slouken@5189
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/*
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slouken@5535
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Simple DirectMedia Layer
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slouken@11811
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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slouken@5189
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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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slouken@5189
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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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slouken@5189
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slouken@5535
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1. The origin of this software must not be misrepresented; you must not
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slouken@5535
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claim that you wrote the original software. If you use this software
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slouken@5535
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in a product, an acknowledgment in the product documentation would be
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slouken@5535
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appreciated but is not required.
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slouken@5535
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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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slouken@5189
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slouken@5189
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/**
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slouken@5189
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* \file SDL_hints.h
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slouken@7191
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*
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slouken@5189
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* Official documentation for SDL configuration variables
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slouken@5189
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*
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slouken@5189
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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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slouken@5189
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*
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slouken@5189
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* The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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slouken@5189
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* the environment variable that can be used to override the default.
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slouken@5189
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*
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slouken@5189
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* In general these hints are just that - they may or may not be
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slouken@5189
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* supported or applicable on any given platform, but they provide
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slouken@5189
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* a way for an application or user to give the library a hint as
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slouken@5189
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* to how they would like the library to work.
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slouken@5189
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*/
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slouken@5189
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philipp@10716
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#ifndef SDL_hints_h_
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philipp@10716
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#define SDL_hints_h_
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slouken@5189
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slouken@5189
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#include "SDL_stdinc.h"
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slouken@5189
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slouken@5189
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#include "begin_code.h"
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slouken@5189
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/* Set up for C function definitions, even when using C++ */
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slouken@5189
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#ifdef __cplusplus
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slouken@5189
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extern "C" {
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slouken@5189
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#endif
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slouken@5189
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slouken@5190
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/**
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jorgen@7328
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* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
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slouken@5190
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*
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jorgen@7328
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* SDL can try to accelerate the SDL screen surface by using streaming
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slouken@5190
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* textures with a 3D rendering engine. This variable controls whether and
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slouken@5190
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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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slouken@5190
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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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slouken@5190
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*
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slouken@5190
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* By default SDL tries to make a best guess for each platform whether
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slouken@5190
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* to use acceleration or not.
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slouken@5190
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*/
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slouken@5190
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#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
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slouken@5189
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slouken@5192
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/**
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slouken@5192
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* \brief A variable specifying which render driver to use.
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slouken@5192
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*
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slouken@5192
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* If the application doesn't pick a specific renderer to use, this variable
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slouken@5192
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* specifies the name of the preferred renderer. If the preferred renderer
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slouken@5192
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* can't be initialized, the normal default renderer is used.
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slouken@5192
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*
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slouken@5192
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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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slouken@5233
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* "opengles2"
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* "opengles"
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icculus@11745
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* "metal"
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* "software"
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slouken@5233
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*
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slouken@5233
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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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slouken@5192
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*/
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slouken@5192
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#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
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slouken@5192
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slouken@5192
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/**
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slouken@5233
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* \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
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slouken@5233
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*
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slouken@5233
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* This variable can be set to the following values:
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* "0" - Disable shaders
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slouken@5233
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* "1" - Enable shaders
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slouken@5233
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*
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slouken@5233
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* By default shaders are used if OpenGL supports them.
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slouken@5233
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*/
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slouken@5233
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#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
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slouken@5233
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slouken@5233
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/**
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slouken@7764
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* \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
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slouken@7764
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*
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slouken@7764
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* This variable can be set to the following values:
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slouken@7764
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* "0" - Thread-safety is not enabled (faster)
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slouken@7764
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* "1" - Thread-safety is enabled
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slouken@7764
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*
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slouken@7764
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* By default the Direct3D device is created with thread-safety disabled.
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slouken@7764
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*/
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slouken@7764
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#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
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slouken@7764
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slouken@7764
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/**
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slouken@8583
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* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
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slouken@8583
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*
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slouken@8583
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* This variable does not have any effect on the Direct3D 9 based renderer.
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slouken@8583
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*
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slouken@8583
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* This variable can be set to the following values:
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slouken@8583
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* "0" - Disable Debug Layer use
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slouken@8583
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* "1" - Enable Debug Layer use
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slouken@8583
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*
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slouken@8583
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* By default, SDL does not use Direct3D Debug Layer.
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slouken@8583
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*/
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philipp@8695
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#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
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slouken@8583
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slouken@8583
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/**
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ewing@11072
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* \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
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ewing@11072
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*
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ewing@11072
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* This variable can be set to the following values:
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ewing@11072
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* "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
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ewing@11072
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* "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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ewing@11072
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*
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ewing@11072
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* By default letterbox is used
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ewing@11072
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*/
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philipp@11079
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#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
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ewing@11072
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ewing@11072
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/**
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slouken@5484
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* \brief A variable controlling the scaling quality
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slouken@5484
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*
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slouken@5484
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* This variable can be set to the following values:
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slouken@5484
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* "0" or "nearest" - Nearest pixel sampling
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slouken@5484
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* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
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icculus@7577
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* "2" or "best" - Currently this is the same as "linear"
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slouken@5484
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*
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slouken@5484
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* By default nearest pixel sampling is used
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slouken@5484
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*/
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slouken@5484
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#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
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slouken@5484
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slouken@5484
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/**
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jorgen@7328
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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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slouken@5192
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*
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slouken@5192
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* This variable can be set to the following values:
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slouken@5192
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* "0" - Disable vsync
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slouken@5192
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* "1" - Enable vsync
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slouken@5192
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*
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slouken@5192
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* By default SDL does not sync screen surface updates with vertical refresh.
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slouken@5192
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*/
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slouken@5192
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#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
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slouken@6472
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slouken@6472
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/**
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slouken@8266
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* \brief A variable controlling whether the screensaver is enabled.
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dludwig@8533
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*
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dludwig@8533
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* This variable can be set to the following values:
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slouken@8266
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* "0" - Disable screensaver
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slouken@8266
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* "1" - Enable screensaver
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dludwig@8533
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*
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slouken@8266
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* By default SDL will disable the screensaver.
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dludwig@8533
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*/
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slouken@8266
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#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
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dludwig@8533
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dludwig@8533
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/**
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slouken@6472
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* \brief A variable controlling whether the X11 VidMode extension should be used.
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slouken@6472
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*
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slouken@6472
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* This variable can be set to the following values:
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slouken@6472
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* "0" - Disable XVidMode
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slouken@6472
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* "1" - Enable XVidMode
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slouken@6472
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*
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slouken@6472
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* By default SDL will use XVidMode if it is available.
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slouken@6472
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*/
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slouken@6472
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#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
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slouken@6472
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slouken@6472
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/**
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slouken@6472
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* \brief A variable controlling whether the X11 Xinerama extension should be used.
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slouken@6472
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*
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slouken@6472
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* This variable can be set to the following values:
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slouken@6472
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* "0" - Disable Xinerama
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slouken@6472
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* "1" - Enable Xinerama
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slouken@6472
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*
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slouken@6472
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* By default SDL will use Xinerama if it is available.
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slouken@6472
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*/
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slouken@6472
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#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
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slouken@6472
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slouken@6472
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/**
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slouken@6472
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* \brief A variable controlling whether the X11 XRandR extension should be used.
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slouken@6472
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*
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slouken@6472
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* This variable can be set to the following values:
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slouken@6472
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* "0" - Disable XRandR
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slouken@6472
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* "1" - Enable XRandR
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slouken@6472
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*
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slouken@6558
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* By default SDL will not use XRandR because of window manager issues.
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slouken@6472
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*/
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slouken@6472
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#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
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slouken@6472
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tim@5554
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/**
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slouken@9899
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* \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
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slouken@9899
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*
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slouken@9899
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* This variable can be set to the following values:
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slouken@9899
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* "0" - Disable _NET_WM_PING
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slouken@9899
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* "1" - Enable _NET_WM_PING
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slouken@9899
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*
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slouken@9899
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* By default SDL will use _NET_WM_PING, but for applications that know they
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slouken@9899
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* will not always be able to respond to ping requests in a timely manner they can
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slouken@9899
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* turn it off to avoid the window manager thinking the app is hung.
