 10404 a990b0da18cc
parent 10378 cb7f88c92a2e
child 10455 19b0a2227da1
permissions -rw-r--r--
Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW

Simon Hug

The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask.

The attached patch has these changes:

- Extending the description of the function in the SDL_surface.h header with the supported formats.
- Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.)
- Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP.
- Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.)
- Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2016 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 X11 _NET_WM_PING protocol should be supported.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable _NET_WM_PING
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 *    "1"       - Enable _NET_WM_PING
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 *
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 *  By default SDL will use _NET_WM_PING, but for applications that know they
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 *  will not always be able to respond to ping requests in a timely manner they can
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 *  turn it off to avoid the window manager thinking the app is hung.
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 *  The hint is checked in CreateWindow.
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 */
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#define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
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/**
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 *  \brief  A variable controlling whether the 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 Allow mouse click events when clicking to focus an SDL window
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Ignore mouse clicks that activate a window
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 *    "1"       - Generate events for mouse clicks that activate a window
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 *
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 *  By default SDL will ignore mouse clicks that activate a window
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 */
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#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
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/**
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 *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
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 *
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 */
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#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
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/**
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 *  \brief  A variable controlling whether the idle timer is disabled on iOS.
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 *
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 *  When an iOS app does not receive touches for some time, the screen is
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 *  dimmed automatically. For games where the accelerometer is the only input
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 *  this is problematic. This functionality can be disabled by setting this
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 *  hint.
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 *
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 *  As of SDL 2.0.4, SDL_EnableScreenSaver and SDL_DisableScreenSaver accomplish
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 *  the same thing on iOS. They should be preferred over this hint.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Enable idle timer
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 *    "1"       - Disable idle timer
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 */
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#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
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/**
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 *  \brief  A variable controlling which orientations are allowed on iOS.
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 *
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 *  In some circumstances it is necessary to be able to explicitly control
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 *  which UI orientations are allowed.
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 *
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 *  This variable is a space delimited list of the following values:
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 *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
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 */
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#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
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/**
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 *  \brief  A variable controlling whether controllers used with the Apple TV
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 *  generate UI events.
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 *
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 * When UI events are generated by controller input, the app will be
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 * backgrounded when the Apple TV remote's menu button is pressed, and when the
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 * pause or B buttons on gamepads are pressed.
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 *
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 * More information about properly making use of controllers for the Apple TV
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 * can be found here:
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 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Controller input does not generate UI events (the default).
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 *    "1"       - Controller input generates UI events.
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 */
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#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
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/**
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 * \brief  A variable controlling whether the Apple TV remote's joystick axes
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 *         will automatically match the rotation of the remote.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Remote orientation does not affect joystick axes (the default).
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 *    "1"       - Joystick axes are based on the orientation of the remote.
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 */
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#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
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/**
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 *  \brief  A variable controlling whether the Android / iOS built-in
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 *  accelerometer should be listed as a joystick device, rather than listing
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 *  actual joysticks only.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - List only real joysticks and accept input from them
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 *    "1"       - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
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 */
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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slouken@5189
   330
slouken@5189
   331
/**
urkle@6965
   332
 *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
urkle@6965
   333
 *
urkle@6965
   334
 *  The variable can be set to the following values:
philipp@8221
   335
 *    "0"       - Disable XInput detection (only uses direct input)
philipp@8221
   336
 *    "1"       - Enable XInput detection (the default)
urkle@6965
   337
 */
icculus@6990
   338
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
urkle@6965
   339
slouken@6982
   340
urkle@6965
   341
/**
slouken@8920
   342
 *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
slouken@8920
   343
 *
slouken@8920
   344
 *  This hint is for backwards compatibility only and will be removed in SDL 2.1
slouken@8920
   345
 *
slouken@8920
   346
 *  The default value is "0".  This hint must be set before SDL_Init()
slouken@8920
   347
 */
slouken@8920
   348
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
slouken@8920
   349
slouken@8920
   350
slouken@8920
   351
/**
slouken@6690
   352
 *  \brief  A variable that lets you manually hint extra gamecontroller db entries
slouken@7191
   353
 *
slouken@6982
   354
 *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
slouken@6980
   355
 *
slouken@6980
   356
 *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
slouken@6982
   357
 *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
slouken@6690
   358
 */
slouken@6690
   359
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
slouken@6690
   360
slouken@6690
   361
slouken@6690
   362
/**
jorgen@7279
   363
 *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
jorgen@7279
   364
 *
jorgen@7279
   365
 *  The variable can be set to the following values:
jorgen@7279
   366
 *    "0"       - Disable joystick & gamecontroller input events when the
jorgen@7279
   367
 *                application is in the background.
