include/SDL_hints.h
author Sam Lantinga <slouken@libsdl.org>
Sat, 19 Oct 2019 01:54:02 -0700
changeset 13150 29acbbbb41b2
parent 13136 e6b9fd31891a
permissions -rw-r--r--
Don't try to use the Xbox HID protocol with the NVIDIA Shield controllers
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2019 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  *    "metal"
    80  *    "software"
    81  *
    82  *  The default varies by platform, but it's the first one in the list that
    83  *  is available on the current platform.
    84  */
    85 #define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
    86 
    87 /**
    88  *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
    89  *
    90  *  This variable can be set to the following values:
    91  *    "0"       - Disable shaders
    92  *    "1"       - Enable shaders
    93  *
    94  *  By default shaders are used if OpenGL supports them.
    95  */
    96 #define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
    97 
    98 /**
    99  *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
   100  *
   101  *  This variable can be set to the following values:
   102  *    "0"       - Thread-safety is not enabled (faster)
   103  *    "1"       - Thread-safety is enabled
   104  *
   105  *  By default the Direct3D device is created with thread-safety disabled.
   106  */
   107 #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
   108 
   109 /**
   110  *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
   111  *
   112  *  This variable does not have any effect on the Direct3D 9 based renderer.
   113  *
   114  *  This variable can be set to the following values:
   115  *    "0"       - Disable Debug Layer use
   116  *    "1"       - Enable Debug Layer use
   117  *
   118  *  By default, SDL does not use Direct3D Debug Layer.
   119  */
   120 #define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
   121 
   122 /**
   123  *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
   124  *
   125  *  This variable can be set to the following values:
   126  *    "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
   127  *    "1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
   128  *
   129  *  By default letterbox is used
   130  */
   131 #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
   132 
   133 /**
   134  *  \brief  A variable controlling the scaling quality
   135  *
   136  *  This variable can be set to the following values:
   137  *    "0" or "nearest" - Nearest pixel sampling
   138  *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
   139  *    "2" or "best"    - Currently this is the same as "linear"
   140  *
   141  *  By default nearest pixel sampling is used
   142  */
   143 #define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
   144 
   145 /**
   146  *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
   147  *
   148  *  This variable can be set to the following values:
   149  *    "0"       - Disable vsync
   150  *    "1"       - Enable vsync
   151  *
   152  *  By default SDL does not sync screen surface updates with vertical refresh.
   153  */
   154 #define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
   155 
   156 /**
   157  *  \brief  A variable controlling whether the screensaver is enabled. 
   158  *
   159  *  This variable can be set to the following values:
   160  *    "0"       - Disable screensaver
   161  *    "1"       - Enable screensaver
   162  *
   163  *  By default SDL will disable the screensaver.
   164  */
   165 #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
   166 
   167 /**
   168  *  \brief  A variable controlling whether the X11 VidMode extension should be used.
   169  *
   170  *  This variable can be set to the following values:
   171  *    "0"       - Disable XVidMode
   172  *    "1"       - Enable XVidMode
   173  *
   174  *  By default SDL will use XVidMode if it is available.
   175  */
   176 #define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
   177 
   178 /**
   179  *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
   180  *
   181  *  This variable can be set to the following values:
   182  *    "0"       - Disable Xinerama
   183  *    "1"       - Enable Xinerama
   184  *
   185  *  By default SDL will use Xinerama if it is available.
   186  */
   187 #define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
   188 
   189 /**
   190  *  \brief  A variable controlling whether the X11 XRandR extension should be used.
   191  *
   192  *  This variable can be set to the following values:
   193  *    "0"       - Disable XRandR
   194  *    "1"       - Enable XRandR
   195  *
   196  *  By default SDL will not use XRandR because of window manager issues.
   197  */
   198 #define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
   199 
   200 /**
   201  *  \brief  A variable forcing the visual ID chosen for new X11 windows
   202  *
   203  */
   204 #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID      "SDL_VIDEO_X11_WINDOW_VISUALID"
   205 
   206 /**
   207  *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
   208  *
   209  *  This variable can be set to the following values:
   210  *    "0"       - Disable _NET_WM_PING
   211  *    "1"       - Enable _NET_WM_PING
   212  *
   213  *  By default SDL will use _NET_WM_PING, but for applications that know they
   214  *  will not always be able to respond to ping requests in a timely manner they can
   215  *  turn it off to avoid the window manager thinking the app is hung.
   216  *  The hint is checked in CreateWindow.
   217  */
   218 #define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
   219 
   220 /**
   221  * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
   222  * 
   223  * This variable can be set to the following values:
   224  * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
   225  * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
   226  * 
   227  * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
   228  * 
   229  */
   230 #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
   231 
   232 /**
   233  *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden 
   234  *
   235  *  This variable can be set to the following values:
   236  *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
   237  *    "1"       - The window frame is interactive when the cursor is hidden
   238  *
   239  *  By default SDL will allow interaction with the window frame when the cursor is hidden
   240  */
   241 #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
   242 
   243 /**
   244  * \brief A variable to specify custom icon resource id from RC file on Windows platform 
   245  */
   246 #define SDL_HINT_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON"
   247 #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
   248 
   249 /**
   250  *  \brief  A variable controlling whether the windows message loop is processed by SDL 
   251  *
   252  *  This variable can be set to the following values:
   253  *    "0"       - The window message loop is not run
   254  *    "1"       - The window message loop is processed in SDL_PumpEvents()
   255  *
   256  *  By default SDL will process the windows message loop
   257  */
   258 #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
   259 
   260 /**
   261  *  \brief  A variable controlling whether grabbing input grabs the keyboard
   262  *
   263  *  This variable can be set to the following values:
   264  *    "0"       - Grab will affect only the mouse
   265  *    "1"       - Grab will affect mouse and keyboard
   266  *
   267  *  By default SDL will not grab the keyboard so system shortcuts still work.