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slouken@9899
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* The hint is checked in CreateWindow.
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slouken@9899
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*/
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slouken@9899
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#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
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slouken@9899
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slouken@9899
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/**
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slouken@11876
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* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
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slouken@11876
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*
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slouken@11876
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* This variable can be set to the following values:
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slouken@11876
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* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
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slouken@11876
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* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
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slouken@11876
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*
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slouken@11876
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* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
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slouken@11876
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*
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slouken@11876
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*/
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slouken@11876
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#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
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slouken@11876
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slouken@11876
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/**
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slouken@8813
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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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slouken@8813
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*
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slouken@8813
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* This variable can be set to the following values:
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slouken@8813
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* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
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slouken@8813
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* "1" - The window frame is interactive when the cursor is hidden
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slouken@8813
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*
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slouken@8813
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* By default SDL will allow interaction with the window frame when the cursor is hidden
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slouken@8813
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*/
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slouken@8813
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#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
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slouken@8813
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slouken@8813
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237 |
/**
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slouken@11261
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238 |
* \brief A variable to specify custom icon resource id from RC file on Windows platform
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slouken@11261
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*/
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slouken@11261
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240 |
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
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slouken@11261
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241 |
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
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slouken@11261
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242 |
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slouken@11261
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243 |
/**
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slouken@8814
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244 |
* \brief A variable controlling whether the windows message loop is processed by SDL
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slouken@8814
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245 |
*
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slouken@8814
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246 |
* This variable can be set to the following values:
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slouken@8814
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247 |
* "0" - The window message loop is not run
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slouken@8814
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248 |
* "1" - The window message loop is processed in SDL_PumpEvents()
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slouken@8814
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249 |
*
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slouken@8814
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250 |
* By default SDL will process the windows message loop
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slouken@8814
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251 |
*/
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slouken@8814
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252 |
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
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slouken@8814
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253 |
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slouken@8814
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254 |
/**
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slouken@6662
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255 |
* \brief A variable controlling whether grabbing input grabs the keyboard
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slouken@6662
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256 |
*
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slouken@6662
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257 |
* This variable can be set to the following values:
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slouken@6662
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258 |
* "0" - Grab will affect only the mouse
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slouken@6662
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259 |
* "1" - Grab will affect mouse and keyboard
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slouken@6662
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260 |
*
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slouken@6662
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261 |
* By default SDL will not grab the keyboard so system shortcuts still work.
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slouken@6662
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262 |
*/
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slouken@6662
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263 |
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
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slouken@6662
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264 |
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slouken@6662
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265 |
/**
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slouken@10673
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266 |
* \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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slouken@10673
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267 |
*/
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slouken@10673
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268 |
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
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slouken@10673
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269 |
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slouken@10673
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270 |
/**
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slouken@10673
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271 |
* \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
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slouken@10673
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272 |
*/
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slouken@10673
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273 |
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
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slouken@10673
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274 |
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slouken@10673
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275 |
/**
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slouken@10378
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276 |
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
|
slouken@10378
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277 |
*
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slouken@10378
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278 |
* This variable can be set to the following values:
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slouken@10378
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279 |
* "0" - Relative mouse mode uses raw input
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slouken@10378
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280 |
* "1" - Relative mouse mode uses mouse warping
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slouken@10378
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281 |
*
|
slouken@10378
|
282 |
* By default SDL will use raw input for relative mouse mode
|
slouken@10378
|
283 |
*/
|
slouken@8071
|
284 |
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
|
slouken@8071
|
285 |
|
slouken@8071
|
286 |
/**
|
slouken@10378
|
287 |
* \brief Allow mouse click events when clicking to focus an SDL window
|
slouken@10378
|
288 |
*
|
slouken@10378
|
289 |
* This variable can be set to the following values:
|
slouken@10378
|
290 |
* "0" - Ignore mouse clicks that activate a window
|
slouken@10378
|
291 |
* "1" - Generate events for mouse clicks that activate a window
|
slouken@10378
|
292 |
*
|
slouken@10378
|
293 |
* By default SDL will ignore mouse clicks that activate a window
|
slouken@10378
|
294 |
*/
|
slouken@10378
|
295 |
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
|
slouken@10378
|
296 |
|
slouken@10378
|
297 |
/**
|
slouken@11182
|
298 |
* \brief A variable controlling whether touch events should generate synthetic mouse events
|
slouken@11182
|
299 |
*
|
slouken@11182
|
300 |
* This variable can be set to the following values:
|
slouken@11182
|
301 |
* "0" - Touch events will not generate mouse events
|
slouken@11182
|
302 |
* "1" - Touch events will generate mouse events
|
slouken@11182
|
303 |
*
|
slouken@11182
|
304 |
* By default SDL will generate mouse events for touch events
|
slouken@11182
|
305 |
*/
|
slouken@11182
|
306 |
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
|
slouken@11182
|
307 |
|
slouken@11182
|
308 |
/**
|
slouken@8071
|
309 |
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
|
slouken@6755
|
310 |
*
|
slouken@6755
|
311 |
*/
|
slouken@6755
|
312 |
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
|
slouken@6755
|
313 |
|
slouken@7968
|
314 |
/**
|
tim@5555
|
315 |
* \brief A variable controlling whether the idle timer is disabled on iOS.
|
tim@5555
|
316 |
*
|
tim@5555
|
317 |
* When an iOS app does not receive touches for some time, the screen is
|
tim@5555
|
318 |
* dimmed automatically. For games where the accelerometer is the only input
|
tim@5555
|
319 |
* this is problematic. This functionality can be disabled by setting this
|
tim@5555
|
320 |
* hint.
|
tim@5555
|
321 |
*
|
philipp@10455
|
322 |
* As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
|
philipp@10455
|
323 |
* accomplish the same thing on iOS. They should be preferred over this hint.
|
slime73@9603
|
324 |
*
|
tim@5555
|
325 |
* This variable can be set to the following values:
|
tim@5555
|
326 |
* "0" - Enable idle timer
|
tim@5555
|
327 |
* "1" - Disable idle timer
|
tim@5555
|
328 |
*/
|
tim@5555
|
329 |
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
|
slouken@7191
|
330 |
|
tim@5555
|
331 |
/**
|
tim@5554
|
332 |
* \brief A variable controlling which orientations are allowed on iOS.
|
tim@5554
|
333 |
*
|
tim@5554
|
334 |
* In some circumstances it is necessary to be able to explicitly control
|
tim@5554
|
335 |
* which UI orientations are allowed.
|
tim@5554
|
336 |
*
|
tim@5554
|
337 |
* This variable is a space delimited list of the following values:
|
tim@5554
|
338 |
* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
|
tim@5554
|
339 |
*/
|
tim@5554
|
340 |
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
|
slime73@10340
|
341 |
|
slime73@10340
|
342 |
/**
|
slime73@10340
|
343 |
* \brief A variable controlling whether controllers used with the Apple TV
|
slime73@10340
|
344 |
* generate UI events.
|
slime73@10340
|
345 |
*
|
slime73@10340
|
346 |
* When UI events are generated by controller input, the app will be
|
slime73@10340
|
347 |
* backgrounded when the Apple TV remote's menu button is pressed, and when the
|
slime73@10340
|
348 |
* pause or B buttons on gamepads are pressed.
|
slime73@10340
|
349 |
*
|
slime73@10340
|
350 |
* More information about properly making use of controllers for the Apple TV
|
slime73@10340
|
351 |
* can be found here:
|
slime73@10352
|
352 |
* https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
|
slime73@10340
|
353 |
*
|
slime73@10340
|
354 |
* This variable can be set to the following values:
|
slime73@10340
|
355 |
* "0" - Controller input does not generate UI events (the default).
