include/SDL_hints.h
author Ryan C. Gordon <icculus@icculus.org>
Tue, 06 Jun 2017 13:12:43 -0400
changeset 11069 abf45a095845
parent 10852 494d0f56ae7a
child 11077 8a29b371e2db
permissions -rw-r--r--
windows: Change the default on SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING.

It's easier for Visual Studio users that want this information to turn it on
or live without it, than it is to explain why every debugger that isn't Visual
Studio crashes out here. Eventually SetThreadDescription() will be the thing
everyone uses anyhow.

Fixes Bugzilla #3645.
(and several others).
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2017 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 setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
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 */
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#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
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/**
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 *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
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 */
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#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
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/**
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 *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Relative mouse mode uses raw input
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 *    "1"       - Relative mouse mode uses mouse warping
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 *
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 *  By default SDL will use raw input for relative mouse mode
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 */
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#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
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/**
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 *  \brief Allow mouse click events when clicking to focus an SDL window
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Ignore mouse clicks that activate a window
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 *    "1"       - Generate events for mouse clicks that activate a window
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 *
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 *  By default SDL will ignore mouse clicks that activate a window
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 */
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#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
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/**
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 *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
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 *
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 */
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#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
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/**
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 *  \brief  A variable controlling whether the idle timer is disabled on iOS.
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 *
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 *  When an iOS app does not receive touches for some time, the screen is
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 *  dimmed automatically. For games where the accelerometer is the only input
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 *  this is problematic. This functionality can be disabled by setting this
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 *  hint.
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 *
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 *  As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
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 *  accomplish the same thing on iOS. They should be preferred over this hint.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Enable idle timer
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 *    "1"       - Disable idle timer
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 */
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#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
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/**
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 *  \brief  A variable controlling which orientations are allowed on iOS.
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 *
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 *  In some circumstances it is necessary to be able to explicitly control
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 *  which UI orientations are allowed.
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 *
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 *  This variable is a space delimited list of the following values:
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 *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
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 */
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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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   336
 *    "1"       - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
gabomdq@7907
   337
 */
slouken@8274
   338
#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
slouken@5192
   339
slouken@5189
   340
slouken@5189
   341
/**
urkle@6965
   342
 *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
urkle@6965
   343
 *
urkle@6965
   344
 *  The variable can be set to the following values:
philipp@8221
   345
 *    "0"       - Disable XInput detection (only uses direct input)
philipp@8221
   346
 *    "1"       - Enable XInput detection (the default)
urkle@6965
   347
 */
icculus@6990
   348
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
urkle@6965
   349
slouken@6982
   350
urkle@6965
   351
/**
slouken@8920
   352
 *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
slouken@8920
   353
 *
slouken@8920
   354
 *  This hint is for backwards compatibility only and will be removed in SDL 2.1
slouken@8920
   355
 *
slouken@8920
   356
 *  The default value is "0".  This hint must be set before SDL_Init()
slouken@8920
   357
 */
slouken@8920
   358
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
slouken@8920
   359
slouken@8920
   360
slouken@8920
   361
/**
slouken@6690
   362
 *  \brief  A variable that lets you manually hint extra gamecontroller db entries
slouken@7191
   363
 *
slouken@6982
   364
 *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
slouken@6980
   365
 *
slouken@6980
   366
 *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
slouken@6982
   367
 *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
slouken@6690
   368
 */
slouken@6690
   369
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
slouken@6690
   370
slouken@6690
   371
slouken@6690
   372
/**
jorgen@7279
   373
 *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
jorgen@7279
   374
 *
jorgen@7279
   375
 *  The variable can be set to the following values:
jorgen@7279
   376
 *    "0"       - Disable joystick & gamecontroller input events when the
jorgen@7279
   377
 *                application is in the background.
jorgen@7279
   378
 *    "1"       - Enable joystick & gamecontroller input events when the
philipp@8221
   379
 *                application is in the background.
slouken@7432
   380
 *
slouken@7432
   381
 *  The default value is "0".  This hint may be set at any time.
jorgen@7279
   382
 */
jorgen@7279
   383
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
jorgen@7279
   384
jorgen@7279
   385
jorgen@7279
   386
/**
philipp@8693
   387
 *  \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
   388
 *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
slouken@6782
   389
 *
slouken@6782
   390
 *  This variable can be set to the following values:
slouken@6782
   391
 *    "0"       - don't allow topmost
slouken@6782
   392
 *    "1"       - allow topmost
slouken@6782
   393
 */
slouken@6782
   394
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
slouken@6782
   395
slouken@6782
   396
slouken@7432
   397
/**
slouken@7432
   398
 *  \brief A variable that controls the timer resolution, in milliseconds.
