// from "SDL_hints.h" {** * \file SDL_hints.h * * Official documentation for SDL configuration variables * * This file contains functions to set and get configuration hints, * as well as listing each of them alphabetically. * * The convention for naming hints is SDL_HINT_X, where "SDL_X" is * the environment variable that can be used to override the default. * * In general these hints are just that - they may or may not be * supported or applicable on any given platform, but they provide * a way for an application or user to give the library a hint as * to how they would like the library to work. *} const {/** * \brief Override for SDL_GetDisplayUsableBounds() * * If set, this hint will override the expected results for * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want * to do this, but this allows an embedded system to request that some of the * screen be reserved for other uses when paired with a well-behaved * application. * * The contents of this hint must be 4 comma-separated integers, the first * is the bounds x, then y, width and height, in that order. */} SDL_HINT_DISPLAY_USABLE_BOUNDS = 'SDL_DISPLAY_USABLE_BOUNDS'; {/** * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs * * The variable can be set to the following values: * "0" - Do not scan for Steam Controllers * "1" - Scan for Steam Controllers (the default) * * The default value is "1". This hint must be set before initializing the joystick subsystem. */} SDL_HINT_ENABLE_STEAM_CONTROLLERS = 'SDL_ENABLE_STEAM_CONTROLLERS'; {/** * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. * * This variable can be set to the following values: * * "0" - Don't log any events (default) * "1" - Log all events except mouse and finger motion, which are pretty spammy. * "2" - Log all events. * * This is generally meant to be used to debug SDL itself, but can be useful * for application developers that need better visibility into what is going * on in the event queue. Logged events are sent through SDL_Log(), which * means by default they appear on stdout on most platforms or maybe * OutputDebugString() on Windows, and can be funneled by the app with * SDL_LogSetOutputFunction(), etc. * * This hint can be toggled on and off at runtime, if you only need to log * events for a small subset of program execution. */} SDL_HINT_EVENT_LOGGING = 'SDL_EVENT_LOGGING'; {** * \brief A variable controlling whether raising the window should be done more forcefully * * This variable can be set to the following values: * "0" - No forcing (the default) * "1" - Extra level of forcing * * At present, this is only an issue under MS Windows, which makes it nearly impossible to * programmatically move a window to the foreground, for "security" reasons. See * http://stackoverflow.com/a/34414846 for a discussion. *} SDL_HINT_FORCE_RAISEWINDOW = 'SDL_HINT_FORCE_RAISEWINDOW'; {/** * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. * * SDL can try to accelerate the SDL screen surface by using streaming * textures with a 3D rendering engine. This variable controls whether and * how this is done. * * This variable can be set to the following values: * "0" - Disable 3D acceleration * "1" - Enable 3D acceleration, using the default renderer. * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) * * By default SDL tries to make a best guess for each platform whether * to use acceleration or not. */} SDL_HINT_FRAMEBUFFER_ACCELERATION = 'SDL_FRAMEBUFFER_ACCELERATION'; {/** * \brief Determines whether SDL enforces that DRM master is required in order * to initialize the KMSDRM video backend. * * The DRM subsystem has a concept of a "DRM master" which is a DRM client that * has the ability to set planes, set cursor, etc. When SDL is DRM master, it * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL * is still able to process input and query attributes of attached displays, * but it cannot change display state or draw to the screen directly. * * In some cases, it can be useful to have the KMSDRM backend even if it cannot * be used for rendering. An app may want to use SDL for input processing while * using another rendering API (such as an MMAL overlay on Raspberry Pi) or * using its own code to render to DRM overlays that SDL doesn't support. * * This hint must be set before initializing the video subsystem. * * This variable can be set to the following values: * "0" - SDL will allow usage of the KMSDRM backend without DRM master * "1" - SDL will require DRM master to use the KMSDRM backend (default) */} SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER = 'SDL_KMSDRM_REQUIRE_DRM_MASTER'; {/** * \brief A variable controlling whether the 2D render API is compatible or efficient. * * This variable can be set to the following values: * * "0" - Don't use batching to make rendering more efficient. * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. * * Up to SDL 2.0.9, the render API would draw immediately when requested. Now * it batches up draw requests and sends them all to