include/SDL_hints.h
author Sam Lantinga <slouken@libsdl.org>
Wed, 12 Jun 2019 10:38:49 -0700
changeset 12848 a9a7c1e48f0b
parent 12809 572f29f98da0
child 12896 b91647e1a977
permissions -rw-r--r--
Better patch to make it more clear what's going on
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 *  \file SDL_hints.h
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 *
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 *  Official documentation for SDL configuration variables
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 *
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 *  This file contains functions to set and get configuration hints,
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 *  as well as listing each of them alphabetically.
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 *
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 *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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 *  the environment variable that can be used to override the default.
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 *
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 *  In general these hints are just that - they may or may not be
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 *  supported or applicable on any given platform, but they provide
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 *  a way for an application or user to give the library a hint as
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 *  to how they would like the library to work.
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 */
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#ifndef SDL_hints_h_
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#define SDL_hints_h_
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#include "SDL_stdinc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
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 *
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 *  SDL can try to accelerate the SDL screen surface by using streaming
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 *  textures with a 3D rendering engine.  This variable controls whether and
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 *  how this is done.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable 3D acceleration
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 *    "1"       - Enable 3D acceleration, using the default renderer.
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 *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.)
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 *
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 *  By default SDL tries to make a best guess for each platform whether
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 *  to use acceleration or not.
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 */
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#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
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/**
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 *  \brief  A variable specifying which render driver to use.
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 *
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 *  If the application doesn't pick a specific renderer to use, this variable
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 *  specifies the name of the preferred renderer.  If the preferred renderer
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 *  can't be initialized, the normal default renderer is used.
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 *
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 *  This variable is case insensitive and can be set to the following values:
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 *    "direct3d"
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 *    "opengl"
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 *    "opengles2"
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 *    "opengles"
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 *    "metal"
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 *    "software"
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 *
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 *  The default varies by platform, but it's the first one in the list that
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 *  is available on the current platform.
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 */
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#define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
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/**
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 *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable shaders
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 *    "1"       - Enable shaders
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 *
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 *  By default shaders are used if OpenGL supports them.
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 */
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#define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
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/**
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 *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Thread-safety is not enabled (faster)
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 *    "1"       - Thread-safety is enabled
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 *
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 *  By default the Direct3D device is created with thread-safety disabled.
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 */
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#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
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/**
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 *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
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 *
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 *  This variable does not have any effect on the Direct3D 9 based renderer.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable Debug Layer use
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 *    "1"       - Enable Debug Layer use
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 *
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 *  By default, SDL does not use Direct3D Debug Layer.
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 */
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#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
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/**
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 *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
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 *
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 *  This variable can be set to the following values:
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 *    "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
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 *    "1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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 *
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 *  By default letterbox is used
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 */
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#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
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/**
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 *  \brief  A variable controlling the scaling quality
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 *
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 *  This variable can be set to the following values:
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 *    "0" or "nearest" - Nearest pixel sampling
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 *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
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 *    "2" or "best"    - Currently this is the same as "linear"
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 *
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 *  By default nearest pixel sampling is used
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 */
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#define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
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/**
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 *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable vsync
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 *    "1"       - Enable vsync
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 *
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 *  By default SDL does not sync screen surface updates with vertical refresh.
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 */
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#define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
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/**
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 *  \brief  A variable controlling whether the screensaver is enabled. 
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable screensaver
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 *    "1"       - Enable screensaver
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 *
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 *  By default SDL will disable the screensaver.
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 */
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#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
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/**
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 *  \brief  A variable controlling whether the X11 VidMode extension should be used.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable XVidMode
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 *    "1"       - Enable XVidMode
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 *
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 *  By default SDL will use XVidMode if it is available.
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 */
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#define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
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/**
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 *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable Xinerama
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 *    "1"       - Enable Xinerama
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 *
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 *  By default SDL will use Xinerama if it is available.
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 */
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#define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
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/**
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 *  \brief  A variable controlling whether the X11 XRandR extension should be used.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable XRandR
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 *    "1"       - Enable XRandR
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 *
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 *  By default SDL will not use XRandR because of window manager issues.
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 */
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#define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
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/**
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 *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Disable _NET_WM_PING
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 *    "1"       - Enable _NET_WM_PING
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 *
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 *  By default SDL will use _NET_WM_PING, but for applications that know they
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 *  will not always be able to respond to ping requests in a timely manner they can
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 *  turn it off to avoid the window manager thinking the app is hung.
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 *  The hint is checked in CreateWindow.
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 */
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#define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
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/**
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 * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
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 * 
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 * This variable can be set to the following values:
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 * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
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 * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
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 * 
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 * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
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 * 
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 */
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#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
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/**
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 *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden 
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
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 *    "1"       - The window frame is interactive when the cursor is hidden
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 *
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 *  By default SDL will allow interaction with the window frame when the cursor is hidden
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 */
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#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
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/**
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 * \brief A variable to specify custom icon resource id from RC file on Windows platform 
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 */
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#define SDL_HINT_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON"
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#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
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/**
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 *  \brief  A variable controlling whether the windows message loop is processed by SDL 
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - The window message loop is not run
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 *    "1"       - The window message loop is processed in SDL_PumpEvents()
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 *
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 *  By default SDL will process the windows message loop
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 */
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#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
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/**
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 *  \brief  A variable controlling whether grabbing input grabs the keyboard
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Grab will affect only the mouse
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 *    "1"       - Grab will affect mouse and keyboard
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 *
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 *  By default SDL will not grab the keyboard so system shortcuts still work.
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 */
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#define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
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/**
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 *  \brief  A variable setting the double click time, in milliseconds.
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 */
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#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME    "SDL_MOUSE_DOUBLE_CLICK_TIME"
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/**
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 *  \brief  A variable setting the double click radius, in pixels.
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 */
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#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS    "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
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/**
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 *  \brief  A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
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 */
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#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
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/**
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 *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
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 */
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#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
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/**
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 *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Relative mouse mode uses raw input
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 *    "1"       - Relative mouse mode uses mouse warping
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 *
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 *  By default SDL will use raw input for relative mouse mode
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 */
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#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
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/**
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 *  \brief Allow mouse click events when clicking to focus an SDL window
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Ignore mouse clicks that activate a window
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 *    "1"       - Generate events for mouse clicks that activate a window
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 *
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 *  By default SDL will ignore mouse clicks that activate a window
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 */
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#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
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/**
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 *  \brief  A variable controlling whether touch events should generate synthetic mouse events
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Touch events will not generate mouse events
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 *    "1"       - Touch events will generate mouse events
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 *
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 *  By default SDL will generate mouse events for touch events
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 */
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#define SDL_HINT_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS"
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/**
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 *  \brief  A variable controlling whether mouse events should generate synthetic touch events
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 *
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 *  This variable can be set to the following values:
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 *    "0"       - Mouse events will not generate touch events (default for desktop platforms)
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 *    "1"       - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
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 */
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#define SDL_HINT_MOUSE_TOUCH_EVENTS    "SDL_MOUSE_TOUCH_EVENTS"
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/**
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 *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
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 *
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 */
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#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
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/**
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 *  \brief  A variable controlling whether the idle timer is disabled on iOS.
