include/SDL_hints.h
author Sam Lantinga <slouken@libsdl.org>
Sun, 09 Mar 2014 11:36:47 -0700
changeset 8583 fb2933ca805f
parent 8295 56f7e38ff0bc
parent 8577 462760a8b82e
child 8691 41a55b86b980
permissions -rw-r--r--
Integrated David Ludwig's support for Windows RT
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 *  \file SDL_hints.h
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 *
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 *  Official documentation for SDL configuration variables
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 *
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 *  This file contains functions to set and get configuration hints,
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 *  as well as listing each of them alphabetically.
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 *
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 *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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 *  the environment variable that can be used to override the default.
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 *
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 *  In general these hints are just that - they may or may not be
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 *  supported or applicable on any given platform, but they provide
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 *  a way for an application or user to give the library a hint as
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 *  to how they would like the library to work.
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 */
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#ifndef _SDL_hints_h
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#define _SDL_hints_h
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#include "SDL_stdinc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
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 *
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 *  SDL can try to accelerate the SDL screen surface by using streaming
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 *  textures with a 3D rendering engine.  This variable controls whether and
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 *  how this is done.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable 3D acceleration
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 *    "1"       - Enable 3D acceleration, using the default renderer.
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 *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.)
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 *
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 *  By default SDL tries to make a best guess for each platform whether
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 *  to use acceleration or not.
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 */
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#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
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/**
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 *  \brief  A variable specifying which render driver to use.
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 *
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 *  If the application doesn't pick a specific renderer to use, this variable
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 *  specifies the name of the preferred renderer.  If the preferred renderer
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 *  can't be initialized, the normal default renderer is used.
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 *
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 *  This variable is case insensitive and can be set to the following values:
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 *    "direct3d"
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 *    "opengl"
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 *    "opengles2"
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 *    "opengles"
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 *    "software"
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 *
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 *  The default varies by platform, but it's the first one in the list that
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 *  is available on the current platform.
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 */
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#define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
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/**
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 *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable shaders
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 *    "1"       - Enable shaders
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 *
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 *  By default shaders are used if OpenGL supports them.
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 */
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#define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
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/**
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 *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Thread-safety is not enabled (faster)
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 *    "1"       - Thread-safety is enabled
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 *
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 *  By default the Direct3D device is created with thread-safety disabled.
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 */
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#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
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/**
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 *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
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 *
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 *  This variable does not have any effect on the Direct3D 9 based renderer.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable Debug Layer use
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 *    "1"       - Enable Debug Layer use
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 *
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 *  By default, SDL does not use Direct3D Debug Layer.
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 */
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#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_HINT_RENDER_DIRECT3D11_DEBUG"
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/**
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 *  \brief  A variable controlling the scaling quality
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 *
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 *  This variable can be set to the following values:
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 *    "0" or "nearest" - Nearest pixel sampling
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 *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
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 *    "2" or "best"    - Currently this is the same as "linear"
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 *
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 *  By default nearest pixel sampling is used
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 */
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#define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
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/**
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 *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable vsync
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 *    "1"       - Enable vsync
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 *
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 *  By default SDL does not sync screen surface updates with vertical refresh.
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 */
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#define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
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/**
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 *  \brief  A variable controlling whether the screensaver is enabled. 
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable screensaver
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 *    "1"       - Enable screensaver
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 *
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 *  By default SDL will disable the screensaver.
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 */
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#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
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/**
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 *  \brief  A variable controlling whether the X11 VidMode extension should be used.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable XVidMode
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 *    "1"       - Enable XVidMode
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 *
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 *  By default SDL will use XVidMode if it is available.
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 */
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#define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
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/**
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 *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable Xinerama
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 *    "1"       - Enable Xinerama
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 *
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 *  By default SDL will use Xinerama if it is available.
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 */
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#define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
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/**
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 *  \brief  A variable controlling whether the X11 XRandR extension should be used.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable XRandR
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 *    "1"       - Enable XRandR
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 *
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 *  By default SDL will not use XRandR because of window manager issues.