   268  */
   269 #define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
   270 
   271 /**
   272  *  \brief  A variable setting the double click time, in milliseconds.
   273  */
   274 #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME    "SDL_MOUSE_DOUBLE_CLICK_TIME"
   275 
   276 /**
   277  *  \brief  A variable setting the double click radius, in pixels.
   278  */
   279 #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS    "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
   280 
   281 /**
   282  *  \brief  A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
   283  */
   284 #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
   285 
   286 /**
   287  *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
   288  */
   289 #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
   290 
   291 /**
   292  *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
   293  *
   294  *  This variable can be set to the following values:
   295  *    "0"       - Relative mouse mode uses raw input
   296  *    "1"       - Relative mouse mode uses mouse warping
   297  *
   298  *  By default SDL will use raw input for relative mouse mode
   299  */
   300 #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
   301 
   302 /**
   303  *  \brief Allow mouse click events when clicking to focus an SDL window
   304  *
   305  *  This variable can be set to the following values:
   306  *    "0"       - Ignore mouse clicks that activate a window
   307  *    "1"       - Generate events for mouse clicks that activate a window
   308  *
   309  *  By default SDL will ignore mouse clicks that activate a window
   310  */
   311 #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
   312 
   313 /**
   314  *  \brief  A variable controlling whether touch events should generate synthetic mouse events
   315  *
   316  *  This variable can be set to the following values:
   317  *    "0"       - Touch events will not generate mouse events
   318  *    "1"       - Touch events will generate mouse events
   319  *
   320  *  By default SDL will generate mouse events for touch events
   321  */
   322 #define SDL_HINT_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS"
   323 
   324 /**
   325  *  \brief  A variable controlling whether mouse events should generate synthetic touch events
   326  *
   327  *  This variable can be set to the following values:
   328  *    "0"       - Mouse events will not generate touch events (default for desktop platforms)
   329  *    "1"       - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
   330  */
   331 
   332 #define SDL_HINT_MOUSE_TOUCH_EVENTS    "SDL_MOUSE_TOUCH_EVENTS"
   333 
   334 /**
   335  *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
   336  *
   337  */
   338 #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
   339 
   340 /**
   341  *  \brief  A variable controlling whether the idle timer is disabled on iOS.
   342  *
   343  *  When an iOS app does not receive touches for some time, the screen is
   344  *  dimmed automatically. For games where the accelerometer is the only input
   345  *  this is problematic. This functionality can be disabled by setting this
   346  *  hint.
   347  *
   348  *  As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
   349  *  accomplish the same thing on iOS. They should be preferred over this hint.
   350  *
   351  *  This variable can be set to the following values:
   352  *    "0"       - Enable idle timer
   353  *    "1"       - Disable idle timer
   354  */
   355 #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
   356 
   357 /**
   358  *  \brief  A variable controlling which orientations are allowed on iOS/Android.
   359  *
   360  *  In some circumstances it is necessary to be able to explicitly control
   361  *  which UI orientations are allowed.
   362  *
   363  *  This variable is a space delimited list of the following values:
   364  *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
   365  */
   366 #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
   367 
   368 /**
   369  *  \brief  A variable controlling whether controllers used with the Apple TV
   370  *  generate UI events.
   371  *
   372  * When UI events are generated by controller input, the app will be
   373  * backgrounded when the Apple TV remote's menu button is pressed, and when the
   374  * pause or B buttons on gamepads are pressed.
   375  *
   376  * More information about properly making use of controllers for the Apple TV
   377  * can be found here:
   378  * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
   379  *
   380  *  This variable can be set to the following values:
   381  *    "0"       - Controller input does not generate UI events (the default).
   382  *    "1"       - Controller input generates UI events.
   383  */
   384 #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
   385 
   386 /**
   387  * \brief  A variable controlling whether the Apple TV remote's joystick axes
   388  *         will automatically match the rotation of the remote.
   389  *
   390  *  This variable can be set to the following values:
   391  *    "0"       - Remote orientation does not affect joystick axes (the default).
   392  *    "1"       - Joystick axes are based on the orientation of the remote.
   393  */
   394 #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
   395 
   396 /**
   397  * \brief  A variable controlling whether the home indicator bar on iPhone X
   398  *         should be hidden.
   399  *
   400  *  This variable can be set to the following values:
   401  *    "0"       - The indicator bar is not hidden (default for windowed applications)
   402  *    "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
   403  *    "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)
   404  */
   405 #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
   406 
   407 /**
   408  *  \brief  A variable controlling whether the Android / iOS built-in
   409  *  accelerometer should be listed as a joystick device.