slouken@7432
   399
 *
slouken@7432
   400
 *  The higher resolution the timer, the more frequently the CPU services
slouken@7432
   401
 *  timer interrupts, and the more precise delays are, but this takes up
slouken@7432
   402
 *  power and CPU time.  This hint is only used on Windows 7 and earlier.
slouken@7432
   403
 *
slouken@7432
   404
 *  See this blog post for more information:
slouken@7432
   405
 *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
slouken@7432
   406
 *
slouken@7432
   407
 *  If this variable is set to "0", the system timer resolution is not set.
slouken@7432
   408
 *
slouken@7432
   409
 *  The default value is "1". This hint may be set at any time.
slouken@7432
   410
 */
slouken@7432
   411
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
slouken@7432
   412
slouken@7432
   413
m@10614
   414
/**
m@10614
   415
 *  \brief  A variable describing the content orientation on QtWayland-based platforms.
m@10614
   416
 *
m@10614
   417
 *  On QtWayland platforms, windows are rotated client-side to allow for custom
m@10614
   418
 *  transitions. In order to correctly position overlays (e.g. volume bar) and
m@10614
   419
 *  gestures (e.g. events view, close/minimize gestures), the system needs to
m@10614
   420
 *  know in which orientation the application is currently drawing its contents.
m@10614
   421
 *
m@10614
   422
 *  This does not cause the window to be rotated or resized, the application
m@10614
   423
 *  needs to take care of drawing the content in the right orientation (the
m@10614
   424
 *  framebuffer is always in portrait mode).
m@10614
   425
 *
m@10614
   426
 *  This variable can be one of the following values:
m@10614
   427
 *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
m@10614
   428
 */
m@10614
   429
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
m@10614
   430
m@10614
   431
/**
m@10614
   432
 *  \brief  Flags to set on QtWayland windows to integrate with the native window manager.
m@10614
   433
 *
m@10614
   434
 *  On QtWayland platforms, this hint controls the flags to set on the windows.
m@10614
   435
 *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
m@10614
   436
 *
m@10614
   437
 *  This variable is a space-separated list of the following values (empty = no flags):
m@10614
   438
 *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
m@10614
   439
 */
m@10614
   440
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
icculus@9648
   441
icculus@9648
   442
/**
icculus@9649
   443
*  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
icculus@9648
   444
*
icculus@9648
   445
*  Use this hint in case you need to set SDL's threads stack size to other than the default.
icculus@9648
   446
*  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
icculus@9648
   447
*  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
philipp@10161
   448
*  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
icculus@9648
   449
*/
icculus@9648
   450
#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
icculus@9648
   451
urkle@7746
   452
/**
slime73@9505
   453
 *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
urkle@7746
   454
 */
slouken@7747
   455
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
urkle@7746
   456
slouken@7915
   457
/**
slouken@7915
   458
 *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
philipp@8693
   459
 *
slouken@7915
   460
 *  If present, holding ctrl while left clicking will generate a right click
slouken@7915
   461
 *  event when on Mac.
slouken@7915
   462
 */
slouken@7915
   463
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
slouken@7915
   464
gabomdq@8021
   465
/**
gabomdq@8021
   466
*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
gabomdq@8021
   467
*
gabomdq@8021
   468
*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
gabomdq@8021
   469
*  can use two different sets of binaries, those compiled by the user from source
gabomdq@8021
   470
*  or those provided by the Chrome browser. In the later case, these binaries require
philipp@8221
   471
*  that SDL loads a DLL providing the shader compiler.
gabomdq@8021
   472
*
gabomdq@8021
   473
*  This variable can be set to the following values:
gabomdq@8021
   474
*    "d3dcompiler_46.dll" - default, best for Vista or later.
gabomdq@8021
   475
*    "d3dcompiler_43.dll" - for XP support.
gabomdq@8021
   476
*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
gabomdq@8021
   477
*
gabomdq@8021
   478
*/
gabomdq@8021
   479
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
slouken@6782
   480
slouken@6782
   481
/**
slouken@8144
   482
*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
slouken@8144
   483
*  
slouken@8144
   484
*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
slouken@8144
   485
*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
slouken@8144
   486
*  created SDL_Window:
slouken@8583
   487
*
slouken@8144
   488
*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
slouken@8144
   489
*  needed for example when sharing an OpenGL context across multiple windows.