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 *
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 *  When an iOS app does not receive touches for some time, the screen is
tim@5555
   338
 *  dimmed automatically. For games where the accelerometer is the only input
tim@5555
   339
 *  this is problematic. This functionality can be disabled by setting this
tim@5555
   340
 *  hint.
tim@5555
   341
 *
philipp@10455
   342
 *  As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
philipp@10455
   343
 *  accomplish the same thing on iOS. They should be preferred over this hint.
slime73@9603
   344
 *
tim@5555
   345
 *  This variable can be set to the following values:
tim@5555
   346
 *    "0"       - Enable idle timer
tim@5555
   347
 *    "1"       - Disable idle timer
tim@5555
   348
 */
tim@5555
   349
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
slouken@7191
   350
tim@5555
   351
/**
slouken@12285
   352
 *  \brief  A variable controlling which orientations are allowed on iOS/Android.
tim@5554
   353
 *
tim@5554
   354
 *  In some circumstances it is necessary to be able to explicitly control
tim@5554
   355
 *  which UI orientations are allowed.
tim@5554
   356
 *
tim@5554
   357
 *  This variable is a space delimited list of the following values:
tim@5554
   358
 *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
tim@5554
   359
 */
tim@5554
   360
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
slime73@10340
   361
slime73@10340
   362
/**
slime73@10340
   363
 *  \brief  A variable controlling whether controllers used with the Apple TV
slime73@10340
   364
 *  generate UI events.
slime73@10340
   365
 *
slime73@10340
   366
 * When UI events are generated by controller input, the app will be
slime73@10340
   367
 * backgrounded when the Apple TV remote's menu button is pressed, and when the
slime73@10340
   368
 * pause or B buttons on gamepads are pressed.
slime73@10340
   369
 *
slime73@10340
   370
 * More information about properly making use of controllers for the Apple TV
slime73@10340
   371
 * can be found here:
slime73@10352
   372
 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
slime73@10340
   373
 *
slime73@10340
   374
 *  This variable can be set to the following values:
slime73@10340
   375
 *    "0"       - Controller input does not generate UI events (the default).
slime73@10340
   376
 *    "1"       - Controller input generates UI events.
slime73@10340
   377
 */
slime73@10340
   378
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
slime73@10340
   379
philipp@9684
   380
/**
slime73@10351
   381
 * \brief  A variable controlling whether the Apple TV remote's joystick axes
slime73@10351
   382
 *         will automatically match the rotation of the remote.
slime73@10351
   383
 *
slime73@10351
   384
 *  This variable can be set to the following values:
slime73@10351
   385
 *    "0"       - Remote orientation does not affect joystick axes (the default).
slime73@10351
   386
 *    "1"       - Joystick axes are based on the orientation of the remote.
slime73@10351
   387
 */
slime73@10351
   388
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
slime73@10351
   389
gabomdq@7907
   390
/**
slouken@11841
   391
 * \brief  A variable controlling whether the home indicator bar on iPhone X
slouken@11841
   392
 *         should be hidden.
slouken@11841
   393
 *
slouken@11841
   394
 *  This variable can be set to the following values:
slouken@11841
   395
 *    "0"       - The indicator bar is not hidden (default for windowed applications)
slouken@11841
   396
 *    "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
slouken@11841
   397
 *    "2"       - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
slouken@11841
   398
 */
slouken@11841
   399
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
slouken@11841
   400
slouken@11841
   401
/**
slime73@9489
   402
 *  \brief  A variable controlling whether the Android / iOS built-in
slouken@11845
   403
 *  accelerometer should be listed as a joystick device.
gabomdq@7907
   404
 *
gabomdq@7907
   405
 *  This variable can be set to the following values:
slouken@11845
   406
 *    "0"       - The accelerometer is not listed as a joystick
slouken@11845
   407
 *    "1"       - The accelerometer is available as a 3 axis joystick (the default).
gabomdq@7907
   408
 */
slouken@8274
   409
#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
slouken@5192
   410
slouken@5189
   411
/**
slouken@11896
   412
 *  \brief  A variable controlling whether the Android / tvOS remotes
slouken@11845
   413
 *  should be listed as joystick devices, instead of sending keyboard events.
slouken@11845
   414
 *
slouken@11845
   415
 *  This variable can be set to the following values:
slouken@11845
   416
 *    "0"       - Remotes send enter/escape/arrow key events
slouken@11845
   417
 *    "1"       - Remotes are available as 2 axis, 2 button joysticks (the default).
slouken@11845
   418
 */
slouken@11845
   419
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
slouken@11845
   420
slouken@11845
   421
/**
urkle@6965
   422
 *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
urkle@6965
   423
 *
urkle@6965
   424
 *  The variable can be set to the following values:
philipp@8221
   425
 *    "0"       - Disable XInput detection (only uses direct input)
philipp@8221
   426
 *    "1"       - Enable XInput detection (the default)
urkle@6965
   427
 */
icculus@6990
   428
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
urkle@6965
   429
urkle@6965
   430
/**
slouken@8920
   431
 *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
slouken@8920
   432
 *
slouken@8920
   433
 *  This hint is for backwards compatibility only and will be removed in SDL 2.1
slouken@8920
   434
 *
slouken@8920
   435
 *  The default value is "0".  This hint must be set before SDL_Init()
slouken@8920
   436
 */
slouken@8920
   437
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
slouken@8920
   438
slouken@8920
   439
/**
slouken@11201
   440
 *  \brief  A variable that lets you manually hint extra gamecontroller db entries.
slouken@7191
   441
 *
slouken@6982
   442
 *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
slouken@6980
   443
 *
slouken@6980
   444
 *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
slouken@6982
   445
 *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
slouken@6690
   446
 */
slouken@6690
   447
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
slouken@6690
   448
slouken@11201
   449
/**
slouken@12467
   450
 *  \brief  A variable that lets you provide a file with extra gamecontroller db entries.
slouken@12467
   451
 *
slouken@12467
   452
 *  The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
slouken@12467
   453
 *
slouken@12467
   454
 *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
slouken@12467
   455
 *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
slouken@12467
   456
 */
slouken@12467
   457
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
slouken@12467
   458
slouken@12467
   459
/**
slouken@11201
   460
 *  \brief  A variable containing a list of devices to skip when scanning for game controllers.
slouken@11201
   461
 *
slouken@11201
   462
 *  The format of the string is a comma separated list of USB VID/PID pairs
slouken@11201
   463
 *  in hexadecimal form, e.g.
slouken@11201
   464
 *
slouken@11201
   465
 *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
slouken@11201
   466
 *
slouken@11201
   467
 *  The variable can also take the form of @file, in which case the named
slouken@11201
   468
 *  file will be loaded and interpreted as the value of the variable.
slouken@11201
   469
 */
slouken@11201
   470
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
slouken@11201
   471
slouken@11201
   472
/**
slouken@11201
   473
 *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
slouken@11201
   474
 *
slouken@11201
   475
 *  The format of the string is a comma separated list of USB VID/PID pairs
slouken@11201
   476
 *  in hexadecimal form, e.g.
slouken@11201
   477
 *
slouken@11201
   478
 *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
slouken@11201
   479
 *
slouken@11201
   480
 *  The variable can also take the form of @file, in which case the named
slouken@11201
   481
 *  file will be loaded and interpreted as the value of the variable.
