include/SDL_hints.h
author Eric Wing <ewing . public |-at-| gmail . com>
Wed, 17 Jun 2015 20:03:08 -0700
changeset 11074 3d681a44723a
parent 11073 18f38a347662
parent 9684 c7db25205399
child 11077 8a29b371e2db
permissions -rw-r--r--
merged SDL 2.0.4rc1+
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 
    22 /**
    23  *  \file SDL_hints.h
    24  *
    25  *  Official documentation for SDL configuration variables
    26  *
    27  *  This file contains functions to set and get configuration hints,
    28  *  as well as listing each of them alphabetically.
    29  *
    30  *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is
    31  *  the environment variable that can be used to override the default.
    32  *
    33  *  In general these hints are just that - they may or may not be
    34  *  supported or applicable on any given platform, but they provide
    35  *  a way for an application or user to give the library a hint as
    36  *  to how they would like the library to work.
    37  */
    38 
    39 #ifndef _SDL_hints_h
    40 #define _SDL_hints_h
    41 
    42 #include "SDL_stdinc.h"
    43 
    44 #include "begin_code.h"
    45 /* Set up for C function definitions, even when using C++ */
    46 #ifdef __cplusplus
    47 extern "C" {
    48 #endif
    49 
    50 /**
    51  *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
    52  *
    53  *  SDL can try to accelerate the SDL screen surface by using streaming
    54  *  textures with a 3D rendering engine.  This variable controls whether and
    55  *  how this is done.
    56  *
    57  *  This variable can be set to the following values:
    58  *    "0"       - Disable 3D acceleration
    59  *    "1"       - Enable 3D acceleration, using the default renderer.
    60  *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.)
    61  *
    62  *  By default SDL tries to make a best guess for each platform whether
    63  *  to use acceleration or not.
    64  */
    65 #define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
    66 
    67 /**
    68  *  \brief  A variable specifying which render driver to use.
    69  *
    70  *  If the application doesn't pick a specific renderer to use, this variable
    71  *  specifies the name of the preferred renderer.  If the preferred renderer
    72  *  can't be initialized, the normal default renderer is used.
    73  *
    74  *  This variable is case insensitive and can be set to the following values:
    75  *    "direct3d"
    76  *    "opengl"
    77  *    "opengles2"
    78  *    "opengles"
    79  *    "software"
    80  *
    81  *  The default varies by platform, but it's the first one in the list that
    82  *  is available on the current platform.
    83  */
    84 #define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
    85 
    86 /**
    87  *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
    88  *
    89  *  This variable can be set to the following values:
    90  *    "0"       - Disable shaders
    91  *    "1"       - Enable shaders
    92  *
    93  *  By default shaders are used if OpenGL supports them.
    94  */
    95 #define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
    96 
    97 /**
    98  *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
    99  *
   100  *  This variable can be set to the following values:
   101  *    "0"       - Thread-safety is not enabled (faster)
   102  *    "1"       - Thread-safety is enabled
   103  *
   104  *  By default the Direct3D device is created with thread-safety disabled.
   105  */
   106 #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
   107 
   108 /**
   109  *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
   110  *
   111  *  This variable does not have any effect on the Direct3D 9 based renderer.
   112  *
   113  *  This variable can be set to the following values:
   114  *    "0"       - Disable Debug Layer use
   115  *    "1"       - Enable Debug Layer use
   116  *
   117  *  By default, SDL does not use Direct3D Debug Layer.
   118  */
   119 #define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
   120 
   121 /**
   122  *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
   123  *
   124  *  This variable can be set to the following values:
   125  *    "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
   126  *    "1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
   127  *
   128  *  By default letterbox is used
   129  */
   130 #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_HINT_RENDER_LOGICAL_SIZE_MODE"
   131 
   132 /**
   133  *  \brief  A variable controlling the scaling quality
   134  *
   135  *  This variable can be set to the following values:
   136  *    "0" or "nearest" - Nearest pixel sampling
   137  *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
   138  *    "2" or "best"    - Currently this is the same as "linear"
   139  *
   140  *  By default nearest pixel sampling is used
   141  */
   142 #define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
   143 
   144 /**
   145  *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
   146  *
   147  *  This variable can be set to the following values:
   148  *    "0"       - Disable vsync
   149  *    "1"       - Enable vsync
   150  *
   151  *  By default SDL does not sync screen surface updates with vertical refresh.