   410  *
   411  *  This variable can be set to the following values:
   412  *    "0"       - The accelerometer is not listed as a joystick
   413  *    "1"       - The accelerometer is available as a 3 axis joystick (the default).
   414  */
   415 #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
   416 
   417 /**
   418  *  \brief  A variable controlling whether the Android / tvOS remotes
   419  *  should be listed as joystick devices, instead of sending keyboard events.
   420  *
   421  *  This variable can be set to the following values:
   422  *    "0"       - Remotes send enter/escape/arrow key events
   423  *    "1"       - Remotes are available as 2 axis, 2 button joysticks (the default).
   424  */
   425 #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
   426 
   427 /**
   428  *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
   429  *
   430  *  The variable can be set to the following values:
   431  *    "0"       - Disable XInput detection (only uses direct input)
   432  *    "1"       - Enable XInput detection (the default)
   433  */
   434 #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
   435 
   436 /**
   437  *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
   438  *
   439  *  This hint is for backwards compatibility only and will be removed in SDL 2.1
   440  *
   441  *  The default value is "0".  This hint must be set before SDL_Init()
   442  */
   443 #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
   444 
   445 /**
   446  *  \brief  A variable that lets you manually hint extra gamecontroller db entries.
   447  *
   448  *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
   449  *
   450  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
   451  *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
   452  */
   453 #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
   454 
   455 /**
   456  *  \brief  A variable that lets you provide a file with extra gamecontroller db entries.
   457  *
   458  *  The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
   459  *
   460  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
   461  *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
   462  */
   463 #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
   464 
   465 /**
   466  *  \brief  A variable containing a list of devices to skip when scanning for game controllers.
   467  *
   468  *  The format of the string is a comma separated list of USB VID/PID pairs
   469  *  in hexadecimal form, e.g.
   470  *
   471  *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
   472  *
   473  *  The variable can also take the form of @file, in which case the named
   474  *  file will be loaded and interpreted as the value of the variable.
   475  */
   476 #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
   477 
   478 /**
   479  *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
   480  *
   481  *  The format of the string is a comma separated list of USB VID/PID pairs
   482  *  in hexadecimal form, e.g.
   483  *
   484  *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
   485  *
   486  *  The variable can also take the form of @file, in which case the named
   487  *  file will be loaded and interpreted as the value of the variable.
   488  */
   489 #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
   490 
   491 /**
   492  *  \brief  If set, game controller face buttons report their values according to their labels instead of their positional layout.
   493  * 
   494  *  For example, on Nintendo Switch controllers, normally you'd get:
   495  *
   496  *      (Y)
   497  *  (X)     (B)
   498  *      (A)
   499  *
   500  *  but if this hint is set, you'll get:
   501  *
   502  *      (X)
   503  *  (Y)     (A)
   504  *      (B)
   505  *
   506  *  The variable can be set to the following values:
   507  *    "0"       - Report the face buttons by position, as though they were on an Xbox controller.
   508  *    "1"       - Report the face buttons by label instead of position
   509  *
   510  *  The default value is "0".  This hint may be set at any time.
   511  */
   512 #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
   513 
   514 /**
   515  *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
   516  *
   517  *  The variable can be set to the following values:
   518  *    "0"       - Disable joystick & gamecontroller input events when the
   519  *                application is in the background.
   520  *    "1"       - Enable joystick & gamecontroller input events when the
   521  *                application is in the background.
   522  *
   523  *  The default value is "0".  This hint may be set at any time.
   524  */
   525 #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
   526 
   527 /**
   528  *  \brief  A variable controlling whether the HIDAPI joystick drivers should be used.
   529  *
   530  *  This variable can be set to the following values:
   531  *    "0"       - HIDAPI drivers are not used
   532  *    "1"       - HIDAPI drivers are used (the default)
   533  *
   534  *  This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
   535  */
   536 #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
   537 
   538 /**
   539  *  \brief  A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
   540  *
   541  *  This variable can be set to the following values:
   542  *    "0"       - HIDAPI driver is not used
   543  *    "1"       - HIDAPI driver is used
   544  *
   545  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
   546  */
   547 #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
   548 
   549 /**
   550  *  \brief  A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
   551  *
   552  *  This variable can be set to the following values:
   553  *    "0"       - extended reports are not enabled (the default)
   554  *    "1"       - extended reports
   555  *
   556  *  Extended input reports allow rumble on Bluetooth PS4 controllers, but
   557  *  break DirectInput handling for applications that don't use SDL.
   558  *
   559  *  Once extended reports are enabled, they can not be disabled without
   560  *  power cycling the controller.
   561  */
   562 #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
   563 
   564 /**
   565  *  \brief  A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
   566  *
   567  *  This variable can be set to the following values:
   568  *    "0"       - HIDAPI driver is not used
   569  *    "1"       - HIDAPI driver is used
   570  *
   571  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
   572  */
   573 #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
   574 
   575 /**
   576  *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
   577  *
   578  *  This variable can be set to the following values:
   579  *    "0"       - HIDAPI driver is not used
   580  *    "1"       - HIDAPI driver is used
   581  *
   582  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
   583  */
   584 #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
   585 
   586 /**
   587  *  \brief  A variable controlling whether the HIDAPI driver for XBox controllers should be used.