jorgen@7279
   368
 *    "1"       - Enable joystick & gamecontroller input events when the
philipp@8221
   369
 *                application is in the background.
slouken@7432
   370
 *
slouken@7432
   371
 *  The default value is "0".  This hint may be set at any time.
jorgen@7279
   372
 */
jorgen@7279
   373
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
jorgen@7279
   374
jorgen@7279
   375
jorgen@7279
   376
/**
philipp@8693
   377
 *  \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
   378
 *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
slouken@6782
   379
 *
slouken@6782
   380
 *  This variable can be set to the following values:
slouken@6782
   381
 *    "0"       - don't allow topmost
slouken@6782
   382
 *    "1"       - allow topmost
slouken@6782
   383
 */
slouken@6782
   384
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
slouken@6782
   385
slouken@6782
   386
slouken@7432
   387
/**
slouken@7432
   388
 *  \brief A variable that controls the timer resolution, in milliseconds.
slouken@7432
   389
 *
slouken@7432
   390
 *  The higher resolution the timer, the more frequently the CPU services
slouken@7432
   391
 *  timer interrupts, and the more precise delays are, but this takes up
slouken@7432
   392
 *  power and CPU time.  This hint is only used on Windows 7 and earlier.
slouken@7432
   393
 *
slouken@7432
   394
 *  See this blog post for more information:
slouken@7432
   395
 *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
slouken@7432
   396
 *
slouken@7432
   397
 *  If this variable is set to "0", the system timer resolution is not set.
slouken@7432
   398
 *
slouken@7432
   399
 *  The default value is "1". This hint may be set at any time.
slouken@7432
   400
 */
slouken@7432
   401
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
slouken@7432
   402
slouken@7432
   403
icculus@9648
   404
icculus@9648
   405
/**
icculus@9649
   406
*  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
icculus@9648
   407
*
icculus@9648
   408
*  Use this hint in case you need to set SDL's threads stack size to other than the default.
icculus@9648
   409
*  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
icculus@9648
   410
*  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
philipp@10161
   411
*  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
icculus@9648
   412
*/
icculus@9648
   413
#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
icculus@9648
   414
urkle@7746
   415
/**
slime73@9505
   416
 *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
urkle@7746
   417
 */
slouken@7747
   418
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
urkle@7746
   419
slouken@7915
   420
/**
slouken@7915
   421
 *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
philipp@8693
   422
 *
slouken@7915
   423
 *  If present, holding ctrl while left clicking will generate a right click
slouken@7915
   424
 *  event when on Mac.
slouken@7915
   425
 */
slouken@7915
   426
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
slouken@7915
   427
gabomdq@8021
   428
/**
gabomdq@8021
   429
*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
gabomdq@8021
   430
*
gabomdq@8021
   431
*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
gabomdq@8021
   432
*  can use two different sets of binaries, those compiled by the user from source
gabomdq@8021
   433
*  or those provided by the Chrome browser. In the later case, these binaries require
philipp@8221
   434
*  that SDL loads a DLL providing the shader compiler.
gabomdq@8021
   435
*
gabomdq@8021
   436
*  This variable can be set to the following values:
gabomdq@8021
   437
*    "d3dcompiler_46.dll" - default, best for Vista or later.
gabomdq@8021
   438
*    "d3dcompiler_43.dll" - for XP support.
gabomdq@8021
   439
*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
gabomdq@8021
   440
*
gabomdq@8021
   441
*/
gabomdq@8021
   442
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
slouken@6782
   443
slouken@6782
   444
/**
slouken@8144
   445
*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
slouken@8144
   446
*  
slouken@8144
   447
*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
slouken@8144
   448
*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
slouken@8144
   449
*  created SDL_Window:
slouken@8583
   450
*
slouken@8144
   451
*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
slouken@8144
   452
*  needed for example when sharing an OpenGL context across multiple windows.