slouken@8144
   490
*
slouken@8144
   491
*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
slouken@8144
   492
*  OpenGL rendering.
slouken@8144
   493
*
slouken@8144
   494
*  This variable can be set to the following values:
slouken@8144
   495
*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
slouken@8144
   496
*    share a pixel format with.
slouken@8144
   497
*/
slouken@8144
   498
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
slouken@8144
   499
philipp@8691
   500
/**
dludwig@8576
   501
 *  \brief A URL to a WinRT app's privacy policy
dludwig@8576
   502
 *
dludwig@8576
   503
 *  All network-enabled WinRT apps must make a privacy policy available to its
dludwig@8576
   504
 *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
dludwig@8576
   505
 *  be available in the Windows Settings charm, as accessed from within the app.
dludwig@8576
   506
 *  SDL provides code to add a URL-based link there, which can point to the app's
dludwig@8576
   507
 *  privacy policy.
dludwig@8576
   508
 *
dludwig@8576
   509
 *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
philipp@10213
   510
 *  before calling any SDL_Init() functions.  The contents of the hint should
dludwig@8576
   511
 *  be a valid URL.  For example, "http://www.example.com".
dludwig@8576
   512
 *
dludwig@8576
   513
 *  The default value is "", which will prevent SDL from adding a privacy policy
dludwig@8576
   514
 *  link to the Settings charm.  This hint should only be set during app init.
dludwig@8576
   515
 *
dludwig@8576
   516
 *  The label text of an app's "Privacy Policy" link may be customized via another
dludwig@8576
   517
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   518
 *
dludwig@8576
   519
 *  Please note that on Windows Phone, Microsoft does not provide standard UI
dludwig@8576
   520
 *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
dludwig@8576
   521
 *  will not get used on that platform.  Network-enabled phone apps should display
dludwig@8576
   522
 *  their privacy policy through some other, in-app means.
dludwig@8576
   523
 */
philipp@8695
   524
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
dludwig@8576
   525
dludwig@8576
   526
/** \brief Label text for a WinRT app's privacy policy link
dludwig@8576
   527
 *
dludwig@8576
   528
 *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
dludwig@8576
   529
 *  Microsoft mandates that this policy be available via the Windows Settings charm.
philipp@8693
   530
 *  SDL provides code to add a link there, with its label text being set via the
dludwig@8576
   531
 *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   532
 *
dludwig@8576
   533
 *  Please note that a privacy policy's contents are not set via this hint.  A separate
dludwig@8576
   534
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
dludwig@8576
   535
 *  policy.
dludwig@8576
   536
 *
dludwig@8576
   537
 *  The contents of this hint should be encoded as a UTF8 string.
dludwig@8576
   538
 *
dludwig@8576
   539
 *  The default value is "Privacy Policy".  This hint should only be set during app
philipp@10213
   540
 *  initialization, preferably before any calls to SDL_Init().
dludwig@8576
   541
 *
dludwig@8576
   542
 *  For additional information on linking to a privacy policy, see the documentation for
dludwig@8576
   543
 *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
dludwig@8576
   544
 */
philipp@8695
   545
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
dludwig@8576
   546
dludwig@9154
   547
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
dludwig@8577
   548
 *
dludwig@9154
   549
 *  Windows Phone devices typically feature a Back button.  When pressed,
dludwig@9154
   550
 *  the OS will emit back-button-press events, which apps are expected to
dludwig@9154
   551
 *  handle in an appropriate manner.  If apps do not explicitly mark these
dludwig@9154
   552
 *  events as 'Handled', then the OS will invoke its default behavior for
dludwig@9154
   553
 *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
dludwig@9154
   554
 *  terminate the app (and attempt to switch to the previous app, or to the
dludwig@9154
   555
 *  device's home screen).
dludwig@9154
   556
 *
dludwig@9154
   557
 *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
dludwig@9154
   558
 *  to mark back-button-press events as Handled, if and when one is sent to
dludwig@9154
   559
 *  the app.