   588  *
   589  *  This variable can be set to the following values:
   590  *    "0"       - HIDAPI driver is not used
   591  *    "1"       - HIDAPI driver is used
   592  *
   593  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
   594  */
   595 #define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"
   596 
   597 /**
   598  *  \brief  A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
   599  *
   600  *  The variable can be set to the following values:
   601  *    "0"       - Do not scan for Steam Controllers
   602  *    "1"       - Scan for Steam Controllers (the default)
   603  *
   604  *  The default value is "1".  This hint must be set before initializing the joystick subsystem.
   605  */
   606 #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
   607 
   608 
   609 /**
   610  *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
   611  *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
   612  *
   613  *  This variable can be set to the following values:
   614  *    "0"       - don't allow topmost
   615  *    "1"       - allow topmost
   616  */
   617 #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
   618 
   619 /**
   620  *  \brief A variable that controls the timer resolution, in milliseconds.
   621  *
   622  *  The higher resolution the timer, the more frequently the CPU services
   623  *  timer interrupts, and the more precise delays are, but this takes up
   624  *  power and CPU time.  This hint is only used on Windows 7 and earlier.
   625  *
   626  *  See this blog post for more information:
   627  *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
   628  *
   629  *  If this variable is set to "0", the system timer resolution is not set.
   630  *
   631  *  The default value is "1". This hint may be set at any time.
   632  */
   633 #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
   634 
   635 
   636 /**
   637  *  \brief  A variable describing the content orientation on QtWayland-based platforms.
   638  *
   639  *  On QtWayland platforms, windows are rotated client-side to allow for custom
   640  *  transitions. In order to correctly position overlays (e.g. volume bar) and
   641  *  gestures (e.g. events view, close/minimize gestures), the system needs to
   642  *  know in which orientation the application is currently drawing its contents.
   643  *
   644  *  This does not cause the window to be rotated or resized, the application
   645  *  needs to take care of drawing the content in the right orientation (the
   646  *  framebuffer is always in portrait mode).
   647  *
   648  *  This variable can be one of the following values:
   649  *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
   650  */
   651 #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
   652 
   653 /**
   654  *  \brief  Flags to set on QtWayland windows to integrate with the native window manager.
   655  *
   656  *  On QtWayland platforms, this hint controls the flags to set on the windows.
   657  *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
   658  *
   659  *  This variable is a space-separated list of the following values (empty = no flags):
   660  *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
   661  */
   662 #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
   663 
   664 /**
   665 *  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
   666 *
   667 *  Use this hint in case you need to set SDL's threads stack size to other than the default.
   668 *  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
   669 *  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
   670 *  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
   671 *
   672 *  Instead of this hint, in 2.0.9 and later, you can use
   673 *  SDL_CreateThreadWithStackSize(). This hint only works with the classic
   674 *  SDL_CreateThread().
   675 */
   676 #define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
   677 
   678 /**
   679  *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
   680  */
   681 #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
   682 
   683 /**
   684  *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
   685  *
   686  *  If present, holding ctrl while left clicking will generate a right click
   687  *  event when on Mac.
   688  */
   689 #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
   690 
   691 /**
   692 *  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
   693 *
   694 *  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
   695 *  can use two different sets of binaries, those compiled by the user from source
   696 *  or those provided by the Chrome browser. In the later case, these binaries require
   697 *  that SDL loads a DLL providing the shader compiler.
   698 *
   699 *  This variable can be set to the following values:
   700 *    "d3dcompiler_46.dll" - default, best for Vista or later.
   701 *    "d3dcompiler_43.dll" - for XP support.
   702 *    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
   703 *
   704 */
   705 #define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
   706 
   707 /**
   708 *  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
   709 *  
   710 *  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
   711 *  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
   712 *  created SDL_Window:
   713 *
   714 *  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
   715 *  needed for example when sharing an OpenGL context across multiple windows.
   716 *
   717 *  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
   718 *  OpenGL rendering.
   719 *
   720 *  This variable can be set to the following values:
   721 *    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
   722 *    share a pixel format with.
   723 */
   724 #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
   725 
   726 /**
   727  *  \brief A URL to a WinRT app's privacy policy
   728  *
   729  *  All network-enabled WinRT apps must make a privacy policy available to its
   730  *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
   731  *  be available in the Windows Settings charm, as accessed from within the app.
   732  *  SDL provides code to add a URL-based link there, which can point to the app's
   733  *  privacy policy.
   734  *
   735  *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
   736  *  before calling any SDL_Init() functions.  The contents of the hint should
   737  *  be a valid URL.  For example, "http://www.example.com".
   738  *
   739  *  The default value is "", which will prevent SDL from adding a privacy policy
   740  *  link to the Settings charm.  This hint should only be set during app init.
   741  *
   742  *  The label text of an app's "Privacy Policy" link may be customized via another
   743  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
   744  *
   745  *  Please note that on Windows Phone, Microsoft does not provide standard UI
   746  *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
   747  *  will not get used on that platform.  Network-enabled phone apps should display
   748  *  their privacy policy through some other, in-app means.