slouken@8144
   453
*
slouken@8144
   454
*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
slouken@8144
   455
*  OpenGL rendering.
slouken@8144
   456
*
slouken@8144
   457
*  This variable can be set to the following values:
slouken@8144
   458
*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
slouken@8144
   459
*    share a pixel format with.
slouken@8144
   460
*/
slouken@8144
   461
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
slouken@8144
   462
philipp@8691
   463
/**
dludwig@8576
   464
 *  \brief A URL to a WinRT app's privacy policy
dludwig@8576
   465
 *
dludwig@8576
   466
 *  All network-enabled WinRT apps must make a privacy policy available to its
dludwig@8576
   467
 *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
dludwig@8576
   468
 *  be available in the Windows Settings charm, as accessed from within the app.
dludwig@8576
   469
 *  SDL provides code to add a URL-based link there, which can point to the app's
dludwig@8576
   470
 *  privacy policy.
dludwig@8576
   471
 *
dludwig@8576
   472
 *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
philipp@10213
   473
 *  before calling any SDL_Init() functions.  The contents of the hint should
dludwig@8576
   474
 *  be a valid URL.  For example, "http://www.example.com".
dludwig@8576
   475
 *
dludwig@8576
   476
 *  The default value is "", which will prevent SDL from adding a privacy policy
dludwig@8576
   477
 *  link to the Settings charm.  This hint should only be set during app init.
dludwig@8576
   478
 *
dludwig@8576
   479
 *  The label text of an app's "Privacy Policy" link may be customized via another
dludwig@8576
   480
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   481
 *
dludwig@8576
   482
 *  Please note that on Windows Phone, Microsoft does not provide standard UI
dludwig@8576
   483
 *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
dludwig@8576
   484
 *  will not get used on that platform.  Network-enabled phone apps should display
dludwig@8576
   485
 *  their privacy policy through some other, in-app means.
dludwig@8576
   486
 */
philipp@8695
   487
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
dludwig@8576
   488
dludwig@8576
   489
/** \brief Label text for a WinRT app's privacy policy link
dludwig@8576
   490
 *
dludwig@8576
   491
 *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
dludwig@8576
   492
 *  Microsoft mandates that this policy be available via the Windows Settings charm.
philipp@8693
   493
 *  SDL provides code to add a link there, with its label text being set via the
dludwig@8576
   494
 *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   495
 *
dludwig@8576
   496
 *  Please note that a privacy policy's contents are not set via this hint.  A separate
dludwig@8576
   497
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
dludwig@8576
   498
 *  policy.
dludwig@8576
   499
 *
dludwig@8576
   500
 *  The contents of this hint should be encoded as a UTF8 string.
dludwig@8576
   501
 *
dludwig@8576
   502
 *  The default value is "Privacy Policy".  This hint should only be set during app
philipp@10213
   503
 *  initialization, preferably before any calls to SDL_Init().
dludwig@8576
   504
 *
dludwig@8576
   505
 *  For additional information on linking to a privacy policy, see the documentation for
dludwig@8576
   506
 *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
dludwig@8576
   507
 */
philipp@8695
   508
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
dludwig@8576
   509
dludwig@9154
   510
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
dludwig@8577
   511
 *
dludwig@9154
   512
 *  Windows Phone devices typically feature a Back button.  When pressed,
dludwig@9154
   513
 *  the OS will emit back-button-press events, which apps are expected to
dludwig@9154
   514
 *  handle in an appropriate manner.  If apps do not explicitly mark these
dludwig@9154
   515
 *  events as 'Handled', then the OS will invoke its default behavior for
dludwig@9154
   516
 *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
dludwig@9154
   517
 *  terminate the app (and attempt to switch to the previous app, or to the
dludwig@9154
   518
 *  device's home screen).
dludwig@9154
   519
 *
dludwig@9154
   520
 *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
dludwig@9154
   521
 *  to mark back-button-press events as Handled, if and when one is sent to
dludwig@9154
   522
 *  the app.