dludwig@9154
   560
 *
dludwig@9154
   561
 *  Internally, Windows Phone sends back button events as parameters to
dludwig@9154
   562
 *  special back-button-press callback functions.  Apps that need to respond
dludwig@9154
   563
 *  to back-button-press events are expected to register one or more
dludwig@9154
   564
 *  callback functions for such, shortly after being launched (during the
dludwig@9154
   565
 *  app's initialization phase).  After the back button is pressed, the OS
dludwig@9154
   566
 *  will invoke these callbacks.  If the app's callback(s) do not explicitly
dludwig@9154
   567
 *  mark the event as handled by the time they return, or if the app never
dludwig@9154
   568
 *  registers one of these callback, the OS will consider the event
dludwig@9154
   569
 *  un-handled, and it will apply its default back button behavior (terminate
dludwig@9154
   570
 *  the app).
dludwig@9154
   571
 *
dludwig@9154
   572
 *  SDL registers its own back-button-press callback with the Windows Phone
dludwig@9154
   573
 *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
dludwig@9154
   574
 *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
dludwig@9154
   575
 *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
dludwig@9154
   576
 *  If the hint's value is set to "1", the back button event's Handled
dludwig@9154
   577
 *  property will get set to 'true'.  If the hint's value is set to something
dludwig@9154
   578
 *  else, or if it is unset, SDL will leave the event's Handled property
dludwig@9154
   579
 *  alone.  (By default, the OS sets this property to 'false', to note.)
dludwig@9154
   580
 *
dludwig@9154
   581
 *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
dludwig@9154
   582
 *  back button is pressed, or can set it in direct-response to a back button
dludwig@9154
   583
 *  being pressed.
dludwig@9154
   584
 *
dludwig@9154
   585
 *  In order to get notified when a back button is pressed, SDL apps should
dludwig@9154
   586
 *  register a callback function with SDL_AddEventWatch(), and have it listen
dludwig@9154
   587
 *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
dludwig@9154
   588
 *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
dludwig@9154
   589
 *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
dludwig@9154
   590
 *  set by such a callback, will be applied to the OS' current
dludwig@9154
   591
 *  back-button-press event.
dludwig@9154
   592
 *
dludwig@9154
   593
 *  More details on back button behavior in Windows Phone apps can be found
dludwig@9154
   594
 *  at the following page, on Microsoft's developer site:
dludwig@8577
   595
 *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
dludwig@8577
   596
 */
philipp@8695
   597
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
dludwig@8577
   598
dludwig@8576
   599
/**
icculus@8295
   600
 *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
icculus@8295
   601
 *
icculus@8295
   602
 *  This hint only applies to Mac OS X.
icculus@8295
   603
 *
icculus@8295
   604
 *  The variable can be set to the following values:
icculus@8295
   605
 *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
icculus@8295
   606
 *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
icculus@8295
   607
 *                button on their titlebars).
icculus@8295
   608
 *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
icculus@8295
   609
 *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
philipp@8693
   610
 *                button on their titlebars).
icculus@8295
   611
 *
icculus@8295
   612
 *  The default value is "1". Spaces are disabled regardless of this hint if
icculus@8295
   613
 *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
icculus@8295
   614
 *   any windows are created.
icculus@8295
   615
 */
icculus@8295
   616
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
icculus@8295
   617
alexey@8896
   618
/**
alfred@9820
   619
*  \brief  When set don't force the SDL app to become a foreground process
alfred@9820
   620
*
alfred@9820
   621
*  This hint only applies to Mac OS X.
alfred@9820
   622
*
alfred@9820
   623
*/
alfred@9820
   624
#define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
philipp@9868
   625
alfred@9820
   626
/**
alexey@8896
   627
 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
philipp@9868
   628
 *
philipp@9868
   629
 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
philipp@9868
   630
 *
philipp@9868
   631
 * If both hints were set then SDL_RWFromFile() will look into expansion files
philipp@9868
   632
 * after a given relative path was not found in the internal storage and assets.
philipp@9868
   633
 *
philipp@9868
   634
 * By default this hint is not set and the APK expansion files are not searched.
alexey@8896
   635
 */
alexey@8896
   636
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
alexey@8896
   637
 
alexey@8896
   638
/**
alexey@8896
   639
 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
philipp@9868
   640
 *
philipp@9868
   641
 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
philipp@9868
   642
 *
philipp@9868
   643
 * If both hints were set then SDL_RWFromFile() will look into expansion files
philipp@9868
   644
 * after a given relative path was not found in the internal storage and assets.