the GPU only when forced * to (during SDL_RenderPresent, when changing render targets, by updating a * texture that the batch needs, etc). This is significantly more efficient, * but it can cause problems for apps that expect to render on top of the * render API's output. As such, SDL will disable batching if a specific * render backend is requested (since this might indicate that the app is * planning to use the underlying graphics API directly). This hint can * be used to explicitly request batching in this instance. It is a contract * that you will either never use the underlying graphics API directly, or * if you do, you will call SDL_RenderFlush() before you do so any current * batch goes to the GPU before your work begins. Not following this contract * will result in undefined behavior. */} SDL_HINT_RENDER_BATCHING = 'SDL_RENDER_BATCHING'; {/** * \brief A variable specifying which render driver to use. * * If the application doesn't pick a specific renderer to use, this variable * specifies the name of the preferred renderer. If the preferred renderer * can't be initialized, the normal default renderer is used. * * This variable is case insensitive and can be set to the following values: * "direct3d" * "opengl" * "opengles2" * "opengles" * "software" * * The default varies by platform, but it's the first one in the list that * is available on the current platform. */} SDL_HINT_RENDER_DRIVER = 'SDL_RENDER_DRIVER'; {/** * \brief A variable controlling how the 2D render API renders lines * * This variable can be set to the following values: * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points) * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) * "3" - Use the driver geometry API (correct, draws thicker diagonal lines) * * This variable should be set when the renderer is created. */} SDL_HINT_RENDER_LINE_METHOD = 'SDL_RENDER_LINE_METHOD'; {/** * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. * * This variable can be set to the following values: * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen * * By default letterbox is used */} SDL_HINT_RENDER_LOGICAL_SIZE_MODE = 'SDL_RENDER_LOGICAL_SIZE_MODE'; {/** * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. * * This variable can be set to the following values: * "0" - Disable shaders * "1" - Enable shaders * * By default shaders are used if OpenGL supports them. */} SDL_HINT_RENDER_OPENGL_SHADERS = 'SDL_RENDER_OPENGL_SHADERS'; {/** * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. * * This variable can be set to the following values: * "0" - Thread-safety is not enabled (faster) * "1" - Thread-safety is enabled * * By default the Direct3D device is created with thread-safety disabled. */} SDL_HINT_RENDER_DIRECT3D_THREADSAFE = 'SDL_RENDER_DIRECT3D_THREADSAFE'; {/** * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. * * This variable does not have any effect on the Direct3D 9 based renderer. * * This variable can be set to the following values: * "0" - Disable Debug Layer use * "1" - Enable Debug Layer use * * By default, SDL does not use Direct3D Debug Layer. */} SDL_HINT_RENDER_DIRECT3D11_DEBUG = 'SDL_RENDER_DIRECT3D11_DEBUG'; {/** * \brief A variable controlling the scaling quality * * This variable can be set to the following values: * "0" or "nearest" - Nearest pixel sampling * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) * "2" or "best" - Currently this is the same as "linear" * * By default nearest pixel sampling is used */} SDL_HINT_RENDER_SCALE_QUALITY = 'SDL_RENDER_SCALE_QUALITY'; {/** * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. * * This variable can be set to the following values: * "0" - Disable vsync * "1" - Enable vsync * * By default SDL does not sync screen surface updates with vertical refresh. */} SDL_HINT_RENDER_VSYNC = 'SDL_RENDER_VSYNC'; {** * \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS * * This variable can be set to the following values: * "0" - It will be using VSYNC as defined in the main flag. Default * "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed * * By default SDL does not enable the automatic VSYNC *} SDL_HINT_PS2_DYNAMIC_VSYNC = 'SDL_PS2_DYNAMIC_VSYNC'; {/** * \brief A variable controlling whether the screensaver is enabled. * * This variable can be set to the following values: * "0" - Disable screensaver * "1" - Enable screensaver * * By default SDL will disable the screensaver. */} SDL_HINT_VIDEO_ALLOW_SCREENSAVER = 'SDL_VIDEO_ALLOW_SCREENSAVER'; {/** * \brief Tell the video driver that we only want a double buffer. * * By default, most lowlevel 2D APIs will use a triple buffer scheme that * wastes no CPU time on waiting for vsync after issuing a flip, but * introduces a frame of latency. On the other hand, using a double buffer * scheme instead is recommended for cases where low latency is an important * factor because we save a whole frame of latency. * We do so by waiting for vsync immediately after issuing a flip, usually just * after eglSwapBuffers