|
slime73@10340
|
356 |
* "1" - Controller input generates UI events.
|
slime73@10340
|
357 |
*/
|
slime73@10340
|
358 |
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
|
slime73@10340
|
359 |
|
philipp@9684
|
360 |
/**
|
slime73@10351
|
361 |
* \brief A variable controlling whether the Apple TV remote's joystick axes
|
slime73@10351
|
362 |
* will automatically match the rotation of the remote.
|
slime73@10351
|
363 |
*
|
slime73@10351
|
364 |
* This variable can be set to the following values:
|
slime73@10351
|
365 |
* "0" - Remote orientation does not affect joystick axes (the default).
|
slime73@10351
|
366 |
* "1" - Joystick axes are based on the orientation of the remote.
|
slime73@10351
|
367 |
*/
|
slime73@10351
|
368 |
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
|
slime73@10351
|
369 |
|
gabomdq@7907
|
370 |
/**
|
slouken@11841
|
371 |
* \brief A variable controlling whether the home indicator bar on iPhone X
|
slouken@11841
|
372 |
* should be hidden.
|
slouken@11841
|
373 |
*
|
slouken@11841
|
374 |
* This variable can be set to the following values:
|
slouken@11841
|
375 |
* "0" - The indicator bar is not hidden (default for windowed applications)
|
slouken@11841
|
376 |
* "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
|
slouken@11841
|
377 |
* "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
|
slouken@11841
|
378 |
*/
|
slouken@11841
|
379 |
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
|
slouken@11841
|
380 |
|
slouken@11841
|
381 |
/**
|
slime73@9489
|
382 |
* \brief A variable controlling whether the Android / iOS built-in
|
slouken@11845
|
383 |
* accelerometer should be listed as a joystick device.
|
gabomdq@7907
|
384 |
*
|
gabomdq@7907
|
385 |
* This variable can be set to the following values:
|
slouken@11845
|
386 |
* "0" - The accelerometer is not listed as a joystick
|
slouken@11845
|
387 |
* "1" - The accelerometer is available as a 3 axis joystick (the default).
|
gabomdq@7907
|
388 |
*/
|
slouken@8274
|
389 |
#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
|
slouken@5192
|
390 |
|
slouken@5189
|
391 |
/**
|
slouken@11896
|
392 |
* \brief A variable controlling whether the Android / tvOS remotes
|
slouken@11845
|
393 |
* should be listed as joystick devices, instead of sending keyboard events.
|
slouken@11845
|
394 |
*
|
slouken@11845
|
395 |
* This variable can be set to the following values:
|
slouken@11845
|
396 |
* "0" - Remotes send enter/escape/arrow key events
|
slouken@11845
|
397 |
* "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
|
slouken@11845
|
398 |
*/
|
slouken@11845
|
399 |
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
|
slouken@11845
|
400 |
|
slouken@11845
|
401 |
/**
|
urkle@6965
|
402 |
* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
|
urkle@6965
|
403 |
*
|
urkle@6965
|
404 |
* The variable can be set to the following values:
|
philipp@8221
|
405 |
* "0" - Disable XInput detection (only uses direct input)
|
philipp@8221
|
406 |
* "1" - Enable XInput detection (the default)
|
urkle@6965
|
407 |
*/
|
icculus@6990
|
408 |
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
|
urkle@6965
|
409 |
|
urkle@6965
|
410 |
/**
|
slouken@8920
|
411 |
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
|
slouken@8920
|
412 |
*
|
slouken@8920
|
413 |
* This hint is for backwards compatibility only and will be removed in SDL 2.1
|
slouken@8920
|
414 |
*
|
slouken@8920
|
415 |
* The default value is "0". This hint must be set before SDL_Init()
|
slouken@8920
|
416 |
*/
|
slouken@8920
|
417 |
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
|
slouken@8920
|
418 |
|
slouken@8920
|
419 |
/**
|
slouken@11201
|
420 |
* \brief A variable that lets you manually hint extra gamecontroller db entries.
|
slouken@7191
|
421 |
*
|
slouken@6982
|
422 |
* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
|
slouken@6980
|
423 |
*
|
slouken@6980
|
424 |
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
slouken@6982
|
425 |
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
slouken@6690
|
426 |
*/
|
slouken@6690
|
427 |
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
|
slouken@6690
|
428 |
|
slouken@11201
|
429 |
/**
|
slouken@11201
|
430 |
* \brief A variable containing a list of devices to skip when scanning for game controllers.
|
slouken@11201
|
431 |
*
|
slouken@11201
|
432 |
* The format of the string is a comma separated list of USB VID/PID pairs
|
slouken@11201
|
433 |
* in hexadecimal form, e.g.
|
slouken@11201
|
434 |
*
|
slouken@11201
|
435 |
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
slouken@11201
|
436 |
*
|
slouken@11201
|
437 |
* The variable can also take the form of @file, in which case the named
|
slouken@11201
|
438 |
* file will be loaded and interpreted as the value of the variable.
|
slouken@11201
|
439 |
*/
|
slouken@11201
|
440 |
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
|
slouken@11201
|
441 |
|
slouken@11201
|
442 |
/**
|
slouken@11201
|
443 |
* \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
|
slouken@11201
|
444 |
*
|
slouken@11201
|
445 |
* The format of the string is a comma separated list of USB VID/PID pairs
|
slouken@11201
|
446 |
* in hexadecimal form, e.g.
|
slouken@11201
|
447 |
*
|
slouken@11201
|
448 |
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
|
slouken@11201
|
449 |
*
|
slouken@11201
|
450 |
* The variable can also take the form of @file, in which case the named
|
slouken@11201
|
451 |
* file will be loaded and interpreted as the value of the variable.
|
slouken@11201
|
452 |
*/
|
slouken@11201
|
453 |
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
|
slouken@6690
|
454 |
|
slouken@6690
|
455 |
/**
|
jorgen@7279
|
456 |
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
|
jorgen@7279
|
457 |
*
|
jorgen@7279
|
458 |
* The variable can be set to the following values:
|
jorgen@7279
|
459 |
* "0" - Disable joystick & gamecontroller input events when the
|
jorgen@7279
|
460 |
* application is in the background.
|
jorgen@7279
|
461 |
* "1" - Enable joystick & gamecontroller input events when the
|
philipp@8221
|
462 |
* application is in the background.
|
slouken@7432
|
463 |
*
|
slouken@7432
|
464 |
* The default value is "0". This hint may be set at any time.
|
jorgen@7279
|
465 |
*/
|
jorgen@7279
|
466 |
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
|
jorgen@7279
|
467 |
|
jorgen@7279
|
468 |
/**
|
slouken@12088
|
469 |
* \brief A variable controlling whether the HIDAPI joystick drivers should be used.
|
slouken@12088
|
470 |
*
|
slouken@12088
|
471 |
* This variable can be set to the following values:
|
slouken@12088
|
472 |
* "0" - HIDAPI drivers are not used
|
slouken@12088
|
473 |
* "1" - HIDAPI drivers are used (the default)
|
slouken@12088
|
474 |
*
|
slouken@12088
|
475 |
* This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
|
slouken@12088
|
476 |
*/
|
slouken@12088
|
477 |
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
|
slouken@12088
|
478 |
|
slouken@12088
|
479 |
/**
|
slouken@12088
|
480 |
* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
|
slouken@12088
|
481 |
*
|
slouken@12088
|
482 |
* This variable can be set to the following values:
|
slouken@12088
|
483 |
* "0" - HIDAPI driver is not used
|
slouken@12088
|
484 |
* "1" - HIDAPI driver is used
|
slouken@12088
|
485 |
*
|
slouken@12088
|
486 |
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
slouken@12088
|
487 |
*/
|
slouken@12088
|
488 |
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
|
slouken@12088
|
489 |
|
slouken@12088
|
490 |
/**
|
slouken@12163
|
491 |
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
|
slouken@12163
|
492 |
*
|
slouken@12163
|
493 |
* This variable can be set to the following values:
|
slouken@12163
|
494 |
* "0" - extended reports are not enabled (the default)
|
slouken@12163
|
495 |
* "1" - extended reports
|
slouken@12163
|
496 |
*
|
slouken@12163
|
497 |
* Extended input reports allow rumble on Bluetooth PS4 controllers, but
|
slouken@12163
|
498 |
* break DirectInput handling for applications that don't use SDL.