dludwig@9154
   523
 *
dludwig@9154
   524
 *  Internally, Windows Phone sends back button events as parameters to
dludwig@9154
   525
 *  special back-button-press callback functions.  Apps that need to respond
dludwig@9154
   526
 *  to back-button-press events are expected to register one or more
dludwig@9154
   527
 *  callback functions for such, shortly after being launched (during the
dludwig@9154
   528
 *  app's initialization phase).  After the back button is pressed, the OS
dludwig@9154
   529
 *  will invoke these callbacks.  If the app's callback(s) do not explicitly
dludwig@9154
   530
 *  mark the event as handled by the time they return, or if the app never
dludwig@9154
   531
 *  registers one of these callback, the OS will consider the event
dludwig@9154
   532
 *  un-handled, and it will apply its default back button behavior (terminate
dludwig@9154
   533
 *  the app).
dludwig@9154
   534
 *
dludwig@9154
   535
 *  SDL registers its own back-button-press callback with the Windows Phone
dludwig@9154
   536
 *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
dludwig@9154
   537
 *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
dludwig@9154
   538
 *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
dludwig@9154
   539
 *  If the hint's value is set to "1", the back button event's Handled
dludwig@9154
   540
 *  property will get set to 'true'.  If the hint's value is set to something
dludwig@9154
   541
 *  else, or if it is unset, SDL will leave the event's Handled property
dludwig@9154
   542
 *  alone.  (By default, the OS sets this property to 'false', to note.)
dludwig@9154
   543
 *
dludwig@9154
   544
 *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
dludwig@9154
   545
 *  back button is pressed, or can set it in direct-response to a back button
dludwig@9154
   546
 *  being pressed.
dludwig@9154
   547
 *
dludwig@9154
   548
 *  In order to get notified when a back button is pressed, SDL apps should
dludwig@9154
   549
 *  register a callback function with SDL_AddEventWatch(), and have it listen
dludwig@9154
   550
 *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
dludwig@9154
   551
 *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
dludwig@9154
   552
 *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
dludwig@9154
   553
 *  set by such a callback, will be applied to the OS' current
dludwig@9154
   554
 *  back-button-press event.
dludwig@9154
   555
 *
dludwig@9154
   556
 *  More details on back button behavior in Windows Phone apps can be found
dludwig@9154
   557
 *  at the following page, on Microsoft's developer site:
dludwig@8577
   558
 *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
dludwig@8577
   559
 */
philipp@8695
   560
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
dludwig@8577
   561
dludwig@8576
   562
/**
icculus@8295
   563
 *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
icculus@8295
   564
 *
icculus@8295
   565
 *  This hint only applies to Mac OS X.
icculus@8295
   566
 *
icculus@8295
   567
 *  The variable can be set to the following values:
icculus@8295
   568
 *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
icculus@8295
   569
 *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
icculus@8295
   570
 *                button on their titlebars).
icculus@8295
   571
 *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
icculus@8295
   572
 *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
philipp@8693
   573
 *                button on their titlebars).
icculus@8295
   574
 *
icculus@8295
   575
 *  The default value is "1". Spaces are disabled regardless of this hint if
icculus@8295
   576
 *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
icculus@8295
   577
 *   any windows are created.
icculus@8295
   578
 */
icculus@8295
   579
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
icculus@8295
   580
alexey@8896
   581
/**
alfred@9820
   582
*  \brief  When set don't force the SDL app to become a foreground process
alfred@9820
   583
*
alfred@9820
   584
*  This hint only applies to Mac OS X.
alfred@9820
   585
*
alfred@9820
   586
*/
alfred@9820
   587
#define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
philipp@9868
   588
alfred@9820
   589
/**
alexey@8896
   590
 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
philipp@9868
   591
 *
philipp@9868
   592
 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
philipp@9868
   593
 *
philipp@9868
   594
 * If both hints were set then SDL_RWFromFile() will look into expansion files
philipp@9868
   595
 * after a given relative path was not found in the internal storage and assets.
philipp@9868
   596
 *
philipp@9868
   597
 * By default this hint is not set and the APK expansion files are not searched.