   152  */
   153 #define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
   154 
   155 /**
   156  *  \brief  A variable controlling whether the screensaver is enabled. 
   157  *
   158  *  This variable can be set to the following values:
   159  *    "0"       - Disable screensaver
   160  *    "1"       - Enable screensaver
   161  *
   162  *  By default SDL will disable the screensaver.
   163  */
   164 #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
   165 
   166 /**
   167  *  \brief  A variable controlling whether the X11 VidMode extension should be used.
   168  *
   169  *  This variable can be set to the following values:
   170  *    "0"       - Disable XVidMode
   171  *    "1"       - Enable XVidMode
   172  *
   173  *  By default SDL will use XVidMode if it is available.
   174  */
   175 #define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
   176 
   177 /**
   178  *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
   179  *
   180  *  This variable can be set to the following values:
   181  *    "0"       - Disable Xinerama
   182  *    "1"       - Enable Xinerama
   183  *
   184  *  By default SDL will use Xinerama if it is available.
   185  */
   186 #define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
   187 
   188 /**
   189  *  \brief  A variable controlling whether the X11 XRandR extension should be used.
   190  *
   191  *  This variable can be set to the following values:
   192  *    "0"       - Disable XRandR
   193  *    "1"       - Enable XRandR
   194  *
   195  *  By default SDL will not use XRandR because of window manager issues.
   196  */
   197 #define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
   198 
   199 /**
   200  *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden 
   201  *
   202  *  This variable can be set to the following values:
   203  *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
   204  *    "1"       - The window frame is interactive when the cursor is hidden
   205  *
   206  *  By default SDL will allow interaction with the window frame when the cursor is hidden
   207  */
   208 #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
   209 
   210 /**
   211  *  \brief  A variable controlling whether the windows message loop is processed by SDL 
   212  *
   213  *  This variable can be set to the following values:
   214  *    "0"       - The window message loop is not run
   215  *    "1"       - The window message loop is processed in SDL_PumpEvents()
   216  *
   217  *  By default SDL will process the windows message loop
   218  */
   219 #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
   220 
   221 /**
   222  *  \brief  A variable controlling whether grabbing input grabs the keyboard
   223  *
   224  *  This variable can be set to the following values:
   225  *    "0"       - Grab will affect only the mouse
   226  *    "1"       - Grab will affect mouse and keyboard
   227  *
   228  *  By default SDL will not grab the keyboard so system shortcuts still work.
   229  */
   230 #define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
   231 
   232 /**
   233 *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
   234 *
   235 *  This variable can be set to the following values:
   236 *    "0"       - Relative mouse mode uses raw input
   237 *    "1"       - Relative mouse mode uses mouse warping
   238 *
   239 *  By default SDL will use raw input for relative mouse mode
   240 */
   241 #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
   242 
   243 /**
   244  *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
   245  *
   246  */
   247 #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
   248 
   249 /**
   250  *  \brief  A variable controlling whether the idle timer is disabled on iOS.
   251  *
   252  *  When an iOS app does not receive touches for some time, the screen is
   253  *  dimmed automatically. For games where the accelerometer is the only input
   254  *  this is problematic. This functionality can be disabled by setting this
   255  *  hint.
   256  *
   257  *  As of SDL 2.0.4, SDL_EnableScreenSaver and SDL_DisableScreenSaver accomplish
   258  *  the same thing on iOS. They should be preferred over this hint.
   259  *
   260  *  This variable can be set to the following values:
   261  *    "0"       - Enable idle timer
   262  *    "1"       - Disable idle timer
   263  */
   264 #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
   265 
   266 /**
   267  *  \brief  A variable controlling which orientations are allowed on iOS.
   268  *
   269  *  In some circumstances it is necessary to be able to explicitly control
   270  *  which UI orientations are allowed.