|
slouken@12163
|
499 |
*
|
slouken@12163
|
500 |
* Once extended reports are enabled, they can not be disabled without
|
slouken@12163
|
501 |
* power cycling the controller.
|
slouken@12163
|
502 |
*/
|
slouken@12163
|
503 |
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
|
slouken@12163
|
504 |
|
slouken@12163
|
505 |
/**
|
slouken@12088
|
506 |
* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
|
slouken@12088
|
507 |
*
|
slouken@12088
|
508 |
* This variable can be set to the following values:
|
slouken@12088
|
509 |
* "0" - HIDAPI driver is not used
|
slouken@12088
|
510 |
* "1" - HIDAPI driver is used
|
slouken@12088
|
511 |
*
|
slouken@12088
|
512 |
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
slouken@12088
|
513 |
*/
|
slouken@12088
|
514 |
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
|
slouken@12088
|
515 |
|
slouken@12088
|
516 |
/**
|
slouken@12088
|
517 |
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
|
slouken@12088
|
518 |
*
|
slouken@12088
|
519 |
* This variable can be set to the following values:
|
slouken@12088
|
520 |
* "0" - HIDAPI driver is not used
|
slouken@12088
|
521 |
* "1" - HIDAPI driver is used
|
slouken@12088
|
522 |
*
|
slouken@12088
|
523 |
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
slouken@12088
|
524 |
*/
|
slouken@12088
|
525 |
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
|
slouken@12088
|
526 |
|
slouken@12088
|
527 |
/**
|
slouken@12119
|
528 |
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
|
slouken@12088
|
529 |
*
|
slouken@12088
|
530 |
* This variable can be set to the following values:
|
slouken@12088
|
531 |
* "0" - HIDAPI driver is not used
|
slouken@12088
|
532 |
* "1" - HIDAPI driver is used
|
slouken@12088
|
533 |
*
|
slouken@12088
|
534 |
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
slouken@12088
|
535 |
*/
|
slouken@12119
|
536 |
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
|
slouken@12088
|
537 |
|
slouken@12088
|
538 |
/**
|
slouken@12088
|
539 |
* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
|
slouken@12088
|
540 |
*
|
slouken@12088
|
541 |
* The variable can be set to the following values:
|
slouken@12088
|
542 |
* "0" - Do not scan for Steam Controllers
|
slouken@12088
|
543 |
* "1" - Scan for Steam Controllers (the default)
|
slouken@12088
|
544 |
*
|
slouken@12088
|
545 |
* The default value is "1". This hint must be set before initializing the joystick subsystem.
|
slouken@12088
|
546 |
*/
|
slouken@12088
|
547 |
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
|
slouken@12088
|
548 |
|
slouken@12088
|
549 |
|
slouken@12088
|
550 |
/**
|
philipp@8693
|
551 |
* \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
|
552 |
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
|
slouken@6782
|
553 |
*
|
slouken@6782
|
554 |
* This variable can be set to the following values:
|
slouken@6782
|
555 |
* "0" - don't allow topmost
|
slouken@6782
|
556 |
* "1" - allow topmost
|
slouken@6782
|
557 |
*/
|
slouken@6782
|
558 |
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
|
slouken@6782
|
559 |
|
slouken@7432
|
560 |
/**
|
slouken@7432
|
561 |
* \brief A variable that controls the timer resolution, in milliseconds.
|
slouken@7432
|
562 |
*
|
slouken@7432
|
563 |
* The higher resolution the timer, the more frequently the CPU services
|
slouken@7432
|
564 |
* timer interrupts, and the more precise delays are, but this takes up
|
slouken@7432
|
565 |
* power and CPU time. This hint is only used on Windows 7 and earlier.
|
slouken@7432
|
566 |
*
|
slouken@7432
|
567 |
* See this blog post for more information:
|
slouken@7432
|
568 |
* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
|
slouken@7432
|
569 |
*
|
slouken@7432
|
570 |
* If this variable is set to "0", the system timer resolution is not set.
|
slouken@7432
|
571 |
*
|
slouken@7432
|
572 |
* The default value is "1". This hint may be set at any time.
|
slouken@7432
|
573 |
*/
|
slouken@7432
|
574 |
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
|
slouken@7432
|
575 |
|
slouken@7432
|
576 |
|
m@10614
|
577 |
/**
|
m@10614
|
578 |
* \brief A variable describing the content orientation on QtWayland-based platforms.
|
m@10614
|
579 |
*
|
m@10614
|
580 |
* On QtWayland platforms, windows are rotated client-side to allow for custom
|
m@10614
|
581 |
* transitions. In order to correctly position overlays (e.g. volume bar) and
|
m@10614
|
582 |
* gestures (e.g. events view, close/minimize gestures), the system needs to
|
m@10614
|
583 |
* know in which orientation the application is currently drawing its contents.
|
m@10614
|
584 |
*
|
m@10614
|
585 |
* This does not cause the window to be rotated or resized, the application
|
m@10614
|
586 |
* needs to take care of drawing the content in the right orientation (the
|
m@10614
|
587 |
* framebuffer is always in portrait mode).
|
m@10614
|
588 |
*
|
m@10614
|
589 |
* This variable can be one of the following values:
|
m@10614
|
590 |
* "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
|
m@10614
|
591 |
*/
|
m@10614
|
592 |
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
|
m@10614
|
593 |
|
m@10614
|
594 |
/**
|
m@10614
|
595 |
* \brief Flags to set on QtWayland windows to integrate with the native window manager.
|
m@10614
|
596 |
*
|
m@10614
|
597 |
* On QtWayland platforms, this hint controls the flags to set on the windows.
|
m@10614
|
598 |
* For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
|
m@10614
|
599 |
*
|
m@10614
|
600 |
* This variable is a space-separated list of the following values (empty = no flags):
|
m@10614
|
601 |
* "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
|
m@10614
|
602 |
*/
|
m@10614
|
603 |
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
|
icculus@9648
|
604 |
|
icculus@9648
|
605 |
/**
|
icculus@9649
|
606 |
* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
|
icculus@9648
|
607 |
*
|
icculus@9648
|
608 |
* Use this hint in case you need to set SDL's threads stack size to other than the default.
|
icculus@9648
|
609 |
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
|
icculus@9648
|
610 |
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
|
philipp@10161
|
611 |
* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
|
icculus@9648
|
612 |
*/
|
icculus@9648
|
613 |
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
|
icculus@9648
|
614 |
|
urkle@7746
|
615 |
/**
|
slime73@9505
|
616 |
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
|
urkle@7746
|
617 |
*/
|
slouken@7747
|
618 |
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
|
urkle@7746
|
619 |
|
slouken@7915
|
620 |
/**
|
slouken@7915
|
621 |
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
|
philipp@8693
|
622 |
*
|
slouken@7915
|
623 |
* If present, holding ctrl while left clicking will generate a right click
|
slouken@7915
|
624 |
* event when on Mac.
|
slouken@7915
|
625 |
*/
|
slouken@7915
|
626 |
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
|
slouken@7915
|
627 |
|
gabomdq@8021
|
628 |
/**
|
gabomdq@8021
|
629 |
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
|
gabomdq@8021
|
630 |
*
|
gabomdq@8021
|
631 |
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
|
gabomdq@8021
|
632 |
* can use two different sets of binaries, those compiled by the user from source
|
gabomdq@8021
|
633 |
* or those provided by the Chrome browser. In the later case, these binaries require
|
philipp@8221
|
634 |
* that SDL loads a DLL providing the shader compiler.