   749  */
   750 #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
   751 
   752 /** \brief Label text for a WinRT app's privacy policy link
   753  *
   754  *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
   755  *  Microsoft mandates that this policy be available via the Windows Settings charm.
   756  *  SDL provides code to add a link there, with its label text being set via the
   757  *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
   758  *
   759  *  Please note that a privacy policy's contents are not set via this hint.  A separate
   760  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
   761  *  policy.
   762  *
   763  *  The contents of this hint should be encoded as a UTF8 string.
   764  *
   765  *  The default value is "Privacy Policy".  This hint should only be set during app
   766  *  initialization, preferably before any calls to SDL_Init().
   767  *
   768  *  For additional information on linking to a privacy policy, see the documentation for
   769  *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
   770  */
   771 #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
   772 
   773 /** \brief Allows back-button-press events on Windows Phone to be marked as handled
   774  *
   775  *  Windows Phone devices typically feature a Back button.  When pressed,
   776  *  the OS will emit back-button-press events, which apps are expected to
   777  *  handle in an appropriate manner.  If apps do not explicitly mark these
   778  *  events as 'Handled', then the OS will invoke its default behavior for
   779  *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
   780  *  terminate the app (and attempt to switch to the previous app, or to the
   781  *  device's home screen).
   782  *
   783  *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
   784  *  to mark back-button-press events as Handled, if and when one is sent to
   785  *  the app.
   786  *
   787  *  Internally, Windows Phone sends back button events as parameters to
   788  *  special back-button-press callback functions.  Apps that need to respond
   789  *  to back-button-press events are expected to register one or more
   790  *  callback functions for such, shortly after being launched (during the
   791  *  app's initialization phase).  After the back button is pressed, the OS
   792  *  will invoke these callbacks.  If the app's callback(s) do not explicitly
   793  *  mark the event as handled by the time they return, or if the app never
   794  *  registers one of these callback, the OS will consider the event
   795  *  un-handled, and it will apply its default back button behavior (terminate
   796  *  the app).
   797  *
   798  *  SDL registers its own back-button-press callback with the Windows Phone
   799  *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
   800  *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
   801  *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
   802  *  If the hint's value is set to "1", the back button event's Handled
   803  *  property will get set to 'true'.  If the hint's value is set to something
   804  *  else, or if it is unset, SDL will leave the event's Handled property
   805  *  alone.  (By default, the OS sets this property to 'false', to note.)
   806  *
   807  *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
   808  *  back button is pressed, or can set it in direct-response to a back button
   809  *  being pressed.
   810  *
   811  *  In order to get notified when a back button is pressed, SDL apps should
   812  *  register a callback function with SDL_AddEventWatch(), and have it listen
   813  *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
   814  *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
   815  *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
   816  *  set by such a callback, will be applied to the OS' current
   817  *  back-button-press event.
   818  *
   819  *  More details on back button behavior in Windows Phone apps can be found
   820  *  at the following page, on Microsoft's developer site:
   821  *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
   822  */
   823 #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
   824 
   825 /**
   826  *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
   827  *
   828  *  This hint only applies to Mac OS X.
   829  *
   830  *  The variable can be set to the following values:
   831  *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
   832  *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
   833  *                button on their titlebars).
   834  *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
   835  *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
   836  *                button on their titlebars).
   837  *
   838  *  The default value is "1". Spaces are disabled regardless of this hint if
   839  *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
   840  *   any windows are created.
   841  */
   842 #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
   843 
   844 /**
   845 *  \brief  When set don't force the SDL app to become a foreground process
   846 *
   847 *  This hint only applies to Mac OS X.
   848 *
   849 */
   850 #define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
   851 
   852 /**
   853  * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
   854  *
   855  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
   856  *
   857  * If both hints were set then SDL_RWFromFile() will look into expansion files
   858  * after a given relative path was not found in the internal storage and assets.
   859  *
   860  * By default this hint is not set and the APK expansion files are not searched.
   861  */
   862 #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
   863  
   864 /**
   865  * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
   866  *
   867  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
   868  *
   869  * If both hints were set then SDL_RWFromFile() will look into expansion files
   870  * after a given relative path was not found in the internal storage and assets.
   871  *
   872  * By default this hint is not set and the APK expansion files are not searched.
   873  */
   874 #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
   875 
   876 /**
   877  * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
   878  *
   879  * The variable can be set to the following values:
   880  *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
   881  *               responsibility to render the text from these events and 
   882  *               differentiate it somehow from committed text. (default)
   883  *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
   884  *               and text that is being composed will be rendered in its own UI.
   885  */
   886 #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
   887 
   888 /**
   889  * \brief A variable to control whether we trap the Android back button to handle it manually.
   890  *        This is necessary for the right mouse button to work on some Android devices, or
   891  *        to be able to trap the back button for use in your code reliably.  If set to true,
   892  *        the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of 
   893  *        SDL_SCANCODE_AC_BACK.
   894  *
   895  * The variable can be set to the following values:
   896  *   "0"       - Back button will be handled as usual for system. (default)
   897  *   "1"       - Back button will be trapped, allowing you to handle the key press
   898  *               manually.  (This will also let right mouse click work on systems 
   899  *               where the right mouse button functions as back.)
   900  *
   901  * The value of this hint is used at runtime, so it can be changed at any time.