slouken@11201
   482
 */
slouken@11201
   483
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
slouken@6690
   484
slouken@6690
   485
/**
jorgen@7279
   486
 *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
jorgen@7279
   487
 *
jorgen@7279
   488
 *  The variable can be set to the following values:
jorgen@7279
   489
 *    "0"       - Disable joystick & gamecontroller input events when the
jorgen@7279
   490
 *                application is in the background.
jorgen@7279
   491
 *    "1"       - Enable joystick & gamecontroller input events when the
philipp@8221
   492
 *                application is in the background.
slouken@7432
   493
 *
slouken@7432
   494
 *  The default value is "0".  This hint may be set at any time.
jorgen@7279
   495
 */
jorgen@7279
   496
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
jorgen@7279
   497
jorgen@7279
   498
/**
slouken@12088
   499
 *  \brief  A variable controlling whether the HIDAPI joystick drivers should be used.
slouken@12088
   500
 *
slouken@12088
   501
 *  This variable can be set to the following values:
slouken@12088
   502
 *    "0"       - HIDAPI drivers are not used
slouken@12088
   503
 *    "1"       - HIDAPI drivers are used (the default)
slouken@12088
   504
 *
slouken@12088
   505
 *  This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
slouken@12088
   506
 */
slouken@12088
   507
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
slouken@12088
   508
slouken@12088
   509
/**
slouken@12088
   510
 *  \brief  A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
slouken@12088
   511
 *
slouken@12088
   512
 *  This variable can be set to the following values:
slouken@12088
   513
 *    "0"       - HIDAPI driver is not used
slouken@12088
   514
 *    "1"       - HIDAPI driver is used
slouken@12088
   515
 *
slouken@12088
   516
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
slouken@12088
   517
 */
slouken@12088
   518
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
slouken@12088
   519
slouken@12088
   520
/**
slouken@12163
   521
 *  \brief  A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
slouken@12163
   522
 *
slouken@12163
   523
 *  This variable can be set to the following values:
slouken@12163
   524
 *    "0"       - extended reports are not enabled (the default)
slouken@12163
   525
 *    "1"       - extended reports
slouken@12163
   526
 *
slouken@12163
   527
 *  Extended input reports allow rumble on Bluetooth PS4 controllers, but
slouken@12163
   528
 *  break DirectInput handling for applications that don't use SDL.
slouken@12163
   529
 *
slouken@12163
   530
 *  Once extended reports are enabled, they can not be disabled without
slouken@12163
   531
 *  power cycling the controller.
slouken@12163
   532
 */
slouken@12163
   533
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
slouken@12163
   534
slouken@12163
   535
/**
slouken@12088
   536
 *  \brief  A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
slouken@12088
   537
 *
slouken@12088
   538
 *  This variable can be set to the following values:
slouken@12088
   539
 *    "0"       - HIDAPI driver is not used
slouken@12088
   540
 *    "1"       - HIDAPI driver is used
slouken@12088
   541
 *
slouken@12088
   542
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
slouken@12088
   543
 */
slouken@12088
   544
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
slouken@12088
   545
slouken@12088
   546
/**
slouken@12088
   547
 *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
slouken@12088
   548
 *
slouken@12088
   549
 *  This variable can be set to the following values:
slouken@12088
   550
 *    "0"       - HIDAPI driver is not used
slouken@12088
   551
 *    "1"       - HIDAPI driver is used
slouken@12088
   552
 *
slouken@12088
   553
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
slouken@12088
   554
 */
slouken@12088
   555
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
slouken@12088
   556
slouken@12088
   557
/**
slouken@12119
   558
 *  \brief  A variable controlling whether the HIDAPI driver for XBox controllers should be used.
slouken@12088
   559
 *
slouken@12088
   560
 *  This variable can be set to the following values:
slouken@12088
   561
 *    "0"       - HIDAPI driver is not used
slouken@12088
   562
 *    "1"       - HIDAPI driver is used
slouken@12088
   563
 *
slouken@12088
   564
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
slouken@12088
   565
 */
slouken@12119
   566
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"
slouken@12088
   567
slouken@12088
   568
/**
flibitijibibo@12641
   569
 *  \brief  A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
flibitijibibo@12641
   570
 *
flibitijibibo@12641
   571
 *  This variable can be set to the following values:
flibitijibibo@12641
   572
 *    "0"       - HIDAPI driver is not used
flibitijibibo@12641
   573
 *    "1"       - HIDAPI driver is used
flibitijibibo@12641
   574
 *
flibitijibibo@12641
   575
 *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
flibitijibibo@12641
   576
 */
flibitijibibo@12641
   577
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
flibitijibibo@12641
   578
flibitijibibo@12641
   579
/**
slouken@12088
   580
 *  \brief  A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
slouken@12088
   581
 *
slouken@12088
   582
 *  The variable can be set to the following values:
slouken@12088
   583
 *    "0"       - Do not scan for Steam Controllers
slouken@12088
   584
 *    "1"       - Scan for Steam Controllers (the default)
slouken@12088
   585
 *
slouken@12088
   586
 *  The default value is "1".  This hint must be set before initializing the joystick subsystem.
slouken@12088
   587
 */
slouken@12088
   588
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
slouken@12088
   589
slouken@12088
   590
slouken@12088
   591
/**
philipp@8693
   592
 *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
slouken@7191
   593
 *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
slouken@6782
   594
 *
slouken@6782
   595
 *  This variable can be set to the following values:
slouken@6782
   596
 *    "0"       - don't allow topmost
slouken@6782
   597
 *    "1"       - allow topmost
slouken@6782
   598
 */
slouken@6782
   599
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
slouken@6782
   600
slouken@7432
   601
/**
slouken@7432
   602
 *  \brief A variable that controls the timer resolution, in milliseconds.
slouken@7432
   603
 *
slouken@7432
   604
 *  The higher resolution the timer, the more frequently the CPU services
slouken@7432
   605
 *  timer interrupts, and the more precise delays are, but this takes up
slouken@7432
   606
 *  power and CPU time.  This hint is only used on Windows 7 and earlier.
slouken@7432
   607
 *
slouken@7432
   608
 *  See this blog post for more information:
slouken@7432
   609
 *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
slouken@7432
   610
 *
slouken@7432
   611
 *  If this variable is set to "0", the system timer resolution is not set.
slouken@7432
   612
 *
slouken@7432
   613
 *  The default value is "1". This hint may be set at any time.
slouken@7432
   614
 */
slouken@7432
   615
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
slouken@7432
   616
slouken@7432
   617
m@10614
   618
/**
m@10614
   619
 *  \brief  A variable describing the content orientation on QtWayland-based platforms.
m@10614
   620
 *
m@10614
   621
 *  On QtWayland platforms, windows are rotated client-side to allow for custom
m@10614
   622
 *  transitions. In order to correctly position overlays (e.g. volume bar) and
m@10614
   623
 *  gestures (e.g. events view, close/minimize gestures), the system needs to
m@10614
   624
 *  know in which orientation the application is currently drawing its contents.
m@10614
   625
 *
m@10614
   626
 *  This does not cause the window to be rotated or resized, the application
m@10614
   627
 *  needs to take care of drawing the content in the right orientation (the
m@10614
   628
 *  framebuffer is always in portrait mode).