|
gabomdq@8021
|
635 |
*
|
gabomdq@8021
|
636 |
* This variable can be set to the following values:
|
gabomdq@8021
|
637 |
* "d3dcompiler_46.dll" - default, best for Vista or later.
|
gabomdq@8021
|
638 |
* "d3dcompiler_43.dll" - for XP support.
|
gabomdq@8021
|
639 |
* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
|
gabomdq@8021
|
640 |
*
|
gabomdq@8021
|
641 |
*/
|
gabomdq@8021
|
642 |
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
|
slouken@6782
|
643 |
|
slouken@6782
|
644 |
/**
|
slouken@8144
|
645 |
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
|
slouken@8144
|
646 |
*
|
slouken@8144
|
647 |
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
|
slouken@8144
|
648 |
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
|
slouken@8144
|
649 |
* created SDL_Window:
|
slouken@8583
|
650 |
*
|
slouken@8144
|
651 |
* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
|
slouken@8144
|
652 |
* needed for example when sharing an OpenGL context across multiple windows.
|
slouken@8144
|
653 |
*
|
slouken@8144
|
654 |
* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
|
slouken@8144
|
655 |
* OpenGL rendering.
|
slouken@8144
|
656 |
*
|
slouken@8144
|
657 |
* This variable can be set to the following values:
|
slouken@8144
|
658 |
* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
|
slouken@8144
|
659 |
* share a pixel format with.
|
slouken@8144
|
660 |
*/
|
slouken@8144
|
661 |
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
|
slouken@8144
|
662 |
|
philipp@8691
|
663 |
/**
|
dludwig@8576
|
664 |
* \brief A URL to a WinRT app's privacy policy
|
dludwig@8576
|
665 |
*
|
dludwig@8576
|
666 |
* All network-enabled WinRT apps must make a privacy policy available to its
|
dludwig@8576
|
667 |
* users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
|
dludwig@8576
|
668 |
* be available in the Windows Settings charm, as accessed from within the app.
|
dludwig@8576
|
669 |
* SDL provides code to add a URL-based link there, which can point to the app's
|
dludwig@8576
|
670 |
* privacy policy.
|
dludwig@8576
|
671 |
*
|
dludwig@8576
|
672 |
* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
|
philipp@10213
|
673 |
* before calling any SDL_Init() functions. The contents of the hint should
|
dludwig@8576
|
674 |
* be a valid URL. For example, "http://www.example.com".
|
dludwig@8576
|
675 |
*
|
dludwig@8576
|
676 |
* The default value is "", which will prevent SDL from adding a privacy policy
|
dludwig@8576
|
677 |
* link to the Settings charm. This hint should only be set during app init.
|
dludwig@8576
|
678 |
*
|
dludwig@8576
|
679 |
* The label text of an app's "Privacy Policy" link may be customized via another
|
dludwig@8576
|
680 |
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
|
dludwig@8576
|
681 |
*
|
dludwig@8576
|
682 |
* Please note that on Windows Phone, Microsoft does not provide standard UI
|
dludwig@8576
|
683 |
* for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
|
dludwig@8576
|
684 |
* will not get used on that platform. Network-enabled phone apps should display
|
dludwig@8576
|
685 |
* their privacy policy through some other, in-app means.
|
dludwig@8576
|
686 |
*/
|
philipp@8695
|
687 |
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
|
dludwig@8576
|
688 |
|
dludwig@8576
|
689 |
/** \brief Label text for a WinRT app's privacy policy link
|
dludwig@8576
|
690 |
*
|
dludwig@8576
|
691 |
* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
|
dludwig@8576
|
692 |
* Microsoft mandates that this policy be available via the Windows Settings charm.
|
philipp@8693
|
693 |
* SDL provides code to add a link there, with its label text being set via the
|
dludwig@8576
|
694 |
* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
|
dludwig@8576
|
695 |
*
|
dludwig@8576
|
696 |
* Please note that a privacy policy's contents are not set via this hint. A separate
|
dludwig@8576
|
697 |
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
|
dludwig@8576
|
698 |
* policy.
|
dludwig@8576
|
699 |
*
|
dludwig@8576
|
700 |
* The contents of this hint should be encoded as a UTF8 string.
|
dludwig@8576
|
701 |
*
|
dludwig@8576
|
702 |
* The default value is "Privacy Policy". This hint should only be set during app
|
philipp@10213
|
703 |
* initialization, preferably before any calls to SDL_Init().
|
dludwig@8576
|
704 |
*
|
dludwig@8576
|
705 |
* For additional information on linking to a privacy policy, see the documentation for
|
dludwig@8576
|
706 |
* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
|
dludwig@8576
|
707 |
*/
|
philipp@8695
|
708 |
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
|
dludwig@8576
|
709 |
|
dludwig@9154
|
710 |
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
|
dludwig@8577
|
711 |
*
|
dludwig@9154
|
712 |
* Windows Phone devices typically feature a Back button. When pressed,
|
dludwig@9154
|
713 |
* the OS will emit back-button-press events, which apps are expected to
|
dludwig@9154
|
714 |
* handle in an appropriate manner. If apps do not explicitly mark these
|
dludwig@9154
|
715 |
* events as 'Handled', then the OS will invoke its default behavior for
|
dludwig@9154
|
716 |
* unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
|
dludwig@9154
|
717 |
* terminate the app (and attempt to switch to the previous app, or to the
|
dludwig@9154
|
718 |
* device's home screen).
|
dludwig@9154
|
719 |
*
|
dludwig@9154
|
720 |
* Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
|
dludwig@9154
|
721 |
* to mark back-button-press events as Handled, if and when one is sent to
|
dludwig@9154
|
722 |
* the app.
|
dludwig@9154
|
723 |
*
|
dludwig@9154
|
724 |
* Internally, Windows Phone sends back button events as parameters to
|
dludwig@9154
|
725 |
* special back-button-press callback functions. Apps that need to respond
|
dludwig@9154
|
726 |
* to back-button-press events are expected to register one or more
|
dludwig@9154
|
727 |
* callback functions for such, shortly after being launched (during the
|
dludwig@9154
|
728 |
* app's initialization phase). After the back button is pressed, the OS
|
dludwig@9154
|
729 |
* will invoke these callbacks. If the app's callback(s) do not explicitly
|
dludwig@9154
|
730 |
* mark the event as handled by the time they return, or if the app never
|
dludwig@9154
|
731 |
* registers one of these callback, the OS will consider the event
|
dludwig@9154
|
732 |
* un-handled, and it will apply its default back button behavior (terminate
|
dludwig@9154
|
733 |
* the app).
|
dludwig@9154
|
734 |
*
|
dludwig@9154
|
735 |
* SDL registers its own back-button-press callback with the Windows Phone
|
dludwig@9154
|
736 |
* OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
|
dludwig@9154
|
737 |
* and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
|
dludwig@9154
|
738 |
* it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
|
dludwig@9154
|
739 |
* If the hint's value is set to "1", the back button event's Handled
|
dludwig@9154
|
740 |
* property will get set to 'true'. If the hint's value is set to something
|
dludwig@9154
|
741 |
* else, or if it is unset, SDL will leave the event's Handled property
|
dludwig@9154
|
742 |
* alone. (By default, the OS sets this property to 'false', to note.)
|
dludwig@9154
|
743 |
*
|
dludwig@9154
|
744 |
* SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
|
dludwig@9154
|
745 |
* back button is pressed, or can set it in direct-response to a back button
|
dludwig@9154
|
746 |
* being pressed.
|
dludwig@9154
|
747 |
*
|
dludwig@9154
|
748 |
* In order to get notified when a back button is pressed, SDL apps should
|
dludwig@9154
|
749 |
* register a callback function with SDL_AddEventWatch(), and have it listen
|
dludwig@9154
|
750 |
* for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
|
dludwig@9154
|
751 |
* (Alternatively, SDL_KEYUP events can be listened-for. Listening for
|
dludwig@9154
|
752 |
* either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
|
dludwig@9154
|
753 |
* set by such a callback, will be applied to the OS' current
|
dludwig@9154
|
754 |
* back-button-press event.