   902  */
   903 #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
   904 
   905 /**
   906  * \brief A variable to control whether the event loop will block itself when the app is paused.
   907  *
   908  * The variable can be set to the following values:
   909  *   "0"       - Non blocking.
   910  *   "1"       - Blocking. (default)
   911  *
   912  * The value should be set before SDL is initialized.
   913  */
   914 #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
   915 
   916  /**
   917  * \brief A variable to control whether the return key on the soft keyboard
   918  *        should hide the soft keyboard on Android and iOS.
   919  *
   920  * The variable can be set to the following values:
   921  *   "0"       - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
   922  *   "1"       - The return key will hide the keyboard.
   923  *
   924  * The value of this hint is used at runtime, so it can be changed at any time.
   925  */
   926 #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
   927 
   928 /**
   929  *  \brief override the binding element for keyboard inputs for Emscripten builds
   930  *
   931  * This hint only applies to the emscripten platform
   932  *
   933  * The variable can be one of
   934  *    "#window"      - The javascript window object (this is the default)
   935  *    "#document"    - The javascript document object
   936  *    "#screen"      - the javascript window.screen object
   937  *    "#canvas"      - the WebGL canvas element
   938  *    any other string without a leading # sign applies to the element on the page with that ID.
   939  */
   940 #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
   941 
   942 /**
   943  *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
   944  *
   945  * This hint only applies to Unix-like platforms.
   946  *
   947  * The variable can be set to the following values:
   948  *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
   949  *               catches a signal, convert it into an SDL_QUIT event.
   950  *   "1"       - SDL will not install a signal handler at all.
   951  */
   952 #define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
   953 
   954 /**
   955  *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
   956  *
   957  * The variable can be set to the following values:
   958  *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
   959  *   "1"       - SDL will only do normal key handling for Alt+F4.
   960  */
   961 #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
   962 
   963 /**
   964  *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
   965  *
   966  * The bitmap header version 4 is required for proper alpha channel support and
   967  * SDL will use it when required. Should this not be desired, this hint can
   968  * force the use of the 40 byte header version which is supported everywhere.
   969  *
   970  * The variable can be set to the following values:
   971  *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
   972  *               32-bit BMP file with an alpha mask. SDL will use the bitmap
   973  *               header version 4 and set the alpha mask accordingly.
   974  *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
   975  *               32-bit BMP file without an alpha mask. The alpha channel data
   976  *               will be in the file, but applications are going to ignore it.
   977  *
   978  * The default value is "0".
   979  */
   980 #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
   981 
   982 /**
   983  * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
   984  *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a
   985  *        thread's name, but it tends to cause problems with other debuggers,
   986  *        and the .NET runtime. Note that SDL 2.0.6 and later will still use
   987  *        the (safer) SetThreadDescription API, introduced in the Windows 10
   988  *        Creators Update, if available.
   989  *
   990  * The variable can be set to the following values:
   991  *   "0"       - SDL will raise the 0x406D1388 Exception to name threads.
   992  *               This is the default behavior of SDL <= 2.0.4.
   993  *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default)
   994  *               This is necessary with .NET languages or debuggers that aren't Visual Studio.
   995  */
   996 #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
   997 
   998 /**
   999  * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
  1000  *
  1001  * Also known as Z-order. The variable can take a negative or positive value.
  1002  * The default is 10000.
  1003  */
  1004 #define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
  1005 
  1006 /**
  1007  * \brief Tell the video driver that we only want a double buffer.
  1008  *
  1009  * By default, most lowlevel 2D APIs will use a triple buffer scheme that 
  1010  * wastes no CPU time on waiting for vsync after issuing a flip, but
  1011  * introduces a frame of latency. On the other hand, using a double buffer
  1012  * scheme instead is recommended for cases where low latency is an important
  1013  * factor because we save a whole frame of latency.
  1014  * We do so by waiting for vsync immediately after issuing a flip, usually just
  1015  * after eglSwapBuffers call in the backend's *_SwapWindow function.
  1016  *
  1017  * Since it's driver-specific, it's only supported where possible and
  1018  * implemented. Currently supported the following drivers:
  1019  * - KMSDRM (kmsdrm)
  1020  * - Raspberry Pi (raspberrypi)
  1021  */
  1022 #define SDL_HINT_VIDEO_DOUBLE_BUFFER      "SDL_VIDEO_DOUBLE_BUFFER"
  1023 
  1024 /**
  1025  *  \brief  A variable controlling what driver to use for OpenGL ES contexts.
  1026  *
  1027  *  On some platforms, currently Windows and X11, OpenGL drivers may support
  1028  *  creating contexts with an OpenGL ES profile. By default SDL uses these
  1029  *  profiles, when available, otherwise it attempts to load an OpenGL ES
  1030  *  library, e.g. that provided by the ANGLE project. This variable controls
  1031  *  whether SDL follows this default behaviour or will always load an
  1032  *  OpenGL ES library.
  1033  *
  1034  *  Circumstances where this is useful include
  1035  *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
  1036  *    or emulator, e.g. those from ARM, Imagination or Qualcomm.
  1037  *  - Resolving OpenGL ES function addresses at link time by linking with
  1038  *    the OpenGL ES library instead of querying them at run time with
  1039  *    SDL_GL_GetProcAddress().