m@10614
   629
 *
m@10614
   630
 *  This variable can be one of the following values:
m@10614
   631
 *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
m@10614
   632
 */
m@10614
   633
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
m@10614
   634
m@10614
   635
/**
m@10614
   636
 *  \brief  Flags to set on QtWayland windows to integrate with the native window manager.
m@10614
   637
 *
m@10614
   638
 *  On QtWayland platforms, this hint controls the flags to set on the windows.
m@10614
   639
 *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
m@10614
   640
 *
m@10614
   641
 *  This variable is a space-separated list of the following values (empty = no flags):
m@10614
   642
 *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
m@10614
   643
 */
m@10614
   644
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
icculus@9648
   645
icculus@9648
   646
/**
icculus@9649
   647
*  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
icculus@9648
   648
*
icculus@9648
   649
*  Use this hint in case you need to set SDL's threads stack size to other than the default.
icculus@9648
   650
*  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
icculus@9648
   651
*  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
philipp@10161
   652
*  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
icculus@12317
   653
*
icculus@12317
   654
*  Instead of this hint, in 2.0.9 and later, you can use
icculus@12317
   655
*  SDL_CreateThreadWithStackSize(). This hint only works with the classic
icculus@12317
   656
*  SDL_CreateThread().
icculus@9648
   657
*/
icculus@9648
   658
#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
icculus@9648
   659
urkle@7746
   660
/**
slime73@9505
   661
 *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
urkle@7746
   662
 */
slouken@7747
   663
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
urkle@7746
   664
slouken@7915
   665
/**
slouken@7915
   666
 *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
philipp@8693
   667
 *
slouken@7915
   668
 *  If present, holding ctrl while left clicking will generate a right click
slouken@7915
   669
 *  event when on Mac.
slouken@7915
   670
 */
slouken@7915
   671
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
slouken@7915
   672
gabomdq@8021
   673
/**
gabomdq@8021
   674
*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
gabomdq@8021
   675
*
gabomdq@8021
   676
*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
gabomdq@8021
   677
*  can use two different sets of binaries, those compiled by the user from source
gabomdq@8021
   678
*  or those provided by the Chrome browser. In the later case, these binaries require
philipp@8221
   679
*  that SDL loads a DLL providing the shader compiler.
gabomdq@8021
   680
*
gabomdq@8021
   681
*  This variable can be set to the following values:
gabomdq@8021
   682
*    "d3dcompiler_46.dll" - default, best for Vista or later.
gabomdq@8021
   683
*    "d3dcompiler_43.dll" - for XP support.
gabomdq@8021
   684
*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
gabomdq@8021
   685
*
gabomdq@8021
   686
*/
gabomdq@8021
   687
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
slouken@6782
   688
slouken@6782
   689
/**
slouken@8144
   690
*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
slouken@8144
   691
*  
slouken@8144
   692
*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
slouken@8144
   693
*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
slouken@8144
   694
*  created SDL_Window:
slouken@8583
   695
*
slouken@8144
   696
*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
slouken@8144
   697
*  needed for example when sharing an OpenGL context across multiple windows.
slouken@8144
   698
*
slouken@8144
   699
*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
slouken@8144
   700
*  OpenGL rendering.
slouken@8144
   701
*
slouken@8144
   702
*  This variable can be set to the following values:
slouken@8144
   703
*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
slouken@8144
   704
*    share a pixel format with.
slouken@8144
   705
*/
slouken@8144
   706
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
slouken@8144
   707
philipp@8691
   708
/**
dludwig@8576
   709
 *  \brief A URL to a WinRT app's privacy policy
dludwig@8576
   710
 *
dludwig@8576
   711
 *  All network-enabled WinRT apps must make a privacy policy available to its
dludwig@8576
   712
 *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
dludwig@8576
   713
 *  be available in the Windows Settings charm, as accessed from within the app.
dludwig@8576
   714
 *  SDL provides code to add a URL-based link there, which can point to the app's
dludwig@8576
   715
 *  privacy policy.
dludwig@8576
   716
 *
dludwig@8576
   717
 *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
philipp@10213
   718
 *  before calling any SDL_Init() functions.  The contents of the hint should
dludwig@8576
   719
 *  be a valid URL.  For example, "http://www.example.com".
dludwig@8576
   720
 *
dludwig@8576
   721
 *  The default value is "", which will prevent SDL from adding a privacy policy
dludwig@8576
   722
 *  link to the Settings charm.  This hint should only be set during app init.
dludwig@8576
   723
 *
dludwig@8576
   724
 *  The label text of an app's "Privacy Policy" link may be customized via another
dludwig@8576
   725
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   726
 *
dludwig@8576
   727
 *  Please note that on Windows Phone, Microsoft does not provide standard UI
dludwig@8576
   728
 *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
dludwig@8576
   729
 *  will not get used on that platform.  Network-enabled phone apps should display
dludwig@8576
   730
 *  their privacy policy through some other, in-app means.
dludwig@8576
   731
 */
philipp@8695
   732
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
dludwig@8576
   733
dludwig@8576
   734
/** \brief Label text for a WinRT app's privacy policy link
dludwig@8576
   735
 *
dludwig@8576
   736
 *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
dludwig@8576
   737
 *  Microsoft mandates that this policy be available via the Windows Settings charm.
philipp@8693
   738
 *  SDL provides code to add a link there, with its label text being set via the
dludwig@8576
   739
 *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
dludwig@8576
   740
 *
dludwig@8576
   741
 *  Please note that a privacy policy's contents are not set via this hint.  A separate
dludwig@8576
   742
 *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
dludwig@8576
   743
 *  policy.
dludwig@8576
   744
 *
dludwig@8576
   745
 *  The contents of this hint should be encoded as a UTF8 string.
dludwig@8576
   746
 *
dludwig@8576
   747
 *  The default value is "Privacy Policy".  This hint should only be set during app
philipp@10213
   748
 *  initialization, preferably before any calls to SDL_Init().
dludwig@8576
   749
 *
dludwig@8576
   750
 *  For additional information on linking to a privacy policy, see the documentation for
dludwig@8576
   751
 *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
dludwig@8576
   752
 */
philipp@8695
   753
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
dludwig@8576
   754
dludwig@9154
   755
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
dludwig@8577
   756
 *
dludwig@9154
   757
 *  Windows Phone devices typically feature a Back button.  When pressed,
dludwig@9154
   758
 *  the OS will emit back-button-press events, which apps are expected to
dludwig@9154
   759
 *  handle in an appropriate manner.  If apps do not explicitly mark these
dludwig@9154
   760
 *  events as 'Handled', then the OS will invoke its default behavior for
dludwig@9154
   761
 *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
dludwig@9154
   762
 *  terminate the app (and attempt to switch to the previous app, or to the
dludwig@9154
   763
 *  device's home screen).
dludwig@9154
   764
 *
dludwig@9154
   765
 *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
dludwig@9154
   766
 *  to mark back-button-press events as Handled, if and when one is sent to
dludwig@9154
   767
 *  the app.