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 */
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#define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
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/**
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 *  \brief  A variable controlling whether grabbing input grabs the keyboard
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Grab will affect only the mouse
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 *    "1"       - Grab will affect mouse and keyboard
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 *
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 *  By default SDL will not grab the keyboard so system shortcuts still work.
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 */
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#define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
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/**
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*  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
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*
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*  This variable can be set to the following values:
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*    "0"       - Relative mouse mode uses raw input
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*    "1"       - Relative mouse mode uses mouse warping
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*
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*  By default SDL will use raw input for relative mouse mode
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*/
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#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
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/**
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 *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
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 *
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 */
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#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
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/**
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 *  \brief  A variable controlling whether the idle timer is disabled on iOS.
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 *
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 *  When an iOS app does not receive touches for some time, the screen is
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 *  dimmed automatically. For games where the accelerometer is the only input
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 *  this is problematic. This functionality can be disabled by setting this
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 *  hint.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Enable idle timer
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 *    "1"       - Disable idle timer
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 */
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#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
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/**
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 *  \brief  A variable controlling which orientations are allowed on iOS.
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 *
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 *  In some circumstances it is necessary to be able to explicitly control
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 *  which UI orientations are allowed.
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 *
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 *  This variable is a space delimited list of the following values:
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 *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
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 */
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#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
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/**
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 *  \brief  A variable controlling whether an Android built-in accelerometer should be
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 *  listed as a joystick device, rather than listing actual joysticks only.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - List only real joysticks and accept input from them
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 *    "1"       - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
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 */
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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 *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
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 *
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 *  The variable can be set to the following values:
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 *    "0"       - Disable XInput detection (only uses direct input)
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 *    "1"       - Enable XInput detection (the default)
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 */
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#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
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/**
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 *  \brief  A variable that lets you manually hint extra gamecontroller db entries
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 *
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 *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
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 *
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 *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
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 *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
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 */
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#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
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/**
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 *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
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 *
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 *  The variable can be set to the following values:
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 *    "0"       - Disable joystick & gamecontroller input events when the
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 *                application is in the background.
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 *    "1"       - Enable joystick & gamecontroller input events when the
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 *                application is in the background.
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 *
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 *  The default value is "0".  This hint may be set at any time.
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 */
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#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
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/**
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 *  \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it.
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 *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - don't allow topmost
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 *    "1"       - allow topmost
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 */
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#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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/**
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 *  \brief A variable that controls the timer resolution, in milliseconds.
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 *
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 *  The higher resolution the timer, the more frequently the CPU services
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 *  timer interrupts, and the more precise delays are, but this takes up
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 *  power and CPU time.  This hint is only used on Windows 7 and earlier.
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 *
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 *  See this blog post for more information:
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 *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
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 *
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 *  If this variable is set to "0", the system timer resolution is not set.
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 *
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 *  The default value is "1". This hint may be set at any time.
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 */
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#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
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/**
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 *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac)
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 */
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#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
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/**
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 *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
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 *  
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 *  If present, holding ctrl while left clicking will generate a right click
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 *  event when on Mac.
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 */
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#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
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/**
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*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
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*
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*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
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*  can use two different sets of binaries, those compiled by the user from source
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*  or those provided by the Chrome browser. In the later case, these binaries require
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*  that SDL loads a DLL providing the shader compiler.
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*
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*  This variable can be set to the following values:
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*    "d3dcompiler_46.dll" - default, best for Vista or later.
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*    "d3dcompiler_43.dll" - for XP support.
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*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
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*
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*/
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#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
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/**
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*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
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*  
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*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
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*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
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*  created SDL_Window:
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*
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*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
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*  needed for example when sharing an OpenGL context across multiple windows.
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*
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*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
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*  OpenGL rendering.
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*
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*  This variable can be set to the following values:
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*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
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*    share a pixel format with.
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*/
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#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
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/*
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 *  \brief A URL to a WinRT app's privacy policy
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 *
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 *  All network-enabled WinRT apps must make a privacy policy available to its
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 *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
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 *  be available in the Windows Settings charm, as accessed from within the app.
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 *  SDL provides code to add a URL-based link there, which can point to the app's
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 *  privacy policy.