|
dludwig@9154
|
755 |
*
|
dludwig@9154
|
756 |
* More details on back button behavior in Windows Phone apps can be found
|
dludwig@9154
|
757 |
* at the following page, on Microsoft's developer site:
|
dludwig@8577
|
758 |
* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
|
dludwig@8577
|
759 |
*/
|
philipp@8695
|
760 |
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
|
dludwig@8577
|
761 |
|
dludwig@8576
|
762 |
/**
|
icculus@8295
|
763 |
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
|
icculus@8295
|
764 |
*
|
icculus@8295
|
765 |
* This hint only applies to Mac OS X.
|
icculus@8295
|
766 |
*
|
icculus@8295
|
767 |
* The variable can be set to the following values:
|
icculus@8295
|
768 |
* "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
|
icculus@8295
|
769 |
* SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
|
icculus@8295
|
770 |
* button on their titlebars).
|
icculus@8295
|
771 |
* "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
|
icculus@8295
|
772 |
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
|
philipp@8693
|
773 |
* button on their titlebars).
|
icculus@8295
|
774 |
*
|
icculus@8295
|
775 |
* The default value is "1". Spaces are disabled regardless of this hint if
|
icculus@8295
|
776 |
* the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
|
icculus@8295
|
777 |
* any windows are created.
|
icculus@8295
|
778 |
*/
|
icculus@8295
|
779 |
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
|
icculus@8295
|
780 |
|
alexey@8896
|
781 |
/**
|
alfred@9820
|
782 |
* \brief When set don't force the SDL app to become a foreground process
|
alfred@9820
|
783 |
*
|
alfred@9820
|
784 |
* This hint only applies to Mac OS X.
|
alfred@9820
|
785 |
*
|
alfred@9820
|
786 |
*/
|
alfred@9820
|
787 |
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
|
philipp@9868
|
788 |
|
alfred@9820
|
789 |
/**
|
alexey@8896
|
790 |
* \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
|
philipp@9868
|
791 |
*
|
philipp@9868
|
792 |
* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
|
philipp@9868
|
793 |
*
|
philipp@9868
|
794 |
* If both hints were set then SDL_RWFromFile() will look into expansion files
|
philipp@9868
|
795 |
* after a given relative path was not found in the internal storage and assets.
|
philipp@9868
|
796 |
*
|
philipp@9868
|
797 |
* By default this hint is not set and the APK expansion files are not searched.
|
alexey@8896
|
798 |
*/
|
alexey@8896
|
799 |
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
|
alexey@8896
|
800 |
|
alexey@8896
|
801 |
/**
|
alexey@8896
|
802 |
* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
|
philipp@9868
|
803 |
*
|
philipp@9868
|
804 |
* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
|
philipp@9868
|
805 |
*
|
philipp@9868
|
806 |
* If both hints were set then SDL_RWFromFile() will look into expansion files
|
philipp@9868
|
807 |
* after a given relative path was not found in the internal storage and assets.
|
philipp@9868
|
808 |
*
|
philipp@9868
|
809 |
* By default this hint is not set and the APK expansion files are not searched.
|
alexey@8896
|
810 |
*/
|
alexey@8897
|
811 |
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
|
alexey@8896
|
812 |
|
alex@9097
|
813 |
/**
|
philipp@9118
|
814 |
* \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
|
alex@9097
|
815 |
*
|
alex@9097
|
816 |
* The variable can be set to the following values:
|
philipp@9118
|
817 |
* "0" - SDL_TEXTEDITING events are sent, and it is the application's
|
alex@9097
|
818 |
* responsibility to render the text from these events and
|
alex@9097
|
819 |
* differentiate it somehow from committed text. (default)
|
philipp@9118
|
820 |
* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
|
alex@9097
|
821 |
* and text that is being composed will be rendered in its own UI.
|
alex@9097
|
822 |
*/
|
slouken@9098
|
823 |
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
|
icculus@8295
|
824 |
|
joseba@9438
|
825 |
/**
|
joseba@9438
|
826 |
* \brief A variable to control whether mouse and touch events are to be treated together or separately
|
joseba@9438
|
827 |
*
|
joseba@9438
|
828 |
* The variable can be set to the following values:
|
joseba@9438
|
829 |
* "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
|
joseba@9438
|
830 |
* events. This is the behaviour of SDL <= 2.0.3. (default)
|
joseba@9438
|
831 |
* "1" - Mouse events will be handled separately from pure touch events.
|
joseba@9438
|
832 |
*
|
joseba@9438
|
833 |
* The value of this hint is used at runtime, so it can be changed at any time.
|
joseba@9438
|
834 |
*/
|
joseba@9438
|
835 |
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
|
joseba@9438
|
836 |
|
slouken@11768
|
837 |
/**
|
slouken@12059
|
838 |
* \brief A variable to control whether we trap the Android back button to handle it manually.
|
slouken@12059
|
839 |
* This is necessary for the right mouse button to work on some Android devices, or
|
slouken@12059
|
840 |
* to be able to trap the back button for use in your code reliably. If set to true,
|
slouken@12059
|
841 |
* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
|
slouken@12059
|
842 |
* SDL_SCANCODE_AC_BACK.
|
slouken@12059
|
843 |
*
|
slouken@12059
|
844 |
* The variable can be set to the following values:
|
slouken@12059
|
845 |
* "0" - Back button will be handled as usual for system. (default)
|
slouken@12059
|
846 |
* "1" - Back button will be trapped, allowing you to handle the key press
|
slouken@12059
|
847 |
* manually. (This will also let right mouse click work on systems
|
slouken@12059
|
848 |
* where the right mouse button functions as back.)
|
slouken@12059
|
849 |
*
|
slouken@12059
|
850 |
* The value of this hint is used at runtime, so it can be changed at any time.
|
slouken@12059
|
851 |
*/
|
slouken@12059
|
852 |
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
|
slouken@12059
|
853 |
|
slouken@12059
|
854 |
/**
|
slouken@11782
|
855 |
* \brief A variable to control whether the return key on the soft keyboard
|
slouken@11782
|
856 |
* should hide the soft keyboard on Android and iOS.
|
slouken@11768
|
857 |
*
|
slouken@11768
|
858 |
* The variable can be set to the following values:
|
slouken@11782
|
859 |
* "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
|
slouken@11768
|
860 |
* "1" - The return key will hide the keyboard.
|
slouken@11768
|
861 |
*
|
slouken@11768
|
862 |
* The value of this hint is used at runtime, so it can be changed at any time.
|
slouken@11768
|
863 |
*/
|
slouken@11782
|
864 |
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
|
slouken@11768
|
865 |
|
icculus@8295
|
866 |
/**
|
icculus@9278
|
867 |
* \brief override the binding element for keyboard inputs for Emscripten builds
|
icculus@9278
|
868 |
*
|
icculus@9278
|
869 |
* This hint only applies to the emscripten platform
|
icculus@9278
|
870 |
*
|
icculus@9278
|
871 |
* The variable can be one of
|
icculus@9278
|
872 |
* "#window" - The javascript window object (this is the default)
|
icculus@9278
|
873 |
* "#document" - The javascript document object
|
icculus@9278
|
874 |
* "#screen" - the javascript window.screen object
|
icculus@9278
|
875 |
* "#canvas" - the WebGL canvas element
|
philipp@9292
|
876 |
* any other string without a leading # sign applies to the element on the page with that ID.
|
icculus@9278
|
877 |
*/
|
icculus@9278
|
878 |
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
|
icculus@9278
|
879 |
|
icculus@9278
|
880 |
/**
|
icculus@9435
|
881 |
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
|
icculus@9434
|
882 |
*
|
icculus@9434
|
883 |
* This hint only applies to Unix-like platforms.