call in the backend's *_SwapWindow function. * * Since it's driver-specific, it's only supported where possible and * implemented. Currently supported the following drivers: * * - KMSDRM (kmsdrm) * - Raspberry Pi (raspberrypi) */} SDL_HINT_VIDEO_DOUBLE_BUFFER = 'SDL_VIDEO_DOUBLE_BUFFER'; {/** * \brief A variable controlling whether the EGL window is allowed to be * composited as transparent, rather than opaque. * * Most window systems will always render windows opaque, even if the surface * format has an alpha channel. This is not always true, however, so by default * SDL will try to enforce opaque composition. To override this behavior, you * can set this hint to "1". */} SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY = 'SDL_VIDEO_EGL_ALLOW_TRANSPARENCY'; {/** * \brief A variable controlling whether the graphics context is externally managed. * * This variable can be set to the following values: * "0" - SDL will manage graphics contexts that are attached to windows. * "1" - Disable graphics context management on windows. * * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the * context will be automatically saved and restored when pausing the application. Additionally, some * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this * behavior, which is desireable when the application manages the graphics context, such as * an externally managed OpenGL context or attaching a Vulkan surface to the window. */} SDL_HINT_VIDEO_EXTERNAL_CONTEXT = 'SDL_VIDEO_EXTERNAL_CONTEXT'; {/** * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used. * * This variable can be set to the following values: * "0" - libdecor use is disabled. * "1" - libdecor use is enabled (default). * * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. */} SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR = 'SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR'; {** * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations. * * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is * available. (Note that, by default, libdecor will use xdg-decoration itself if available). * * This variable can be set to the following values: * "0" - libdecor is enabled only if server-side decorations are unavailable. * "1" - libdecor is always enabled if available. * * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. *} SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR = 'SDL_VIDEO_WAYLAND_PREFER_LIBDECOR'; {** * \brief A variable controlling whether video mode emulation is enabled under Wayland. * * When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application. * If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled * desktop, the native display resolution. * * This variable can be set to the following values: * "0" - Video mode emulation is disabled. * "1" - Video mode emulation is enabled. * * By default video mode emulation is enabled. *} SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION = 'SDL_VIDEO_WAYLAND_MODE_EMULATION'; {** * \brief Enable or disable mouse pointer warp emulation, needed by some older games. * * When this hint is set, any SDL will emulate mouse warps using relative mouse mode. * This is required for some older games (such as Source engine games), which warp the * mouse to the centre of the screen rather than using relative mouse motion. Note that * relative mouse mode may have different mouse acceleration behaviour than pointer warps. * * This variable can be set to the following values: * "0" - All mouse warps fail, as mouse warping is not available under Wayland. * "1" - Some mouse warps will be emulated by forcing relative mouse mode. * * If not set, this is automatically enabled unless an application uses * relative mouse mode directly. * * This hint is available since SDL 2.26.0. *} SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP = 'SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP'; {/** * \brief Specify an "activity name" for screensaver inhibition. * * Some platforms, notably Linux desktops, list the applications which are * inhibiting the screensaver or other power-saving features. * * This hint lets you specify the "activity name" sent to the OS when * SDL_DisableScreenSaver() is used (or the screensaver is automatically * disabled). The contents of this hint are used when the screensaver is * disabled. You should use a string that describes what your program is doing * (and, therefore, why the screensaver is disabled). For example, "Playing a * game" or "Watching a video". * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: "Playing a game" or something similar. * * On targets where this is not supported, this hint does nothing. */} SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME = 'SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME'; {/** * \brief A variable controlling whether X11 should use GLX or EGL by default * * This variable can be set to the following values: * "0" - Use GLX * "1" - Use EGL * * By default SDL will use GLX when both