dludwig@9154
   768
 *
dludwig@9154
   769
 *  Internally, Windows Phone sends back button events as parameters to
dludwig@9154
   770
 *  special back-button-press callback functions.  Apps that need to respond
dludwig@9154
   771
 *  to back-button-press events are expected to register one or more
dludwig@9154
   772
 *  callback functions for such, shortly after being launched (during the
dludwig@9154
   773
 *  app's initialization phase).  After the back button is pressed, the OS
dludwig@9154
   774
 *  will invoke these callbacks.  If the app's callback(s) do not explicitly
dludwig@9154
   775
 *  mark the event as handled by the time they return, or if the app never
dludwig@9154
   776
 *  registers one of these callback, the OS will consider the event
dludwig@9154
   777
 *  un-handled, and it will apply its default back button behavior (terminate
dludwig@9154
   778
 *  the app).
dludwig@9154
   779
 *
dludwig@9154
   780
 *  SDL registers its own back-button-press callback with the Windows Phone
dludwig@9154
   781
 *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
dludwig@9154
   782
 *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
dludwig@9154
   783
 *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
dludwig@9154
   784
 *  If the hint's value is set to "1", the back button event's Handled
dludwig@9154
   785
 *  property will get set to 'true'.  If the hint's value is set to something
dludwig@9154
   786
 *  else, or if it is unset, SDL will leave the event's Handled property
dludwig@9154
   787
 *  alone.  (By default, the OS sets this property to 'false', to note.)
dludwig@9154
   788
 *
dludwig@9154
   789
 *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
dludwig@9154
   790
 *  back button is pressed, or can set it in direct-response to a back button
dludwig@9154
   791
 *  being pressed.
dludwig@9154
   792
 *
dludwig@9154
   793
 *  In order to get notified when a back button is pressed, SDL apps should
dludwig@9154
   794
 *  register a callback function with SDL_AddEventWatch(), and have it listen
dludwig@9154
   795
 *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
dludwig@9154
   796
 *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
dludwig@9154
   797
 *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
dludwig@9154
   798
 *  set by such a callback, will be applied to the OS' current
dludwig@9154
   799
 *  back-button-press event.
dludwig@9154
   800
 *
dludwig@9154
   801
 *  More details on back button behavior in Windows Phone apps can be found
dludwig@9154
   802
 *  at the following page, on Microsoft's developer site:
dludwig@8577
   803
 *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
dludwig@8577
   804
 */
philipp@8695
   805
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
dludwig@8577
   806
dludwig@8576
   807
/**
icculus@8295
   808
 *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
icculus@8295
   809
 *
icculus@8295
   810
 *  This hint only applies to Mac OS X.
icculus@8295
   811
 *
icculus@8295
   812
 *  The variable can be set to the following values:
icculus@8295
   813
 *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
icculus@8295
   814
 *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
icculus@8295
   815
 *                button on their titlebars).
icculus@8295
   816
 *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
icculus@8295
   817
 *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
philipp@8693
   818
 *                button on their titlebars).
icculus@8295
   819
 *
icculus@8295
   820
 *  The default value is "1". Spaces are disabled regardless of this hint if
icculus@8295
   821
 *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
icculus@8295
   822
 *   any windows are created.
icculus@8295
   823
 */
icculus@8295
   824
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
icculus@8295
   825
alexey@8896
   826
/**
alfred@9820
   827
*  \brief  When set don't force the SDL app to become a foreground process
alfred@9820
   828
*
alfred@9820
   829
*  This hint only applies to Mac OS X.
alfred@9820
   830
*
alfred@9820
   831
*/
alfred@9820
   832
#define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
philipp@9868
   833
alfred@9820
   834
/**
alexey@8896
   835
 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
philipp@9868
   836
 *
philipp@9868
   837
 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
philipp@9868
   838
 *
philipp@9868
   839
 * If both hints were set then SDL_RWFromFile() will look into expansion files
philipp@9868
   840
 * after a given relative path was not found in the internal storage and assets.
philipp@9868
   841
 *
philipp@9868
   842
 * By default this hint is not set and the APK expansion files are not searched.
alexey@8896
   843
 */
alexey@8896
   844
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
alexey@8896
   845
 
alexey@8896
   846
/**
alexey@8896
   847
 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
philipp@9868
   848
 *
philipp@9868
   849
 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
philipp@9868
   850
 *
philipp@9868
   851
 * If both hints were set then SDL_RWFromFile() will look into expansion files
philipp@9868
   852
 * after a given relative path was not found in the internal storage and assets.
philipp@9868
   853
 *
philipp@9868
   854
 * By default this hint is not set and the APK expansion files are not searched.
alexey@8896
   855
 */
alexey@8897
   856
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
alexey@8896
   857
alex@9097
   858
/**
philipp@9118
   859
 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
alex@9097
   860
 *
alex@9097
   861
 * The variable can be set to the following values:
philipp@9118
   862
 *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
alex@9097
   863
 *               responsibility to render the text from these events and 
alex@9097
   864
 *               differentiate it somehow from committed text. (default)
philipp@9118
   865
 *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
alex@9097
   866
 *               and text that is being composed will be rendered in its own UI.
alex@9097
   867
 */
slouken@9098
   868
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
icculus@8295
   869
sylvain@12689
   870
/**
slouken@12059
   871
 * \brief A variable to control whether we trap the Android back button to handle it manually.
slouken@12059
   872
 *        This is necessary for the right mouse button to work on some Android devices, or
slouken@12059
   873
 *        to be able to trap the back button for use in your code reliably.  If set to true,
slouken@12059
   874
 *        the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of 
slouken@12059
   875
 *        SDL_SCANCODE_AC_BACK.
slouken@12059
   876
 *
slouken@12059
   877
 * The variable can be set to the following values:
slouken@12059
   878
 *   "0"       - Back button will be handled as usual for system. (default)
slouken@12059
   879
 *   "1"       - Back button will be trapped, allowing you to handle the key press
slouken@12059
   880
 *               manually.  (This will also let right mouse click work on systems 
slouken@12059
   881
 *               where the right mouse button functions as back.)
slouken@12059
   882
 *
slouken@12059
   883
 * The value of this hint is used at runtime, so it can be changed at any time.
slouken@12059
   884
 */
slouken@12059
   885
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
slouken@12059
   886
sylvain@12693
   887
/**
sylvain@12693
   888
 * \brief A variable to control whether the event loop will block itself when the app is paused.
sylvain@12693
   889
 *
sylvain@12693
   890
 * The variable can be set to the following values:
sylvain@12693
   891
 *   "0"       - Non blocking.
sylvain@12693
   892
 *   "1"       - Blocking. (default)
sylvain@12693
   893
 *
sylvain@12693
   894
 * The value should be set before SDL is initialized.
sylvain@12693
   895
 */
sylvain@12693
   896
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
sylvain@12693
   897
slouken@12059
   898
 /**
slouken@11782
   899
 * \brief A variable to control whether the return key on the soft keyboard
slouken@11782
   900
 *        should hide the soft keyboard on Android and iOS.
slouken@11768
   901
 *
slouken@11768
   902
 * The variable can be set to the following values:
slouken@11782
   903
 *   "0"       - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
slouken@11768
   904
 *   "1"       - The return key will hide the keyboard.
slouken@11768
   905
 *
slouken@11768
   906
 * The value of this hint is used at runtime, so it can be changed at any time.