   271  *
   272  *  This variable is a space delimited list of the following values:
   273  *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
   274  */
   275 #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
   276     
   277 /**
   278  *  \brief  A variable controlling whether the Android / iOS built-in
   279  *  accelerometer should be listed as a joystick device, rather than listing
   280  *  actual joysticks only.
   281  *
   282  *  This variable can be set to the following values:
   283  *    "0"       - List only real joysticks and accept input from them
   284  *    "1"       - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
   285  */
   286 #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
   287 
   288 
   289 /**
   290  *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
   291  *
   292  *  The variable can be set to the following values:
   293  *    "0"       - Disable XInput detection (only uses direct input)
   294  *    "1"       - Enable XInput detection (the default)
   295  */
   296 #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
   297 
   298 
   299 /**
   300  *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
   301  *
   302  *  This hint is for backwards compatibility only and will be removed in SDL 2.1
   303  *
   304  *  The default value is "0".  This hint must be set before SDL_Init()
   305  */
   306 #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
   307 
   308 
   309 /**
   310  *  \brief  A variable that lets you manually hint extra gamecontroller db entries
   311  *
   312  *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
   313  *
   314  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
   315  *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
   316  */
   317 #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
   318 
   319 
   320 /**
   321  *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
   322  *
   323  *  The variable can be set to the following values:
   324  *    "0"       - Disable joystick & gamecontroller input events when the
   325  *                application is in the background.
   326  *    "1"       - Enable joystick & gamecontroller input events when the
   327  *                application is in the background.
   328  *
   329  *  The default value is "0".  This hint may be set at any time.
   330  */
   331 #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
   332 
   333 
   334 /**
   335  *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
   336  *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
   337  *
   338  *  This variable can be set to the following values:
   339  *    "0"       - don't allow topmost
   340  *    "1"       - allow topmost
   341  */
   342 #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
   343 
   344 
   345 /**
   346  *  \brief A variable that controls the timer resolution, in milliseconds.
   347  *
   348  *  The higher resolution the timer, the more frequently the CPU services
   349  *  timer interrupts, and the more precise delays are, but this takes up
   350  *  power and CPU time.  This hint is only used on Windows 7 and earlier.
   351  *
   352  *  See this blog post for more information:
   353  *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
   354  *
   355  *  If this variable is set to "0", the system timer resolution is not set.
   356  *
   357  *  The default value is "1". This hint may be set at any time.
   358  */
   359 #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
   360 
   361 
   362 
   363 /**
   364 *  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
   365 *
   366 *  Use this hint in case you need to set SDL's threads stack size to other than the default.
   367 *  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
   368 *  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
   369 *  Support for this hint is currently available only in the pthread backend.
   370 */
   371 #define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
   372 
   373 /**
   374  *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
   375  */
   376 #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
   377 
   378 /**
   379  *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
   380  *
   381  *  If present, holding ctrl while left clicking will generate a right click
   382  *  event when on Mac.
   383  */
   384 #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
   385 
   386 /**
   387 *  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
   388 *
   389 *  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
   390 *  can use two different sets of binaries, those compiled by the user from source
   391 *  or those provided by the Chrome browser. In the later case, these binaries require
   392 *  that SDL loads a DLL providing the shader compiler.
   393 *
   394 *  This variable can be set to the following values:
   395 *    "d3dcompiler_46.dll" - default, best for Vista or later.
   396 *    "d3dcompiler_43.dll" - for XP support.
   397 *    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
   398 *
   399 */
   400 #define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
   401 
   402 /**
   403 *  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
   404 *  
   405 *  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
   406 *  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
   407 *  created SDL_Window:
   408 *
   409 *  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
   410 *  needed for example when sharing an OpenGL context across multiple windows.
   411 *
   412 *  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
   413 *  OpenGL rendering.
   414 *
   415 *  This variable can be set to the following values:
   416 *    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
   417 *    share a pixel format with.
   418 */
   419 #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
   420 
   421 /**
   422  *  \brief A URL to a WinRT app's privacy policy
   423  *
   424  *  All network-enabled WinRT apps must make a privacy policy available to its
   425  *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
   426  *  be available in the Windows Settings charm, as accessed from within the app.