are present. */} SDL_HINT_VIDEO_X11_FORCE_EGL = 'SDL_VIDEO_X11_FORCE_EGL'; {/** * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. * * This variable can be set to the following values: * "0" - Disable _NET_WM_BYPASS_COMPOSITOR * "1" - Enable _NET_WM_BYPASS_COMPOSITOR * * By default SDL will use _NET_WM_BYPASS_COMPOSITOR * */} SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR = 'SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR'; {/** * \brief A variable forcing the visual ID chosen for new X11 windows * */} SDL_HINT_VIDEO_X11_WINDOW_VISUALID = 'SDL_VIDEO_X11_WINDOW_VISUALID'; {/** * \brief A variable controlling whether the X11 VidMode extension should be used. * * This variable can be set to the following values: * "0" - Disable XVidMode * "1" - Enable XVidMode * * By default SDL will use XVidMode if it is available. */} SDL_HINT_VIDEO_X11_XVIDMODE = 'SDL_VIDEO_X11_XVIDMODE'; {/** * \brief A variable controlling whether the X11 Xinerama extension should be used. * * This variable can be set to the following values: * "0" - Disable Xinerama * "1" - Enable Xinerama * * By default SDL will use Xinerama if it is available. */} SDL_HINT_VIDEO_X11_XINERAMA = 'SDL_VIDEO_X11_XINERAMA'; {/** * \brief A variable controlling whether the X11 XRandR extension should be used. * * This variable can be set to the following values: * "0" - Disable XRandR * "1" - Enable XRandR * * By default SDL will not use XRandR because of window manager issues. */} SDL_HINT_VIDEO_X11_XRANDR = 'SDL_VIDEO_X11_XRANDR'; {/** * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. * * This variable can be set to the following values: * "0" - Disable _NET_WM_PING * "1" - Enable _NET_WM_PING * * By default SDL will use _NET_WM_PING, but for applications that know they * will not always be able to respond to ping requests in a timely manner they can * turn it off to avoid the window manager thinking the app is hung. * The hint is checked in CreateWindow. */} SDL_HINT_VIDEO_X11_NET_WM_PING = 'SDL_VIDEO_X11_NET_WM_PING'; {/** * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden * * This variable can be set to the following values: * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) * "1" - The window frame is interactive when the cursor is hidden * * By default SDL will allow interaction with the window frame when the cursor is hidden */} SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN = 'SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN'; {/** * \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called * * This variable can be set to the following values: * "0" - The window is activated when the SDL_ShowWindow function is called * "1" - The window is not activated when the SDL_ShowWindow function is called * * By default SDL will activate the window when the SDL_ShowWindow function is called */} SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN = 'SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN'; {/** * \brief A variable controlling whether the windows message loop is processed by SDL * * This variable can be set to the following values: * "0" - The window message loop is not run * "1" - The window message loop is processed in SDL_PumpEvents() * * By default SDL will process the windows message loop */} SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP = 'SDL_WINDOWS_ENABLE_MESSAGELOOP'; {/** * \brief Force SDL to use Critical Sections for mutexes on Windows. * On Windows 7 and newer, Slim Reader/Writer Locks are available. * They offer better performance, allocate no kernel ressources and * use less memory. SDL will fall back to Critical Sections on older * OS versions or if forced to by this hint. * * This variable can be set to the following values: * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) * "1" - Force the use of Critical Sections in all cases. * */} SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS = 'SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS'; {/** * \brief Force SDL to use Kernel Semaphores on Windows. * Kernel Semaphores are inter-process and require a context * switch on every interaction. On Windows 8 and newer, the * WaitOnAddress API is available. Using that and atomics to * implement semaphores increases performance. * SDL will fall back to Kernel Objects on older OS versions * or if forced to by this hint. * * This variable can be set to the following values: * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) * "1" - Force the use of Kernel Objects in all cases. * */} SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL = 'SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL'; {/** * \brief A variable to specify custom icon resource id from RC file on Windows platform */} SDL_HINT_WINDOWS_INTRESOURCE_ICON = 'SDL_WINDOWS_INTRESOURCE_ICON'; SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL = 'SDL_WINDOWS_INTRESOURCE_ICON_SMALL'; {/** * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. * Direct3D 9Ex contains changes to state