slouken@11768
   907
 */
slouken@11782
   908
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
slouken@11768
   909
icculus@8295
   910
/**
icculus@9278
   911
 *  \brief override the binding element for keyboard inputs for Emscripten builds
icculus@9278
   912
 *
icculus@9278
   913
 * This hint only applies to the emscripten platform
icculus@9278
   914
 *
icculus@9278
   915
 * The variable can be one of
icculus@9278
   916
 *    "#window"      - The javascript window object (this is the default)
icculus@9278
   917
 *    "#document"    - The javascript document object
icculus@9278
   918
 *    "#screen"      - the javascript window.screen object
icculus@9278
   919
 *    "#canvas"      - the WebGL canvas element
philipp@9292
   920
 *    any other string without a leading # sign applies to the element on the page with that ID.
icculus@9278
   921
 */
icculus@9278
   922
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
icculus@9278
   923
icculus@9278
   924
/**
icculus@9435
   925
 *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
icculus@9434
   926
 *
icculus@9434
   927
 * This hint only applies to Unix-like platforms.
icculus@9434
   928
 *
icculus@9434
   929
 * The variable can be set to the following values:
icculus@9435
   930
 *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
icculus@9435
   931
 *               catches a signal, convert it into an SDL_QUIT event.
icculus@9435
   932
 *   "1"       - SDL will not install a signal handler at all.
icculus@9434
   933
 */
icculus@9435
   934
#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
icculus@9434
   935
icculus@9434
   936
/**
andrewb@9829
   937
 *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
andrewb@9829
   938
 *
andrewb@9829
   939
 * The variable can be set to the following values:
andrewb@9829
   940
 *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
andrewb@9829
   941
 *   "1"       - SDL will only do normal key handling for Alt+F4.
andrewb@9829
   942
 */
slouken@11841
   943
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
andrewb@9829
   944
andrewb@9829
   945
/**
slouken@10404
   946
 *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
slouken@10404
   947
 *
slouken@10404
   948
 * The bitmap header version 4 is required for proper alpha channel support and
slouken@10404
   949
 * SDL will use it when required. Should this not be desired, this hint can
slouken@10404
   950
 * force the use of the 40 byte header version which is supported everywhere.
slouken@10404
   951
 *
slouken@10404
   952
 * The variable can be set to the following values:
slouken@10404
   953
 *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
slouken@10404
   954
 *               32-bit BMP file with an alpha mask. SDL will use the bitmap
slouken@10404
   955
 *               header version 4 and set the alpha mask accordingly.
slouken@10404
   956
 *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
slouken@10404
   957
 *               32-bit BMP file without an alpha mask. The alpha channel data
slouken@10404
   958
 *               will be in the file, but applications are going to ignore it.
slouken@10404
   959
 *
slouken@10404
   960
 * The default value is "0".
slouken@10404
   961
 */
slouken@10404
   962
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
slouken@10404
   963
slouken@10404
   964
/**
icculus@11069
   965
 * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
icculus@11069
   966
 *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a
icculus@11069
   967
 *        thread's name, but it tends to cause problems with other debuggers,
icculus@11069
   968
 *        and the .NET runtime. Note that SDL 2.0.6 and later will still use
icculus@11069
   969
 *        the (safer) SetThreadDescription API, introduced in the Windows 10
icculus@11069
   970
 *        Creators Update, if available.
flibitijibibo@10498
   971
 *
flibitijibibo@10498
   972
 * The variable can be set to the following values:
flibitijibibo@10498
   973
 *   "0"       - SDL will raise the 0x406D1388 Exception to name threads.
icculus@11069
   974
 *               This is the default behavior of SDL <= 2.0.4.
icculus@11069
   975
 *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default)
icculus@11069
   976
 *               This is necessary with .NET languages or debuggers that aren't Visual Studio.
flibitijibibo@10498
   977
 */
flibitijibibo@10498
   978
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
flibitijibibo@10498
   979
flibitijibibo@10498
   980
/**
slouken@10553
   981
 * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
slouken@10553
   982
 *
slouken@10553
   983
 * Also known as Z-order. The variable can take a negative or positive value.
slouken@10553
   984
 * The default is 10000.
slouken@10553
   985
 */
slouken@10553
   986
#define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
slouken@10553
   987
slouken@10553
   988
/**
brandontschaefer@11694
   989
 * \brief Tell the video driver that we only want a double buffer.
brandon@11658
   990
 *
brandontschaefer@11694
   991
 * By default, most lowlevel 2D APIs will use a triple buffer scheme that 
brandontschaefer@11694
   992
 * wastes no CPU time on waiting for vsync after issuing a flip, but
brandontschaefer@11694
   993
 * introduces a frame of latency. On the other hand, using a double buffer
brandontschaefer@11694
   994
 * scheme instead is recommended for cases where low latency is an important
brandontschaefer@11694
   995
 * factor because we save a whole frame of latency.
brandontschaefer@11694
   996
 * We do so by waiting for vsync immediately after issuing a flip, usually just
brandontschaefer@11694
   997
 * after eglSwapBuffers call in the backend's *_SwapWindow function.
brandontschaefer@11694
   998
 *
brandontschaefer@11694
   999
 * Since it's driver-specific, it's only supported where possible and
brandontschaefer@11694
  1000
 * implemented. Currently supported the following drivers:
brandontschaefer@11694
  1001
 * - KMSDRM (kmsdrm)
brandontschaefer@11694
  1002
 * - Raspberry Pi (raspberrypi)
brandon@11658
  1003
 */
brandontschaefer@11694
  1004
#define SDL_HINT_VIDEO_DOUBLE_BUFFER      "SDL_VIDEO_DOUBLE_BUFFER"
brandon@11658
  1005
brandon@11658
  1006
/**
slouken@10806
  1007
 *  \brief  A variable controlling what driver to use for OpenGL ES contexts.
slouken@10806
  1008
 *
slouken@10806
  1009
 *  On some platforms, currently Windows and X11, OpenGL drivers may support
slouken@10806
  1010
 *  creating contexts with an OpenGL ES profile. By default SDL uses these
slouken@10806
  1011
 *  profiles, when available, otherwise it attempts to load an OpenGL ES
slouken@10806
  1012
 *  library, e.g. that provided by the ANGLE project. This variable controls
slouken@10806
  1013
 *  whether SDL follows this default behaviour or will always load an
slouken@10806
  1014
 *  OpenGL ES library.
slouken@10806
  1015
 *
slouken@10806
  1016
 *  Circumstances where this is useful include
slouken@10806
  1017
 *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
slouken@10806
  1018
 *    or emulator, e.g. those from ARM, Imagination or Qualcomm.
slouken@10806
  1019
 *  - Resolving OpenGL ES function addresses at link time by linking with
slouken@10806
  1020
 *    the OpenGL ES library instead of querying them at run time with
philipp@10812
  1021
 *    SDL_GL_GetProcAddress().
slouken@10806
  1022
 *
slouken@10806
  1023
 *  Caution: for an application to work with the default behaviour across
philipp@10812
  1024
 *  different OpenGL drivers it must query the OpenGL ES function
philipp@10812
  1025
 *  addresses at run time using SDL_GL_GetProcAddress().
slouken@10806
  1026
 *
slouken@10806
  1027
 *  This variable is ignored on most platforms because OpenGL ES is native
slouken@10806
  1028
 *  or not supported.