alexey@8896
   598
 */
alexey@8896
   599
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
alexey@8896
   600
 
alexey@8896
   601
/**
alexey@8896
   602
 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
philipp@9868
   603
 *
philipp@9868
   604
 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
philipp@9868
   605
 *
philipp@9868
   606
 * If both hints were set then SDL_RWFromFile() will look into expansion files
philipp@9868
   607
 * after a given relative path was not found in the internal storage and assets.
philipp@9868
   608
 *
philipp@9868
   609
 * By default this hint is not set and the APK expansion files are not searched.
alexey@8896
   610
 */
alexey@8897
   611
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
alexey@8896
   612
alex@9097
   613
/**
philipp@9118
   614
 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
alex@9097
   615
 *
alex@9097
   616
 * The variable can be set to the following values:
philipp@9118
   617
 *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
alex@9097
   618
 *               responsibility to render the text from these events and 
alex@9097
   619
 *               differentiate it somehow from committed text. (default)
philipp@9118
   620
 *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
alex@9097
   621
 *               and text that is being composed will be rendered in its own UI.
alex@9097
   622
 */
slouken@9098
   623
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
icculus@8295
   624
joseba@9438
   625
 /**
joseba@9438
   626
 * \brief A variable to control whether mouse and touch events are to be treated together or separately
joseba@9438
   627
 *
joseba@9438
   628
 * The variable can be set to the following values:
joseba@9438
   629
 *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse
joseba@9438
   630
 *               events. This is the behaviour of SDL <= 2.0.3. (default)
joseba@9438
   631
 *   "1"       - Mouse events will be handled separately from pure touch events.
joseba@9438
   632
 *
joseba@9438
   633
 * The value of this hint is used at runtime, so it can be changed at any time.
joseba@9438
   634
 */
joseba@9438
   635
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
joseba@9438
   636
icculus@8295
   637
/**
icculus@9278
   638
 *  \brief override the binding element for keyboard inputs for Emscripten builds
icculus@9278
   639
 *
icculus@9278
   640
 * This hint only applies to the emscripten platform
icculus@9278
   641
 *
icculus@9278
   642
 * The variable can be one of
icculus@9278
   643
 *    "#window"      - The javascript window object (this is the default)
icculus@9278
   644
 *    "#document"    - The javascript document object
icculus@9278
   645
 *    "#screen"      - the javascript window.screen object
icculus@9278
   646
 *    "#canvas"      - the WebGL canvas element
philipp@9292
   647
 *    any other string without a leading # sign applies to the element on the page with that ID.
icculus@9278
   648
 */
icculus@9278
   649
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
icculus@9278
   650
icculus@9278
   651
/**
icculus@9435
   652
 *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
icculus@9434
   653
 *
icculus@9434
   654
 * This hint only applies to Unix-like platforms.
icculus@9434
   655
 *
icculus@9434
   656
 * The variable can be set to the following values:
icculus@9435
   657
 *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
icculus@9435
   658
 *               catches a signal, convert it into an SDL_QUIT event.
icculus@9435
   659
 *   "1"       - SDL will not install a signal handler at all.
icculus@9434
   660
 */
icculus@9435
   661
#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
icculus@9434
   662
icculus@9434
   663
/**
andrewb@9829
   664
 *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
andrewb@9829
   665
 *
andrewb@9829
   666
 * The variable can be set to the following values:
andrewb@9829
   667
 *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
andrewb@9829
   668
 *   "1"       - SDL will only do normal key handling for Alt+F4.
andrewb@9829
   669
 */
andrewb@9829
   670
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4	"SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
andrewb@9829
   671
andrewb@9829
   672
/**
slouken@10404
   673
 *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
slouken@10404
   674
 *
slouken@10404
   675
 * The bitmap header version 4 is required for proper alpha channel support and
slouken@10404
   676
 * SDL will use it when required. Should this not be desired, this hint can
slouken@10404
   677
 * force the use of the 40 byte header version which is supported everywhere.
slouken@10404
   678
 *
slouken@10404
   679
 * The variable can be set to the following values:
slouken@10404
   680
 *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
slouken@10404
   681
 *               32-bit BMP file with an alpha mask. SDL will use the bitmap
slouken@10404
   682
 *               header version 4 and set the alpha mask accordingly.