management that can eliminate device * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require * some changes to your application to cope with the new behavior, so this * is disabled by default. * * This hint must be set before initializing the video subsystem. * * For more information on Direct3D 9Ex, see: * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements * * This variable can be set to the following values: * "0" - Use the original Direct3D 9 API (default) * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable) * */} SDL_HINT_WINDOWS_USE_D3D9EX = 'SDL_WINDOWS_USE_D3D9EX'; {** * \brief Controls whether SDL will declare the process to be DPI aware. * * This hint must be set before initializing the video subsystem. * * The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with * a DPI scale factor. * * This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext) * and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel * even on high-DPI displays. * * For more information, see: * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows * * This variable can be set to the following values: * "" - Do not change the DPI awareness (default). * "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later). * "system" - Request system DPI awareness. (Vista and later). * "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later). * "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later). * The most visible difference from "permonitor" is that window title bar will be scaled * to the visually correct size when dragging between monitors with different scale factors. * This is the preferred DPI awareness level. * * If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best * available match. *} SDL_HINT_WINDOWS_DPI_AWARENESS = 'SDL_WINDOWS_DPI_AWARENESS'; {** * \brief Uses DPI-scaled points as the SDL coordinate system on Windows. * * This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere. * This means windows will be appropriately sized, even when created on high-DPI displays with scaling. * * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings, * will create a window with an 800x600 client area (in pixels). * * Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary), * and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows. * * This variable can be set to the following values: * "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging * between monitors with different scale factors (unless this is performed by * Windows itself, which is the case when the process is DPI unaware). * "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on * displays with non-100% scale factors. *} SDL_HINT_WINDOWS_DPI_SCALING = 'SDL_WINDOWS_DPI_SCALING'; {/** * \brief A variable controlling whether grabbing input grabs the keyboard * * This variable can be set to the following values: * "0" - Grab will affect only the mouse * "1" - Grab will affect mouse and keyboard * * By default SDL will not grab the keyboard so system shortcuts still work. */} SDL_HINT_GRAB_KEYBOARD = 'SDL_GRAB_KEYBOARD'; {** * \brief A variable containing a list of devices to ignore in SDL_hid_enumerate() * * For example, to ignore the Shanwan DS3 controller and any Valve controller, you might * have the string "0x2563/0x0523,0x28de/0x0000". * * This hint is available since SDL 2.26.0. *} SDL_HINT_HIDAPI_IGNORE_DEVICES = 'SDL_HIDAPI_IGNORE_DEVICES'; {** * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed * * This variable can be set to the following values: * "0" - The mouse is not captured while mouse buttons are pressed * "1" - The mouse is captured while mouse buttons are pressed * * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged * outside the window, the application continues to receive mouse events until the button is * released. *} SDL_HINT_MOUSE_AUTO_CAPTURE = 'SDL_MOUSE_AUTO_CAPTURE'; {/** * \brief A variable setting the double click radius, in pixels. */} SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS = 'SDL_MOUSE_DOUBLE_CLICK_RADIUS'; {/** * \brief A variable setting the double click time, in milliseconds. */} SDL_HINT_MOUSE_DOUBLE_CLICK_TIME = 'SDL_MOUSE_DOUBLE_CLICK_TIME'; {/** * \brief Allow mouse click events when clicking to focus an SDL window * * This variable can be set to the following values: * "0" - Ignore mouse clicks that activate a window * "1" - Generate events for mouse clicks that activate a window * * By default SDL will ignore mouse clicks that activate a window */} SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH = 'SDL_MOUSE_FOCUS_CLICKTHROUGH'; {/** * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode */} SDL_HINT_MOUSE_NORMAL_SPEED_SCALE = 'SDL_MOUSE_NORMAL_SPEED_SCALE'; {** * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window * * This variable can be set to the following values: * "0" - Relative mouse mode constrains the mouse to the window * "1" - Relative mouse mode constrains the mouse to the center of the window * * Constraining to the center of