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 *
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 *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
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 *  before calling any SDL_Init functions.  The contents of the hint should
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 *  be a valid URL.  For example, "http://www.example.com".
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 *
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 *  The default value is "", which will prevent SDL from adding a privacy policy
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 *  link to the Settings charm.  This hint should only be set during app init.
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 *
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 *  The label text of an app's "Privacy Policy" link may be customized via another
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 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
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 *
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 *  Please note that on Windows Phone, Microsoft does not provide standard UI
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 *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
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 *  will not get used on that platform.  Network-enabled phone apps should display
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 *  their privacy policy through some other, in-app means.
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 */
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#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_HINT_WINRT_PRIVACY_POLICY_URL"
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/** \brief Label text for a WinRT app's privacy policy link
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 *
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 *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
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 *  Microsoft mandates that this policy be available via the Windows Settings charm.
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 *  SDL provides code to add a link there, with it's label text being set via the
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 *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
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 *
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 *  Please note that a privacy policy's contents are not set via this hint.  A separate
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 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
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 *  policy.
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 *
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 *  The contents of this hint should be encoded as a UTF8 string.
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 *
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 *  The default value is "Privacy Policy".  This hint should only be set during app
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 *  initialization, preferably before any calls to SDL_Init.
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 *
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 *  For additional information on linking to a privacy policy, see the documentation for
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 *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
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 */
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#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_HINT_WINRT_PRIVACY_POLICY_LABEL"
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/** \brief If set to 1, back button press events on Windows Phone 8+ will be marked as handled.
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 *
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 *  TODO, WinRT: document SDL_HINT_WINRT_HANDLE_BACK_BUTTON need and use
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 *  For now, more details on why this is needed can be found at the
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 *  beginning of the following web page:
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 *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
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 */
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#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_HINT_WINRT_HANDLE_BACK_BUTTON"
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/**
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 *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
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 *
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 *  This hint only applies to Mac OS X.
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 *
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 *  The variable can be set to the following values:
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 *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
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 *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
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 *                button on their titlebars).
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 *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
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 *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
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 *                button on their titlebars.
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 *
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 *  The default value is "1". Spaces are disabled regardless of this hint if
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 *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
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 *   any windows are created.
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 */
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#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
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/**
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 *  \brief  An enumeration of hint priorities
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 */
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typedef enum
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{
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    SDL_HINT_DEFAULT,
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    SDL_HINT_NORMAL,
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    SDL_HINT_OVERRIDE
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} SDL_HintPriority;
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/**
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 *  \brief Set a hint with a specific priority
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 *
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 *  The priority controls the behavior when setting a hint that already
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 *  has a value.  Hints will replace existing hints of their priority and
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 *  lower.  Environment variables are considered to have override priority.
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 *
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 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
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 */
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extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
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                                                         const char *value,
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                                                         SDL_HintPriority priority);
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/**
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 *  \brief Set a hint with normal priority
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 *
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 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
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 */
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extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
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                                             const char *value);
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/**
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 *  \brief Get a hint
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 *
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 *  \return The string value of a hint variable.
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   475
 */
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extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
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/**
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 *  \brief Add a function to watch a particular hint
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 *
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 *  \param name The hint to watch
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 *  \param callback The function to call when the hint value changes
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 *  \param userdata A pointer to pass to the callback function
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 */
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typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
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extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
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                                                 SDL_HintCallback callback,
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                                                 void *userdata);
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/**
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 *  \brief Remove a function watching a particular hint
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 *
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 *  \param name The hint being watched
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   494
 *  \param callback The function being called when the hint value changes
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 *  \param userdata A pointer being passed to the callback function
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 */
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extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
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                                                 SDL_HintCallback callback,
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   499
                                                 void *userdata);
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   500
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   501
/**
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   502
 *  \brief  Clear all hints
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   503
 *
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   504
 *  This function is called during SDL_Quit() to free stored hints.
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   505
 */
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extern DECLSPEC void SDLCALL SDL_ClearHints(void);
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   507
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   508
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   509
/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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   511
}
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#endif
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   513
#include "close_code.h"
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#endif /* _SDL_hints_h */
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/* vi: set ts=4 sw=4 expandtab: */