philipp@9868
   645
 *
philipp@9868
   646
 * By default this hint is not set and the APK expansion files are not searched.
alexey@8896
   647
 */
alexey@8897
   648
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
alexey@8896
   649
alex@9097
   650
/**
philipp@9118
   651
 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
alex@9097
   652
 *
alex@9097
   653
 * The variable can be set to the following values:
philipp@9118
   654
 *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
alex@9097
   655
 *               responsibility to render the text from these events and 
alex@9097
   656
 *               differentiate it somehow from committed text. (default)
philipp@9118
   657
 *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
alex@9097
   658
 *               and text that is being composed will be rendered in its own UI.
alex@9097
   659
 */
slouken@9098
   660
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
icculus@8295
   661
joseba@9438
   662
 /**
joseba@9438
   663
 * \brief A variable to control whether mouse and touch events are to be treated together or separately
joseba@9438
   664
 *
joseba@9438
   665
 * The variable can be set to the following values:
joseba@9438
   666
 *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse
joseba@9438
   667
 *               events. This is the behaviour of SDL <= 2.0.3. (default)
joseba@9438
   668
 *   "1"       - Mouse events will be handled separately from pure touch events.
joseba@9438
   669
 *
joseba@9438
   670
 * The value of this hint is used at runtime, so it can be changed at any time.
joseba@9438
   671
 */
joseba@9438
   672
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
joseba@9438
   673
icculus@8295
   674
/**
icculus@9278
   675
 *  \brief override the binding element for keyboard inputs for Emscripten builds
icculus@9278
   676
 *
icculus@9278
   677
 * This hint only applies to the emscripten platform
icculus@9278
   678
 *
icculus@9278
   679
 * The variable can be one of
icculus@9278
   680
 *    "#window"      - The javascript window object (this is the default)
icculus@9278
   681
 *    "#document"    - The javascript document object
icculus@9278
   682
 *    "#screen"      - the javascript window.screen object
icculus@9278
   683
 *    "#canvas"      - the WebGL canvas element
philipp@9292
   684
 *    any other string without a leading # sign applies to the element on the page with that ID.
icculus@9278
   685
 */
icculus@9278
   686
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
icculus@9278
   687
icculus@9278
   688
/**
icculus@9435
   689
 *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
icculus@9434
   690
 *
icculus@9434
   691
 * This hint only applies to Unix-like platforms.
icculus@9434
   692
 *
icculus@9434
   693
 * The variable can be set to the following values:
icculus@9435
   694
 *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
icculus@9435
   695
 *               catches a signal, convert it into an SDL_QUIT event.
icculus@9435
   696
 *   "1"       - SDL will not install a signal handler at all.
icculus@9434
   697
 */
icculus@9435
   698
#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
icculus@9434
   699
icculus@9434
   700
/**
andrewb@9829
   701
 *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
andrewb@9829
   702
 *
andrewb@9829
   703
 * The variable can be set to the following values:
andrewb@9829
   704
 *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
andrewb@9829
   705
 *   "1"       - SDL will only do normal key handling for Alt+F4.
andrewb@9829
   706
 */
andrewb@9829
   707
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4	"SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
andrewb@9829
   708
andrewb@9829
   709
/**
slouken@10404
   710
 *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
slouken@10404
   711
 *
slouken@10404
   712
 * The bitmap header version 4 is required for proper alpha channel support and
slouken@10404
   713
 * SDL will use it when required. Should this not be desired, this hint can
slouken@10404
   714
 * force the use of the 40 byte header version which is supported everywhere.
slouken@10404
   715
 *
slouken@10404
   716
 * The variable can be set to the following values:
slouken@10404
   717
 *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
slouken@10404
   718
 *               32-bit BMP file with an alpha mask. SDL will use the bitmap
slouken@10404
   719
 *               header version 4 and set the alpha mask accordingly.
slouken@10404
   720
 *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
slouken@10404
   721
 *               32-bit BMP file without an alpha mask. The alpha channel data
slouken@10404
   722
 *               will be in the file, but applications are going to ignore it.
slouken@10404
   723
 *
slouken@10404
   724
 * The default value is "0".