slouken@10806
  1029
 *
slouken@10806
  1030
 *  This variable can be set to the following values:
slouken@10806
  1031
 *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.)
slouken@10806
  1032
 *    "1"       - Load OpenGL ES library using the default library names.
slouken@10806
  1033
 *
slouken@10806
  1034
 */
slouken@10806
  1035
#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
slouken@10806
  1036
slouken@10806
  1037
/**
icculus@10849
  1038
 *  \brief  A variable controlling speed/quality tradeoff of audio resampling.
icculus@10849
  1039
 *
icculus@10849
  1040
 *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
icculus@10849
  1041
 *  to handle audio resampling. There are different resampling modes available
slouken@10852
  1042
 *  that produce different levels of quality, using more CPU.
icculus@10849
  1043
 *
icculus@10849
  1044
 *  If this hint isn't specified to a valid setting, or libsamplerate isn't
slouken@10852
  1045
 *  available, SDL will use the default, internal resampling algorithm.
icculus@10849
  1046
 *
icculus@10849
  1047
 *  Note that this is currently only applicable to resampling audio that is
icculus@10849
  1048
 *  being written to a device for playback or audio being read from a device
slouken@10852
  1049
 *  for capture. SDL_AudioCVT always uses the default resampler (although this
icculus@10849
  1050
 *  might change for SDL 2.1).
icculus@10849
  1051
 *
slouken@10852
  1052
 *  This hint is currently only checked at audio subsystem initialization.
icculus@10849
  1053
 *
icculus@10849
  1054
 *  This variable can be set to the following values:
icculus@10849
  1055
 *
slouken@10852
  1056
 *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
slouken@10852
  1057
 *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
slouken@10852
  1058
 *    "2" or "medium"  - Use medium quality resampling, if available
slouken@10852
  1059
 *    "3" or "best"    - Use high quality resampling, if available
icculus@10849
  1060
 */
slouken@10852
  1061
#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
icculus@10849
  1062
icculus@10849
  1063
/**
slouken@11501
  1064
 *  \brief  A variable controlling the audio category on iOS and Mac OS X
slouken@11501
  1065
 *
slouken@11501
  1066
 *  This variable can be set to the following values:
slouken@11501
  1067
 *
slouken@11501
  1068
 *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
slouken@11501
  1069
 *    "playback"    - Use the AVAudioSessionCategoryPlayback category
slouken@11501
  1070
 *
slouken@11501
  1071
 *  For more information, see Apple's documentation:
slouken@11501
  1072
 *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
slouken@11501
  1073
 */
slouken@11501
  1074
#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
slouken@11501
  1075
slouken@11501
  1076
/**
icculus@12211
  1077
 *  \brief  A variable controlling whether the 2D render API is compatible or efficient.
icculus@12211
  1078
 *
icculus@12211
  1079
 *  This variable can be set to the following values:
icculus@12211
  1080
 *
icculus@12211
  1081
 *    "0"     - Don't use batching to make rendering more efficient.
icculus@12211
  1082
 *    "1"     - Use batching, but might cause problems if app makes its own direct OpenGL calls.
icculus@12211
  1083
 *
icculus@12211
  1084
 *  Up to SDL 2.0.9, the render API would draw immediately when requested. Now
icculus@12211
  1085
 *  it batches up draw requests and sends them all to the GPU only when forced
icculus@12211
  1086
 *  to (during SDL_RenderPresent, when changing render targets, by updating a
icculus@12211
  1087
 *  texture that the batch needs, etc). This is significantly more efficient,
icculus@12211
  1088
 *  but it can cause problems for apps that expect to render on top of the
icculus@12211
  1089
 *  render API's output. As such, SDL will disable batching if a specific
icculus@12211
  1090
 *  render backend is requested (since this might indicate that the app is
icculus@12211
  1091
 *  planning to use the underlying graphics API directly). This hint can
icculus@12211
  1092
 *  be used to explicitly request batching in this instance. It is a contract
icculus@12211
  1093
 *  that you will either never use the underlying graphics API directly, or
icculus@12211
  1094
 *  if you do, you will call SDL_RenderFlush() before you do so any current
icculus@12211
  1095
 *  batch goes to the GPU before your work begins. Not following this contract
icculus@12211
  1096
 *  will result in undefined behavior.
icculus@12211
  1097
 */
icculus@12211
  1098
#define SDL_HINT_RENDER_BATCHING  "SDL_RENDER_BATCHING"
icculus@12211
  1099
icculus@12211
  1100
icculus@12211
  1101
/**
icculus@12630
  1102
 *  \brief  A variable controlling whether SDL logs all events pushed onto its internal queue.
icculus@12630
  1103
 *
icculus@12630
  1104
 *  This variable can be set to the following values:
icculus@12630
  1105
 *
icculus@12630
  1106
 *    "0"     - Don't log any events (default)
icculus@12630
  1107
 *    "1"     - Log all events except mouse and finger motion, which are pretty spammy.
icculus@12630
  1108
 *    "2"     - Log all events.
icculus@12630
  1109
 *
icculus@12630
  1110
 *  This is generally meant to be used to debug SDL itself, but can be useful
icculus@12630
  1111
 *  for application developers that need better visibility into what is going
icculus@12630
  1112
 *  on in the event queue. Logged events are sent through SDL_Log(), which
icculus@12630
  1113
 *  means by default they appear on stdout on most platforms or maybe
icculus@12630
  1114
 *  OutputDebugString() on Windows, and can be funneled by the app with
icculus@12630
  1115
 *  SDL_LogSetOutputFunction(), etc.
icculus@12630
  1116
 *
icculus@12630
  1117
 *  This hint can be toggled on and off at runtime, if you only need to log
icculus@12630
  1118
 *  events for a small subset of program execution.
icculus@12630
  1119
 */
icculus@12630
  1120
#define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"
icculus@12630
  1121
icculus@12630
  1122
icculus@12630
  1123
icculus@12630
  1124
/**
slouken@12806
  1125
 *  \brief  Controls how the size of the RIFF chunk affects the loading of a WAVE file.
slouken@12806
  1126
 *
slouken@12806
  1127
 *  The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
slouken@12806
  1128
 *  file) is not always reliable. In case the size is wrong, it's possible to
slouken@12806
  1129
 *  just ignore it and step through the chunks until a fixed limit is reached.
slouken@12806
  1130
 *
slouken@12806
  1131
 *  Note that files that have trailing data unrelated to the WAVE file or
slouken@12806
  1132
 *  corrupt files may slow down the loading process without a reliable boundary.
slouken@12806
  1133
 *  By default, SDL stops after 10000 chunks to prevent wasting time. Use the
slouken@12806
  1134
 *  environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
slouken@12806
  1135
 *
slouken@12806
  1136
 *  This variable can be set to the following values:
slouken@12806
  1137
 *
slouken@12809
  1138
 *    "force"        - Always use the RIFF chunk size as a boundary for the chunk search
slouken@12809
  1139
 *    "ignorezero"   - Like "force", but a zero size searches up to 4 GiB (default)
slouken@12806
  1140
 *    "ignore"       - Ignore the RIFF chunk size and always search up to 4 GiB
slouken@12806
  1141
 *    "maximum"      - Search for chunks until the end of file (not recommended)
slouken@12806
  1142
 */
slouken@12806
  1143
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"
slouken@12806
  1144
slouken@12806
  1145
/**
slouken@12806
  1146
 *  \brief  Controls how a truncated WAVE file is handled.