  1040  *
  1041  *  Caution: for an application to work with the default behaviour across
  1042  *  different OpenGL drivers it must query the OpenGL ES function
  1043  *  addresses at run time using SDL_GL_GetProcAddress().
  1044  *
  1045  *  This variable is ignored on most platforms because OpenGL ES is native
  1046  *  or not supported.
  1047  *
  1048  *  This variable can be set to the following values:
  1049  *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.)
  1050  *    "1"       - Load OpenGL ES library using the default library names.
  1051  *
  1052  */
  1053 #define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
  1054 
  1055 /**
  1056  *  \brief  A variable controlling speed/quality tradeoff of audio resampling.
  1057  *
  1058  *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
  1059  *  to handle audio resampling. There are different resampling modes available
  1060  *  that produce different levels of quality, using more CPU.
  1061  *
  1062  *  If this hint isn't specified to a valid setting, or libsamplerate isn't
  1063  *  available, SDL will use the default, internal resampling algorithm.
  1064  *
  1065  *  Note that this is currently only applicable to resampling audio that is
  1066  *  being written to a device for playback or audio being read from a device
  1067  *  for capture. SDL_AudioCVT always uses the default resampler (although this
  1068  *  might change for SDL 2.1).
  1069  *
  1070  *  This hint is currently only checked at audio subsystem initialization.
  1071  *
  1072  *  This variable can be set to the following values:
  1073  *
  1074  *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
  1075  *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
  1076  *    "2" or "medium"  - Use medium quality resampling, if available
  1077  *    "3" or "best"    - Use high quality resampling, if available
  1078  */
  1079 #define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
  1080 
  1081 /**
  1082  *  \brief  A variable controlling the audio category on iOS and Mac OS X
  1083  *
  1084  *  This variable can be set to the following values:
  1085  *
  1086  *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
  1087  *    "playback"    - Use the AVAudioSessionCategoryPlayback category
  1088  *
  1089  *  For more information, see Apple's documentation:
  1090  *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
  1091  */
  1092 #define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
  1093 
  1094 /**
  1095  *  \brief  A variable controlling whether the 2D render API is compatible or efficient.
  1096  *
  1097  *  This variable can be set to the following values:
  1098  *
  1099  *    "0"     - Don't use batching to make rendering more efficient.
  1100  *    "1"     - Use batching, but might cause problems if app makes its own direct OpenGL calls.
  1101  *
  1102  *  Up to SDL 2.0.9, the render API would draw immediately when requested. Now
  1103  *  it batches up draw requests and sends them all to the GPU only when forced
  1104  *  to (during SDL_RenderPresent, when changing render targets, by updating a
  1105  *  texture that the batch needs, etc). This is significantly more efficient,
  1106  *  but it can cause problems for apps that expect to render on top of the
  1107  *  render API's output. As such, SDL will disable batching if a specific
  1108  *  render backend is requested (since this might indicate that the app is
  1109  *  planning to use the underlying graphics API directly). This hint can
  1110  *  be used to explicitly request batching in this instance. It is a contract
  1111  *  that you will either never use the underlying graphics API directly, or
  1112  *  if you do, you will call SDL_RenderFlush() before you do so any current
  1113  *  batch goes to the GPU before your work begins. Not following this contract
  1114  *  will result in undefined behavior.
  1115  */
  1116 #define SDL_HINT_RENDER_BATCHING  "SDL_RENDER_BATCHING"
  1117 
  1118 
  1119 /**
  1120  *  \brief  A variable controlling whether SDL logs all events pushed onto its internal queue.
  1121  *
  1122  *  This variable can be set to the following values:
  1123  *
  1124  *    "0"     - Don't log any events (default)
  1125  *    "1"     - Log all events except mouse and finger motion, which are pretty spammy.
  1126  *    "2"     - Log all events.
  1127  *
  1128  *  This is generally meant to be used to debug SDL itself, but can be useful
  1129  *  for application developers that need better visibility into what is going
  1130  *  on in the event queue. Logged events are sent through SDL_Log(), which
  1131  *  means by default they appear on stdout on most platforms or maybe
  1132  *  OutputDebugString() on Windows, and can be funneled by the app with
  1133  *  SDL_LogSetOutputFunction(), etc.
  1134  *
  1135  *  This hint can be toggled on and off at runtime, if you only need to log
  1136  *  events for a small subset of program execution.
  1137  */
  1138 #define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"
  1139 
  1140 
  1141 
  1142 /**
  1143  *  \brief  Controls how the size of the RIFF chunk affects the loading of a WAVE file.
  1144  *
  1145  *  The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
  1146  *  file) is not always reliable. In case the size is wrong, it's possible to
  1147  *  just ignore it and step through the chunks until a fixed limit is reached.
  1148  *
  1149  *  Note that files that have trailing data unrelated to the WAVE file or
  1150  *  corrupt files may slow down the loading process without a reliable boundary.