|
icculus@9434
|
884 |
*
|
icculus@9434
|
885 |
* The variable can be set to the following values:
|
icculus@9435
|
886 |
* "0" - SDL will install a SIGINT and SIGTERM handler, and when it
|
icculus@9435
|
887 |
* catches a signal, convert it into an SDL_QUIT event.
|
icculus@9435
|
888 |
* "1" - SDL will not install a signal handler at all.
|
icculus@9434
|
889 |
*/
|
icculus@9435
|
890 |
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
|
icculus@9434
|
891 |
|
icculus@9434
|
892 |
/**
|
andrewb@9829
|
893 |
* \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
|
andrewb@9829
|
894 |
*
|
andrewb@9829
|
895 |
* The variable can be set to the following values:
|
andrewb@9829
|
896 |
* "0" - SDL will generate a window-close event when it sees Alt+F4.
|
andrewb@9829
|
897 |
* "1" - SDL will only do normal key handling for Alt+F4.
|
andrewb@9829
|
898 |
*/
|
slouken@11841
|
899 |
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
|
andrewb@9829
|
900 |
|
andrewb@9829
|
901 |
/**
|
slouken@10404
|
902 |
* \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
|
slouken@10404
|
903 |
*
|
slouken@10404
|
904 |
* The bitmap header version 4 is required for proper alpha channel support and
|
slouken@10404
|
905 |
* SDL will use it when required. Should this not be desired, this hint can
|
slouken@10404
|
906 |
* force the use of the 40 byte header version which is supported everywhere.
|
slouken@10404
|
907 |
*
|
slouken@10404
|
908 |
* The variable can be set to the following values:
|
slouken@10404
|
909 |
* "0" - Surfaces with a colorkey or an alpha channel are saved to a
|
slouken@10404
|
910 |
* 32-bit BMP file with an alpha mask. SDL will use the bitmap
|
slouken@10404
|
911 |
* header version 4 and set the alpha mask accordingly.
|
slouken@10404
|
912 |
* "1" - Surfaces with a colorkey or an alpha channel are saved to a
|
slouken@10404
|
913 |
* 32-bit BMP file without an alpha mask. The alpha channel data
|
slouken@10404
|
914 |
* will be in the file, but applications are going to ignore it.
|
slouken@10404
|
915 |
*
|
slouken@10404
|
916 |
* The default value is "0".
|
slouken@10404
|
917 |
*/
|
slouken@10404
|
918 |
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
|
slouken@10404
|
919 |
|
slouken@10404
|
920 |
/**
|
icculus@11069
|
921 |
* \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
|
icculus@11069
|
922 |
* The 0x406D1388 Exception is a trick used to inform Visual Studio of a
|
icculus@11069
|
923 |
* thread's name, but it tends to cause problems with other debuggers,
|
icculus@11069
|
924 |
* and the .NET runtime. Note that SDL 2.0.6 and later will still use
|
icculus@11069
|
925 |
* the (safer) SetThreadDescription API, introduced in the Windows 10
|
icculus@11069
|
926 |
* Creators Update, if available.
|
flibitijibibo@10498
|
927 |
*
|
flibitijibibo@10498
|
928 |
* The variable can be set to the following values:
|
flibitijibibo@10498
|
929 |
* "0" - SDL will raise the 0x406D1388 Exception to name threads.
|
icculus@11069
|
930 |
* This is the default behavior of SDL <= 2.0.4.
|
icculus@11069
|
931 |
* "1" - SDL will not raise this exception, and threads will be unnamed. (default)
|
icculus@11069
|
932 |
* This is necessary with .NET languages or debuggers that aren't Visual Studio.
|
flibitijibibo@10498
|
933 |
*/
|
flibitijibibo@10498
|
934 |
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
|
flibitijibibo@10498
|
935 |
|
flibitijibibo@10498
|
936 |
/**
|
slouken@10553
|
937 |
* \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
|
slouken@10553
|
938 |
*
|
slouken@10553
|
939 |
* Also known as Z-order. The variable can take a negative or positive value.
|
slouken@10553
|
940 |
* The default is 10000.
|
slouken@10553
|
941 |
*/
|
slouken@10553
|
942 |
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
|
slouken@10553
|
943 |
|
slouken@10553
|
944 |
/**
|
brandontschaefer@11694
|
945 |
* \brief Tell the video driver that we only want a double buffer.
|
brandon@11658
|
946 |
*
|
brandontschaefer@11694
|
947 |
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
|
brandontschaefer@11694
|
948 |
* wastes no CPU time on waiting for vsync after issuing a flip, but
|
brandontschaefer@11694
|
949 |
* introduces a frame of latency. On the other hand, using a double buffer
|
brandontschaefer@11694
|
950 |
* scheme instead is recommended for cases where low latency is an important
|
brandontschaefer@11694
|
951 |
* factor because we save a whole frame of latency.
|
brandontschaefer@11694
|
952 |
* We do so by waiting for vsync immediately after issuing a flip, usually just
|
brandontschaefer@11694
|
953 |
* after eglSwapBuffers call in the backend's *_SwapWindow function.
|
brandontschaefer@11694
|
954 |
*
|
brandontschaefer@11694
|
955 |
* Since it's driver-specific, it's only supported where possible and
|
brandontschaefer@11694
|
956 |
* implemented. Currently supported the following drivers:
|
brandontschaefer@11694
|
957 |
* - KMSDRM (kmsdrm)
|
brandontschaefer@11694
|
958 |
* - Raspberry Pi (raspberrypi)
|
brandon@11658
|
959 |
*/
|
brandontschaefer@11694
|
960 |
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
|
brandon@11658
|
961 |
|
brandon@11658
|
962 |
/**
|
slouken@10806
|
963 |
* \brief A variable controlling what driver to use for OpenGL ES contexts.
|
slouken@10806
|
964 |
*
|
slouken@10806
|
965 |
* On some platforms, currently Windows and X11, OpenGL drivers may support
|
slouken@10806
|
966 |
* creating contexts with an OpenGL ES profile. By default SDL uses these
|
slouken@10806
|
967 |
* profiles, when available, otherwise it attempts to load an OpenGL ES
|
slouken@10806
|
968 |
* library, e.g. that provided by the ANGLE project. This variable controls
|
slouken@10806
|
969 |
* whether SDL follows this default behaviour or will always load an
|
slouken@10806
|
970 |
* OpenGL ES library.
|
slouken@10806
|
971 |
*
|
slouken@10806
|
972 |
* Circumstances where this is useful include
|
slouken@10806
|
973 |
* - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
|
slouken@10806
|
974 |
* or emulator, e.g. those from ARM, Imagination or Qualcomm.
|
slouken@10806
|
975 |
* - Resolving OpenGL ES function addresses at link time by linking with
|
slouken@10806
|
976 |
* the OpenGL ES library instead of querying them at run time with
|
philipp@10812
|
977 |
* SDL_GL_GetProcAddress().
|
slouken@10806
|
978 |
*
|
slouken@10806
|
979 |
* Caution: for an application to work with the default behaviour across
|
philipp@10812
|
980 |
* different OpenGL drivers it must query the OpenGL ES function
|
philipp@10812
|
981 |
* addresses at run time using SDL_GL_GetProcAddress().
|
slouken@10806
|
982 |
*
|
slouken@10806
|
983 |
* This variable is ignored on most platforms because OpenGL ES is native
|
slouken@10806
|
984 |
* or not supported.
|
slouken@10806
|
985 |
*
|
slouken@10806
|
986 |
* This variable can be set to the following values:
|
slouken@10806
|
987 |
* "0" - Use ES profile of OpenGL, if available. (Default when not set.)
|
slouken@10806
|
988 |
* "1" - Load OpenGL ES library using the default library names.