   427  *  SDL provides code to add a URL-based link there, which can point to the app's
   428  *  privacy policy.
   429  *
   430  *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
   431  *  before calling any SDL_Init functions.  The contents of the hint should
   432  *  be a valid URL.  For example, "http://www.example.com".
   433  *
   434  *  The default value is "", which will prevent SDL from adding a privacy policy
   435  *  link to the Settings charm.  This hint should only be set during app init.
   436  *
   437  *  The label text of an app's "Privacy Policy" link may be customized via another
   438  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
   439  *
   440  *  Please note that on Windows Phone, Microsoft does not provide standard UI
   441  *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
   442  *  will not get used on that platform.  Network-enabled phone apps should display
   443  *  their privacy policy through some other, in-app means.
   444  */
   445 #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
   446 
   447 /** \brief Label text for a WinRT app's privacy policy link
   448  *
   449  *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
   450  *  Microsoft mandates that this policy be available via the Windows Settings charm.
   451  *  SDL provides code to add a link there, with its label text being set via the
   452  *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
   453  *
   454  *  Please note that a privacy policy's contents are not set via this hint.  A separate
   455  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
   456  *  policy.
   457  *
   458  *  The contents of this hint should be encoded as a UTF8 string.
   459  *
   460  *  The default value is "Privacy Policy".  This hint should only be set during app
   461  *  initialization, preferably before any calls to SDL_Init.
   462  *
   463  *  For additional information on linking to a privacy policy, see the documentation for
   464  *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
   465  */
   466 #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
   467 
   468 /** \brief Allows back-button-press events on Windows Phone to be marked as handled
   469  *
   470  *  Windows Phone devices typically feature a Back button.  When pressed,
   471  *  the OS will emit back-button-press events, which apps are expected to
   472  *  handle in an appropriate manner.  If apps do not explicitly mark these
   473  *  events as 'Handled', then the OS will invoke its default behavior for
   474  *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
   475  *  terminate the app (and attempt to switch to the previous app, or to the
   476  *  device's home screen).
   477  *
   478  *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
   479  *  to mark back-button-press events as Handled, if and when one is sent to
   480  *  the app.
   481  *
   482  *  Internally, Windows Phone sends back button events as parameters to
   483  *  special back-button-press callback functions.  Apps that need to respond
   484  *  to back-button-press events are expected to register one or more
   485  *  callback functions for such, shortly after being launched (during the
   486  *  app's initialization phase).  After the back button is pressed, the OS
   487  *  will invoke these callbacks.  If the app's callback(s) do not explicitly
   488  *  mark the event as handled by the time they return, or if the app never
   489  *  registers one of these callback, the OS will consider the event
   490  *  un-handled, and it will apply its default back button behavior (terminate
   491  *  the app).
   492  *
   493  *  SDL registers its own back-button-press callback with the Windows Phone
   494  *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
   495  *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
   496  *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
   497  *  If the hint's value is set to "1", the back button event's Handled
   498  *  property will get set to 'true'.  If the hint's value is set to something
   499  *  else, or if it is unset, SDL will leave the event's Handled property
   500  *  alone.  (By default, the OS sets this property to 'false', to note.)
   501  *
   502  *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
   503  *  back button is pressed, or can set it in direct-response to a back button
   504  *  being pressed.
   505  *
   506  *  In order to get notified when a back button is pressed, SDL apps should
   507  *  register a callback function with SDL_AddEventWatch(), and have it listen
   508  *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
   509  *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
   510  *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
   511  *  set by such a callback, will be applied to the OS' current
   512  *  back-button-press event.
   513  *
   514  *  More details on back button behavior in Windows Phone apps can be found
   515  *  at the following page, on Microsoft's developer site:
   516  *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
   517  */
   518 #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
   519 
   520 /**
   521  *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
   522  *
   523  *  This hint only applies to Mac OS X.
   524  *
   525  *  The variable can be set to the following values:
   526  *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
   527  *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
   528  *                button on their titlebars).
   529  *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
   530  *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
   531  *                button on their titlebars).
   532  *
   533  *  The default value is "1". Spaces are disabled regardless of this hint if
   534  *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
   535  *   any windows are created.