  1151  *  By default, SDL stops after 10000 chunks to prevent wasting time. Use the
  1152  *  environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
  1153  *
  1154  *  This variable can be set to the following values:
  1155  *
  1156  *    "force"        - Always use the RIFF chunk size as a boundary for the chunk search
  1157  *    "ignorezero"   - Like "force", but a zero size searches up to 4 GiB (default)
  1158  *    "ignore"       - Ignore the RIFF chunk size and always search up to 4 GiB
  1159  *    "maximum"      - Search for chunks until the end of file (not recommended)
  1160  */
  1161 #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"
  1162 
  1163 /**
  1164  *  \brief  Controls how a truncated WAVE file is handled.
  1165  *
  1166  *  A WAVE file is considered truncated if any of the chunks are incomplete or
  1167  *  the data chunk size is not a multiple of the block size. By default, SDL
  1168  *  decodes until the first incomplete block, as most applications seem to do.
  1169  *
  1170  *  This variable can be set to the following values:
  1171  *
  1172  *    "verystrict" - Raise an error if the file is truncated
  1173  *    "strict"     - Like "verystrict", but the size of the RIFF chunk is ignored
  1174  *    "dropframe"  - Decode until the first incomplete sample frame
  1175  *    "dropblock"  - Decode until the first incomplete block (default)
  1176  */
  1177 #define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"
  1178 
  1179 /**
  1180  *  \brief  Controls how the fact chunk affects the loading of a WAVE file.
  1181  *
  1182  *  The fact chunk stores information about the number of samples of a WAVE
  1183  *  file. The Standards Update from Microsoft notes that this value can be used
  1184  *  to 'determine the length of the data in seconds'. This is especially useful
  1185  *  for compressed formats (for which this is a mandatory chunk) if they produce
  1186  *  multiple sample frames per block and truncating the block is not allowed.
  1187  *  The fact chunk can exactly specify how many sample frames there should be
  1188  *  in this case.
  1189  *
  1190  *  Unfortunately, most application seem to ignore the fact chunk and so SDL
  1191  *  ignores it by default as well.
  1192  *
  1193  *  This variable can be set to the following values:
  1194  *
  1195  *    "truncate"    - Use the number of samples to truncate the wave data if
  1196  *                    the fact chunk is present and valid
  1197  *    "strict"      - Like "truncate", but raise an error if the fact chunk
  1198  *                    is invalid, not present for non-PCM formats, or if the
  1199  *                    data chunk doesn't have that many samples
  1200  *    "ignorezero"  - Like "truncate", but ignore fact chunk if the number of
  1201  *                    samples is zero
  1202  *    "ignore"      - Ignore fact chunk entirely (default)
  1203  */
  1204 #define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"
  1205 
  1206 /**
  1207  *  \brief  An enumeration of hint priorities
  1208  */
  1209 typedef enum
  1210 {
  1211     SDL_HINT_DEFAULT,
  1212     SDL_HINT_NORMAL,
  1213     SDL_HINT_OVERRIDE
  1214 } SDL_HintPriority;
  1215 
  1216 
  1217 /**
  1218  *  \brief Set a hint with a specific priority
  1219  *
  1220  *  The priority controls the behavior when setting a hint that already
  1221  *  has a value.  Hints will replace existing hints of their priority and
  1222  *  lower.  Environment variables are considered to have override priority.
  1223  *
  1224  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
  1225  */
  1226 extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
  1227                                                          const char *value,
  1228                                                          SDL_HintPriority priority);
  1229 
  1230 /**
  1231  *  \brief Set a hint with normal priority
  1232  *
  1233  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
  1234  */
  1235 extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
  1236                                              const char *value);
  1237 
  1238 /**
  1239  *  \brief Get a hint
  1240  *
  1241  *  \return The string value of a hint variable.
  1242  */
  1243 extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
  1244 
  1245 /**
  1246  *  \brief Get a hint
  1247  *
  1248  *  \return The boolean value of a hint variable.
  1249  */
  1250 extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
  1251 
  1252 /**
  1253  * \brief type definition of the hint callback function.
  1254  */
  1255 typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
  1256 
  1257 /**
  1258  *  \brief Add a function to watch a particular hint
  1259  *
  1260  *  \param name The hint to watch
  1261  *  \param callback The function to call when the hint value changes
  1262  *  \param userdata A pointer to pass to the callback function
  1263  */
  1264 extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
  1265                                                  SDL_HintCallback callback,
  1266                                                  void *userdata);
  1267 
  1268 /**
  1269  *  \brief Remove a function watching a particular hint
  1270  *
  1271  *  \param name The hint being watched
  1272  *  \param callback The function being called when the hint value changes
  1273  *  \param userdata A pointer being passed to the callback function
  1274  */
  1275 extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
  1276                                                  SDL_HintCallback callback,
  1277                                                  void *userdata);
  1278 
  1279 /**
  1280  *  \brief  Clear all hints
  1281  *
  1282  *  This function is called during SDL_Quit() to free stored hints.
  1283  */
  1284 extern DECLSPEC void SDLCALL SDL_ClearHints(void);
  1285 
  1286 
  1287 /* Ends C function definitions when using C++ */
  1288 #ifdef __cplusplus
  1289 }
  1290 #endif
  1291 #include "close_code.h"
  1292 
  1293 #endif /* SDL_hints_h_ */
  1294 
  1295 /* vi: set ts=4 sw=4 expandtab: */