slouken@10404
   683
 *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
slouken@10404
   684
 *               32-bit BMP file without an alpha mask. The alpha channel data
slouken@10404
   685
 *               will be in the file, but applications are going to ignore it.
slouken@10404
   686
 *
slouken@10404
   687
 * The default value is "0".
slouken@10404
   688
 */
slouken@10404
   689
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
slouken@10404
   690
slouken@10404
   691
/**
slouken@5189
   692
 *  \brief  An enumeration of hint priorities
slouken@5189
   693
 */
slouken@5189
   694
typedef enum
slouken@5189
   695
{
slouken@5189
   696
    SDL_HINT_DEFAULT,
slouken@5189
   697
    SDL_HINT_NORMAL,
slouken@5189
   698
    SDL_HINT_OVERRIDE
slouken@5189
   699
} SDL_HintPriority;
slouken@5189
   700
slouken@5189
   701
slouken@5189
   702
/**
slouken@5200
   703
 *  \brief Set a hint with a specific priority
slouken@5189
   704
 *
slouken@5189
   705
 *  The priority controls the behavior when setting a hint that already
slouken@5189
   706
 *  has a value.  Hints will replace existing hints of their priority and
slouken@5189
   707
 *  lower.  Environment variables are considered to have override priority.
slouken@7191
   708
 *
slouken@5189
   709
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5189
   710
 */
slouken@5200
   711
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
slouken@5200
   712
                                                         const char *value,
slouken@5200
   713
                                                         SDL_HintPriority priority);
slouken@5200
   714
slouken@5200
   715
/**
slouken@5200
   716
 *  \brief Set a hint with normal priority
slouken@7191
   717
 *
slouken@5200
   718
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5200
   719
 */
slouken@5189
   720
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
slouken@5200
   721
                                             const char *value);
slouken@5200
   722
slouken@5189
   723
/**
slouken@5189
   724
 *  \brief Get a hint
slouken@7191
   725
 *
slouken@5189
   726
 *  \return The string value of a hint variable.
slouken@5189
   727
 */
slouken@5189
   728
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
slouken@5189
   729
slouken@5189
   730
/**
slouken@7432
   731
 *  \brief Add a function to watch a particular hint
slouken@7432
   732
 *
slouken@7432
   733
 *  \param name The hint to watch
slouken@7432
   734
 *  \param callback The function to call when the hint value changes
slouken@7432
   735
 *  \param userdata A pointer to pass to the callback function
slouken@7432
   736
 */
slouken@7432
   737
typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
slouken@7432
   738
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
slouken@7432
   739
                                                 SDL_HintCallback callback,
slouken@7432
   740
                                                 void *userdata);
slouken@7432
   741
slouken@7432
   742
/**
slouken@7432
   743
 *  \brief Remove a function watching a particular hint
slouken@7432
   744
 *
slouken@7432
   745
 *  \param name The hint being watched
slouken@7432
   746
 *  \param callback The function being called when the hint value changes
slouken@7432
   747
 *  \param userdata A pointer being passed to the callback function
slouken@7432
   748
 */
slouken@7432
   749
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
slouken@7432
   750
                                                 SDL_HintCallback callback,
slouken@7432
   751
                                                 void *userdata);
slouken@7432
   752
slouken@7432
   753
/**
slouken@5189
   754
 *  \brief  Clear all hints
slouken@5189
   755
 *
slouken@5189
   756
 *  This function is called during SDL_Quit() to free stored hints.
slouken@5189
   757
 */
slouken@5272
   758
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
slouken@5189
   759
slouken@5189
   760
slouken@5189
   761
/* Ends C function definitions when using C++ */
slouken@5189
   762
#ifdef __cplusplus
slouken@5189
   763
}
slouken@5189
   764
#endif
slouken@5189
   765
#include "close_code.h"
slouken@5189
   766
slouken@5189
   767
#endif /* _SDL_hints_h */
slouken@5189
   768
slouken@5189
   769
/* vi: set ts=4 sw=4 expandtab: */