slouken@12806
  1147
 *
slouken@12806
  1148
 *  A WAVE file is considered truncated if any of the chunks are incomplete or
slouken@12806
  1149
 *  the data chunk size is not a multiple of the block size. By default, SDL
slouken@12806
  1150
 *  decodes until the first incomplete block, as most applications seem to do.
slouken@12806
  1151
 *
slouken@12806
  1152
 *  This variable can be set to the following values:
slouken@12806
  1153
 *
slouken@12806
  1154
 *    "verystrict" - Raise an error if the file is truncated
slouken@12806
  1155
 *    "strict"     - Like "verystrict", but the size of the RIFF chunk is ignored
slouken@12806
  1156
 *    "dropframe"  - Decode until the first incomplete sample frame
slouken@12806
  1157
 *    "dropblock"  - Decode until the first incomplete block (default)
slouken@12806
  1158
 */
slouken@12806
  1159
#define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"
slouken@12806
  1160
slouken@12806
  1161
/**
slouken@12806
  1162
 *  \brief  Controls how the fact chunk affects the loading of a WAVE file.
slouken@12806
  1163
 *
slouken@12806
  1164
 *  The fact chunk stores information about the number of samples of a WAVE
slouken@12806
  1165
 *  file. The Standards Update from Microsoft notes that this value can be used
slouken@12806
  1166
 *  to 'determine the length of the data in seconds'. This is especially useful
slouken@12806
  1167
 *  for compressed formats (for which this is a mandatory chunk) if they produce
slouken@12806
  1168
 *  multiple sample frames per block and truncating the block is not allowed.
slouken@12806
  1169
 *  The fact chunk can exactly specify how many sample frames there should be
slouken@12806
  1170
 *  in this case.
slouken@12806
  1171
 *
slouken@12806
  1172
 *  Unfortunately, most application seem to ignore the fact chunk and so SDL
slouken@12806
  1173
 *  ignores it by default as well.
slouken@12806
  1174
 *
slouken@12806
  1175
 *  This variable can be set to the following values:
slouken@12806
  1176
 *
slouken@12806
  1177
 *    "truncate"    - Use the number of samples to truncate the wave data if
slouken@12806
  1178
 *                    the fact chunk is present and valid
slouken@12806
  1179
 *    "strict"      - Like "truncate", but raise an error if the fact chunk
slouken@12806
  1180
 *                    is invalid, not present for non-PCM formats, or if the
slouken@12806
  1181
 *                    data chunk doesn't have that many samples
slouken@12806
  1182
 *    "ignorezero"  - Like "truncate", but ignore fact chunk if the number of
slouken@12806
  1183
 *                    samples is zero
slouken@12806
  1184
 *    "ignore"      - Ignore fact chunk entirely (default)
slouken@12806
  1185
 */
slouken@12806
  1186
#define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"
slouken@12806
  1187
slouken@12806
  1188
/**
slouken@5189
  1189
 *  \brief  An enumeration of hint priorities
slouken@5189
  1190
 */
slouken@5189
  1191
typedef enum
slouken@5189
  1192
{
slouken@5189
  1193
    SDL_HINT_DEFAULT,
slouken@5189
  1194
    SDL_HINT_NORMAL,
slouken@5189
  1195
    SDL_HINT_OVERRIDE
slouken@5189
  1196
} SDL_HintPriority;
slouken@5189
  1197
slouken@5189
  1198
slouken@5189
  1199
/**
slouken@5200
  1200
 *  \brief Set a hint with a specific priority
slouken@5189
  1201
 *
slouken@5189
  1202
 *  The priority controls the behavior when setting a hint that already
slouken@5189
  1203
 *  has a value.  Hints will replace existing hints of their priority and
slouken@5189
  1204
 *  lower.  Environment variables are considered to have override priority.
slouken@7191
  1205
 *
slouken@5189
  1206
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5189
  1207
 */
slouken@5200
  1208
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
slouken@5200
  1209
                                                         const char *value,
slouken@5200
  1210
                                                         SDL_HintPriority priority);
slouken@5200
  1211
slouken@5200
  1212
/**
slouken@5200
  1213
 *  \brief Set a hint with normal priority
slouken@7191
  1214
 *
slouken@5200
  1215
 *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
slouken@5200
  1216
 */
slouken@5189
  1217
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
slouken@5200
  1218
                                             const char *value);
slouken@5200
  1219
slouken@5189
  1220
/**
slouken@5189
  1221
 *  \brief Get a hint
slouken@7191
  1222
 *
slouken@5189
  1223
 *  \return The string value of a hint variable.
slouken@5189
  1224
 */
slouken@5189
  1225
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
slouken@5189
  1226
slouken@5189
  1227
/**
slouken@10499
  1228
 *  \brief Get a hint
slouken@10499
  1229
 *
slouken@10499
  1230
 *  \return The boolean value of a hint variable.
slouken@10499
  1231
 */
slouken@10499
  1232
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
slouken@10499
  1233
slouken@10499
  1234
/**
slouken@10636
  1235
 * \brief type definition of the hint callback function.
slouken@10636
  1236
 */
slouken@11284
  1237
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
slouken@10636
  1238
slouken@10636
  1239
/**
slouken@7432
  1240
 *  \brief Add a function to watch a particular hint
slouken@7432
  1241
 *
slouken@7432
  1242
 *  \param name The hint to watch
slouken@7432
  1243
 *  \param callback The function to call when the hint value changes
slouken@7432
  1244
 *  \param userdata A pointer to pass to the callback function
slouken@7432
  1245
 */
slouken@7432
  1246
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
slouken@7432
  1247
                                                 SDL_HintCallback callback,
slouken@7432
  1248
                                                 void *userdata);
slouken@7432
  1249
slouken@7432
  1250
/**
slouken@7432
  1251
 *  \brief Remove a function watching a particular hint
slouken@7432
  1252
 *
slouken@7432
  1253
 *  \param name The hint being watched
slouken@7432
  1254
 *  \param callback The function being called when the hint value changes
slouken@7432
  1255
 *  \param userdata A pointer being passed to the callback function
slouken@7432
  1256
 */
slouken@7432
  1257
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
slouken@7432
  1258
                                                 SDL_HintCallback callback,
slouken@7432
  1259
                                                 void *userdata);
slouken@7432
  1260
slouken@7432
  1261
/**
slouken@5189
  1262
 *  \brief  Clear all hints
slouken@5189
  1263
 *
slouken@5189
  1264
 *  This function is called during SDL_Quit() to free stored hints.
slouken@5189
  1265
 */
slouken@5272
  1266
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
slouken@5189
  1267
slouken@5189
  1268
slouken@5189
  1269
/* Ends C function definitions when using C++ */
slouken@5189
  1270
#ifdef __cplusplus
slouken@5189
  1271
}
slouken@5189
  1272
#endif
slouken@5189
  1273
#include "close_code.h"
slouken@5189
  1274
philipp@10716
  1275
#endif /* SDL_hints_h_ */
slouken@5189
  1276
slouken@5189
  1277
/* vi: set ts=4 sw=4 expandtab: */