slouken@10404
   725
 */
slouken@10404
   726
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
slouken@10404
   727
slouken@10404
   728
/**
icculus@11069
   729
 * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
icculus@11069
   730
 *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a
icculus@11069
   731
 *        thread's name, but it tends to cause problems with other debuggers,
icculus@11069
   732
 *        and the .NET runtime. Note that SDL 2.0.6 and later will still use
icculus@11069
   733
 *        the (safer) SetThreadDescription API, introduced in the Windows 10
icculus@11069
   734
 *        Creators Update, if available.
flibitijibibo@10498
   735
 *
flibitijibibo@10498
   736
 * The variable can be set to the following values:
flibitijibibo@10498
   737
 *   "0"       - SDL will raise the 0x406D1388 Exception to name threads.
icculus@11069
   738
 *               This is the default behavior of SDL <= 2.0.4.
icculus@11069
   739
 *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default)
icculus@11069
   740
 *               This is necessary with .NET languages or debuggers that aren't Visual Studio.
flibitijibibo@10498
   741
 */
flibitijibibo@10498
   742
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
flibitijibibo@10498
   743
flibitijibibo@10498
   744
/**
slouken@10553
   745
 * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
slouken@10553
   746
 *
slouken@10553
   747
 * Also known as Z-order. The variable can take a negative or positive value.
slouken@10553
   748
 * The default is 10000.
slouken@10553
   749
 */
slouken@10553
   750
#define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
slouken@10553
   751
slouken@10553
   752
/**
slouken@10806
   753
 *  \brief  A variable controlling what driver to use for OpenGL ES contexts.
slouken@10806
   754
 *
slouken@10806
   755
 *  On some platforms, currently Windows and X11, OpenGL drivers may support
slouken@10806
   756
 *  creating contexts with an OpenGL ES profile. By default SDL uses these
slouken@10806
   757
 *  profiles, when available, otherwise it attempts to load an OpenGL ES
slouken@10806
   758
 *  library, e.g. that provided by the ANGLE project. This variable controls
slouken@10806
   759
 *  whether SDL follows this default behaviour or will always load an
slouken@10806
   760
 *  OpenGL ES library.
slouken@10806
   761
 *
slouken@10806
   762
 *  Circumstances where this is useful include
slouken@10806
   763
 *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
slouken@10806
   764
 *    or emulator, e.g. those from ARM, Imagination or Qualcomm.
slouken@10806
   765
 *  - Resolving OpenGL ES function addresses at link time by linking with
slouken@10806
   766
 *    the OpenGL ES library instead of querying them at run time with
philipp@10812
   767
 *    SDL_GL_GetProcAddress().
slouken@10806
   768
 *
slouken@10806
   769
 *  Caution: for an application to work with the default behaviour across
philipp@10812
   770
 *  different OpenGL drivers it must query the OpenGL ES function
philipp@10812
   771
 *  addresses at run time using SDL_GL_GetProcAddress().
slouken@10806
   772
 *
slouken@10806
   773
 *  This variable is ignored on most platforms because OpenGL ES is native
slouken@10806
   774
 *  or not supported.
slouken@10806
   775
 *
slouken@10806
   776
 *  This variable can be set to the following values:
slouken@10806
   777
 *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.)
slouken@10806
   778
 *    "1"       - Load OpenGL ES library using the default library names.
slouken@10806
   779
 *
slouken@10806
   780
 */
slouken@10806
   781
#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
slouken@10806
   782
slouken@10806
   783
/**
icculus@10849
   784
 *  \brief  A variable controlling speed/quality tradeoff of audio resampling.
icculus@10849
   785
 *
icculus@10849
   786
 *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
icculus@10849
   787
 *  to handle audio resampling. There are different resampling modes available
slouken@10852
   788
 *  that produce different levels of quality, using more CPU.
icculus@10849
   789
 *
icculus@10849
   790
 *  If this hint isn't specified to a valid setting, or libsamplerate isn't
slouken@10852
   791
 *  available, SDL will use the default, internal resampling algorithm.
icculus@10849
   792
 *
icculus@10849
   793
 *  Note that this is currently only applicable to resampling audio that is
icculus@10849
   794
 *  being written to a device for playback or audio being read from a device
slouken@10852
   795
 *  for capture. SDL_AudioCVT always uses the default resampler (although this
icculus@10849
   796
 *  might change for SDL 2.1).
icculus@10849
   797
 *
slouken@10852
   798
 *  This hint is currently only checked at audio subsystem initialization.