   536  */
   537 #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
   538 
   539 /**
   540  * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
   541  */
   542 #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
   543  
   544 /**
   545  * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
   546  */
   547 #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
   548 
   549 /**
   550  * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
   551  *
   552  * The variable can be set to the following values:
   553  *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
   554  *               responsibility to render the text from these events and 
   555  *               differentiate it somehow from committed text. (default)
   556  *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
   557  *               and text that is being composed will be rendered in its own UI.
   558  */
   559 #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
   560 
   561  /**
   562  * \brief A variable to control whether mouse and touch events are to be treated together or separately
   563  *
   564  * The variable can be set to the following values:
   565  *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse
   566  *               events. This is the behaviour of SDL <= 2.0.3. (default)
   567  *   "1"       - Mouse events will be handled separately from pure touch events.
   568  *
   569  * The value of this hint is used at runtime, so it can be changed at any time.
   570  */
   571 #define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
   572 
   573 /**
   574  *  \brief override the binding element for keyboard inputs for Emscripten builds
   575  *
   576  * This hint only applies to the emscripten platform
   577  *
   578  * The variable can be one of
   579  *    "#window"      - The javascript window object (this is the default)
   580  *    "#document"    - The javascript document object
   581  *    "#screen"      - the javascript window.screen object
   582  *    "#canvas"      - the WebGL canvas element
   583  *    any other string without a leading # sign applies to the element on the page with that ID.
   584  */
   585 #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
   586 
   587 /**
   588  *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
   589  *
   590  * This hint only applies to Unix-like platforms.
   591  *
   592  * The variable can be set to the following values:
   593  *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
   594  *               catches a signal, convert it into an SDL_QUIT event.
   595  *   "1"       - SDL will not install a signal handler at all.
   596  */
   597 #define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
   598 
   599 /**
   600  *  \brief  An enumeration of hint priorities
   601  */
   602 typedef enum
   603 {
   604     SDL_HINT_DEFAULT,
   605     SDL_HINT_NORMAL,
   606     SDL_HINT_OVERRIDE
   607 } SDL_HintPriority;
   608 
   609 
   610 /**
   611  *  \brief Set a hint with a specific priority
   612  *
   613  *  The priority controls the behavior when setting a hint that already
   614  *  has a value.  Hints will replace existing hints of their priority and
   615  *  lower.  Environment variables are considered to have override priority.
   616  *
   617  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
   618  */
   619 extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
   620                                                          const char *value,
   621                                                          SDL_HintPriority priority);
   622 
   623 /**
   624  *  \brief Set a hint with normal priority
   625  *
   626  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
   627  */
   628 extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
   629                                              const char *value);
   630 
   631 /**
   632  *  \brief Get a hint
   633  *
   634  *  \return The string value of a hint variable.
   635  */
   636 extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
   637 
   638 /**
   639  *  \brief Add a function to watch a particular hint
   640  *
   641  *  \param name The hint to watch
   642  *  \param callback The function to call when the hint value changes
   643  *  \param userdata A pointer to pass to the callback function
   644  */
   645 typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
   646 extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
   647                                                  SDL_HintCallback callback,
   648                                                  void *userdata);
   649 
   650 /**
   651  *  \brief Remove a function watching a particular hint
   652  *
   653  *  \param name The hint being watched
   654  *  \param callback The function being called when the hint value changes
   655  *  \param userdata A pointer being passed to the callback function
   656  */
   657 extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
   658                                                  SDL_HintCallback callback,
   659                                                  void *userdata);
   660 
   661 /**
   662  *  \brief  Clear all hints
   663  *
   664  *  This function is called during SDL_Quit() to free stored hints.
   665  */
   666 extern DECLSPEC void SDLCALL SDL_ClearHints(void);
   667 
   668 
   669 /* Ends C function definitions when using C++ */
   670 #ifdef __cplusplus
   671 }
   672 #endif
   673 #include "close_code.h"
   674 
   675 #endif /* _SDL_hints_h */
   676 
   677 /* vi: set ts=4 sw=4 expandtab: */