|
slouken@10806
|
989 |
*
|
slouken@10806
|
990 |
*/
|
slouken@10806
|
991 |
#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
|
slouken@10806
|
992 |
|
slouken@10806
|
993 |
/**
|
icculus@10849
|
994 |
* \brief A variable controlling speed/quality tradeoff of audio resampling.
|
icculus@10849
|
995 |
*
|
icculus@10849
|
996 |
* If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
|
icculus@10849
|
997 |
* to handle audio resampling. There are different resampling modes available
|
slouken@10852
|
998 |
* that produce different levels of quality, using more CPU.
|
icculus@10849
|
999 |
*
|
icculus@10849
|
1000 |
* If this hint isn't specified to a valid setting, or libsamplerate isn't
|
slouken@10852
|
1001 |
* available, SDL will use the default, internal resampling algorithm.
|
icculus@10849
|
1002 |
*
|
icculus@10849
|
1003 |
* Note that this is currently only applicable to resampling audio that is
|
icculus@10849
|
1004 |
* being written to a device for playback or audio being read from a device
|
slouken@10852
|
1005 |
* for capture. SDL_AudioCVT always uses the default resampler (although this
|
icculus@10849
|
1006 |
* might change for SDL 2.1).
|
icculus@10849
|
1007 |
*
|
slouken@10852
|
1008 |
* This hint is currently only checked at audio subsystem initialization.
|
icculus@10849
|
1009 |
*
|
icculus@10849
|
1010 |
* This variable can be set to the following values:
|
icculus@10849
|
1011 |
*
|
slouken@10852
|
1012 |
* "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
|
slouken@10852
|
1013 |
* "1" or "fast" - Use fast, slightly higher quality resampling, if available
|
slouken@10852
|
1014 |
* "2" or "medium" - Use medium quality resampling, if available
|
slouken@10852
|
1015 |
* "3" or "best" - Use high quality resampling, if available
|
icculus@10849
|
1016 |
*/
|
slouken@10852
|
1017 |
#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
|
icculus@10849
|
1018 |
|
icculus@10849
|
1019 |
/**
|
slouken@11501
|
1020 |
* \brief A variable controlling the audio category on iOS and Mac OS X
|
slouken@11501
|
1021 |
*
|
slouken@11501
|
1022 |
* This variable can be set to the following values:
|
slouken@11501
|
1023 |
*
|
slouken@11501
|
1024 |
* "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
|
slouken@11501
|
1025 |
* "playback" - Use the AVAudioSessionCategoryPlayback category
|
slouken@11501
|
1026 |
*
|
slouken@11501
|
1027 |
* For more information, see Apple's documentation:
|
slouken@11501
|
1028 |
* https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
|
slouken@11501
|
1029 |
*/
|
slouken@11501
|
1030 |
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
|
slouken@11501
|
1031 |
|
slouken@11501
|
1032 |
/**
|
slouken@5189
|
1033 |
* \brief An enumeration of hint priorities
|
slouken@5189
|
1034 |
*/
|
slouken@5189
|
1035 |
typedef enum
|
slouken@5189
|
1036 |
{
|
slouken@5189
|
1037 |
SDL_HINT_DEFAULT,
|
slouken@5189
|
1038 |
SDL_HINT_NORMAL,
|
slouken@5189
|
1039 |
SDL_HINT_OVERRIDE
|
slouken@5189
|
1040 |
} SDL_HintPriority;
|
slouken@5189
|
1041 |
|
slouken@5189
|
1042 |
|
slouken@5189
|
1043 |
/**
|
slouken@5200
|
1044 |
* \brief Set a hint with a specific priority
|
slouken@5189
|
1045 |
*
|
slouken@5189
|
1046 |
* The priority controls the behavior when setting a hint that already
|
slouken@5189
|
1047 |
* has a value. Hints will replace existing hints of their priority and
|
slouken@5189
|
1048 |
* lower. Environment variables are considered to have override priority.
|
slouken@7191
|
1049 |
*
|
slouken@5189
|
1050 |
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
|
slouken@5189
|
1051 |
*/
|
slouken@5200
|
1052 |
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
|
slouken@5200
|
1053 |
const char *value,
|
slouken@5200
|
1054 |
SDL_HintPriority priority);
|
slouken@5200
|
1055 |
|
slouken@5200
|
1056 |
/**
|
slouken@5200
|
1057 |
* \brief Set a hint with normal priority
|
slouken@7191
|
1058 |
*
|
slouken@5200
|
1059 |
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
|
slouken@5200
|
1060 |
*/
|
slouken@5189
|
1061 |
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
|
slouken@5200
|
1062 |
const char *value);
|
slouken@5200
|
1063 |
|
slouken@5189
|
1064 |
/**
|
slouken@5189
|
1065 |
* \brief Get a hint
|
slouken@7191
|
1066 |
*
|
slouken@5189
|
1067 |
* \return The string value of a hint variable.
|
slouken@5189
|
1068 |
*/
|
slouken@5189
|
1069 |
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
|
slouken@5189
|
1070 |
|
slouken@5189
|
1071 |
/**
|
slouken@10499
|
1072 |
* \brief Get a hint
|
slouken@10499
|
1073 |
*
|
slouken@10499
|
1074 |
* \return The boolean value of a hint variable.
|
slouken@10499
|
1075 |
*/
|
slouken@10499
|
1076 |
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
|
slouken@10499
|
1077 |
|
slouken@10499
|
1078 |
/**
|
slouken@10636
|
1079 |
* \brief type definition of the hint callback function.
|
slouken@10636
|
1080 |
*/
|
slouken@11284
|
1081 |
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
|
slouken@10636
|
1082 |
|
slouken@10636
|
1083 |
/**
|
slouken@7432
|
1084 |
* \brief Add a function to watch a particular hint
|
slouken@7432
|
1085 |
*
|
slouken@7432
|
1086 |
* \param name The hint to watch
|
slouken@7432
|
1087 |
* \param callback The function to call when the hint value changes
|
slouken@7432
|
1088 |
* \param userdata A pointer to pass to the callback function
|
slouken@7432
|
1089 |
*/
|
slouken@7432
|
1090 |
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
|
slouken@7432
|
1091 |
SDL_HintCallback callback,
|
slouken@7432
|
1092 |
void *userdata);
|
slouken@7432
|
1093 |
|
slouken@7432
|
1094 |
/**
|
slouken@7432
|
1095 |
* \brief Remove a function watching a particular hint
|
slouken@7432
|
1096 |
*
|
slouken@7432
|
1097 |
* \param name The hint being watched
|
slouken@7432
|
1098 |
* \param callback The function being called when the hint value changes
|
slouken@7432
|
1099 |
* \param userdata A pointer being passed to the callback function
|
slouken@7432
|
1100 |
*/
|
slouken@7432
|
1101 |
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
|
slouken@7432
|
1102 |
SDL_HintCallback callback,
|
slouken@7432
|
1103 |
void *userdata);
|
slouken@7432
|
1104 |
|
slouken@7432
|
1105 |
/**
|
slouken@5189
|
1106 |
* \brief Clear all hints
|
slouken@5189
|
1107 |
*
|
slouken@5189
|
1108 |
* This function is called during SDL_Quit() to free stored hints.
|
slouken@5189
|
1109 |
*/
|
slouken@5272
|
1110 |
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
|
slouken@5189
|
1111 |
|
slouken@5189
|
1112 |
|
slouken@5189
|
1113 |
/* Ends C function definitions when using C++ */
|
slouken@5189
|
1114 |
#ifdef __cplusplus
|
slouken@5189
|
1115 |
}
|
slouken@5189
|
1116 |
#endif
|
slouken@5189
|
1117 |
#include "close_code.h"
|
slouken@5189
|
1118 |
|
philipp@10716
|
1119 |
#endif /* SDL_hints_h_ */
|
slouken@5189
|
1120 |
|
slouken@5189
|
1121 |
/* vi: set ts=4 sw=4 expandtab: */
|