icculus@10849
   799
 *
icculus@10849
   800
 *  This variable can be set to the following values:
icculus@10849
   801
 *
slouken@10852
   802
 *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
slouken@10852
   803
 *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
slouken@10852
   804
 *    "2" or "medium"  - Use medium quality resampling, if available
slouken@10852
   805
 *    "3" or "best"    - Use high quality resampling, if available
icculus@10849
   806
 */
slouken@10852
   807
#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
icculus@10849
   808
icculus@10849
   809
/**
slouken@5189
   810
 *  \brief  An enumeration of hint priorities
slouken@5189
   811
 */
slouken@5189
   812
typedef enum
slouken@5189
   813
{
slouken@5189
   814
    SDL_HINT_DEFAULT,
slouken@5189
   815
    SDL_HINT_NORMAL,
slouken@5189
   816
    SDL_HINT_OVERRIDE
slouken@5189
   817
} SDL_HintPriority;
slouken@5189
   818
slouken@5189
   819
slouken@5189
   820
/**
slouken@5200
   821
 *  \brief Set a hint with a specific priority
slouken@5189
   822
 *
slouken@5189
   823
 *  The priority controls the behavior when setting a hint that already
slouken@5189
   824
 *  has a value.  Hints will replace existing hints of their priority and
slouken@5189
   825
 *  lower.  Environment variables are considered to have override priority.
slouken@7191
   826
 *
slouken@5189
   827
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5189
   828
 */
slouken@5200
   829
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
slouken@5200
   830
                                                         const char *value,
slouken@5200
   831
                                                         SDL_HintPriority priority);
slouken@5200
   832
slouken@5200
   833
/**
slouken@5200
   834
 *  \brief Set a hint with normal priority
slouken@7191
   835
 *
slouken@5200
   836
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5200
   837
 */
slouken@5189
   838
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
slouken@5200
   839
                                             const char *value);
slouken@5200
   840
slouken@5189
   841
/**
slouken@5189
   842
 *  \brief Get a hint
slouken@7191
   843
 *
slouken@5189
   844
 *  \return The string value of a hint variable.
slouken@5189
   845
 */
slouken@5189
   846
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
slouken@5189
   847
slouken@5189
   848
/**
slouken@10499
   849
 *  \brief Get a hint
slouken@10499
   850
 *
slouken@10499
   851
 *  \return The boolean value of a hint variable.
slouken@10499
   852
 */
slouken@10499
   853
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
slouken@10499
   854
slouken@10499
   855
/**
slouken@10636
   856
 * \brief type definition of the hint callback function.
slouken@10636
   857
 */
slouken@10636
   858
typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
slouken@10636
   859
slouken@10636
   860
/**
slouken@7432
   861
 *  \brief Add a function to watch a particular hint
slouken@7432
   862
 *
slouken@7432
   863
 *  \param name The hint to watch
slouken@7432
   864
 *  \param callback The function to call when the hint value changes
slouken@7432
   865
 *  \param userdata A pointer to pass to the callback function
slouken@7432
   866
 */
slouken@7432
   867
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
slouken@7432
   868
                                                 SDL_HintCallback callback,
slouken@7432
   869
                                                 void *userdata);
slouken@7432
   870
slouken@7432
   871
/**
slouken@7432
   872
 *  \brief Remove a function watching a particular hint
slouken@7432
   873
 *
slouken@7432
   874
 *  \param name The hint being watched
slouken@7432
   875
 *  \param callback The function being called when the hint value changes
slouken@7432
   876
 *  \param userdata A pointer being passed to the callback function
slouken@7432
   877
 */
slouken@7432
   878
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
slouken@7432
   879
                                                 SDL_HintCallback callback,
slouken@7432
   880
                                                 void *userdata);
slouken@7432
   881
slouken@7432
   882
/**
slouken@5189
   883
 *  \brief  Clear all hints
slouken@5189
   884
 *
slouken@5189
   885
 *  This function is called during SDL_Quit() to free stored hints.
slouken@5189
   886
 */
slouken@5272
   887
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
slouken@5189
   888
slouken@5189
   889
slouken@5189
   890
/* Ends C function definitions when using C++ */
slouken@5189
   891
#ifdef __cplusplus
slouken@5189
   892
}
slouken@5189
   893
#endif
slouken@5189
   894
#include "close_code.h"
slouken@5189
   895
philipp@10716
   896
#endif /* SDL_hints_h_ */
slouken@5189
   897
slouken@5189
   898
/* vi: set ts=4 sw=4 expandtab: */