the window works better for FPS games and when the * application is running over RDP. Constraining to the whole window works better * for 2D games and increases the chance that the mouse will be in the correct * position when using high DPI mice. * * By default SDL will constrain the mouse to the center of the window *} SDL_HINT_MOUSE_RELATIVE_MODE_CENTER = 'SDL_MOUSE_RELATIVE_MODE_CENTER'; {/** * \brief A variable controlling whether relative mouse mode is implemented using mouse warping * * This variable can be set to the following values: * "0" - Relative mouse mode uses raw input * "1" - Relative mouse mode uses mouse warping * * By default SDL will use raw input for relative mouse mode */} SDL_HINT_MOUSE_RELATIVE_MODE_WARP = 'SDL_MOUSE_RELATIVE_MODE_WARP'; {/** * \brief A variable controlling whether relative mouse motion is affected by renderer scaling * * This variable can be set to the following values: * "0" - Relative motion is unaffected by DPI or renderer's logical size * "1" - Relative motion is scaled according to DPI scaling and logical size * * By default relative mouse deltas are affected by DPI and renderer scaling */} SDL_HINT_MOUSE_RELATIVE_SCALING = 'SDL_MOUSE_RELATIVE_SCALING'; {/** * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode */} SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE = 'SDL_MOUSE_RELATIVE_SPEED_SCALE'; {** * \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion. * * This variable can be set to the following values: * "0" - Relative mouse motion will be unscaled (the default) * "1" - Relative mouse motion will be scaled using the system mouse acceleration curve. * * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale. * * This hint is available since SDL 2.26.0. *} SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE = 'SDL_MOUSE_RELATIVE_SYSTEM_SCALE'; {** * \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode. * * This variable can be set to the following values: * "0" - Warping the mouse will not generate a motion event in relative mode * "1" - Warping the mouse will generate a motion event in relative mode * * By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping. *} SDL_HINT_MOUSE_RELATIVE_WARP_MOTION = 'SDL_MOUSE_RELATIVE_WARP_MOTION'; {/** * \brief A variable controlling whether mouse events should generate synthetic touch events * * This variable can be set to the following values: * "0" - Mouse events will not generate touch events (default for desktop platforms) * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) */} SDL_HINT_MOUSE_TOUCH_EVENTS = 'SDL_MOUSE_TOUCH_EVENTS'; {/** * \brief Controls how the fact chunk affects the loading of a WAVE file. * * The fact chunk stores information about the number of samples of a WAVE * file. The Standards Update from Microsoft notes that this value can be used * to 'determine the length of the data in seconds'. This is especially useful * for compressed formats (for which this is a mandatory chunk) if they produce * multiple sample frames per block and truncating the block is not allowed. * The fact chunk can exactly specify how many sample frames there should be * in this case. * * Unfortunately, most application seem to ignore the fact chunk and so SDL * ignores it by default as well. * * This variable can be set to the following values: * * "truncate" - Use the number of samples to truncate the wave data if * the fact chunk is present and valid * "strict" - Like "truncate", but raise an error if the fact chunk * is invalid, not present for non-PCM formats, or if the * data chunk doesn't have that many samples * "ignorezero" - Like "truncate", but ignore fact chunk if the number of * samples is zero * "ignore" - Ignore fact chunk entirely (default) */} SDL_HINT_WAVE_FACT_CHUNK = 'SDL_WAVE_FACT_CHUNK'; {/** * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. * * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE * file) is not always reliable. In case the size is wrong, it's possible to * just ignore it and step through the chunks until a fixed limit is reached. * * Note that files that have trailing data unrelated to the WAVE file or * corrupt files may slow down the loading process without a reliable boundary. * By default, SDL stops after 10000 chunks to prevent wasting time. Use the * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. * * This variable can be set to the following values: * * "force" - Always use the RIFF chunk size as a boundary for the chunk search * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB * "maximum" - Search for chunks until the end of file (not recommended) */} SDL_HINT_WAVE_RIFF_CHUNK_SIZE = 'SDL_WAVE_RIFF_CHUNK_SIZE'; {/** * \brief Controls how a truncated WAVE file is handled. * * A WAVE file is considered truncated if any of the chunks are incomplete or * the data chunk size is not a multiple of the block size. By default, SDL * decodes until the first incomplete block, as most applications seem to do. * * This variable can be set to the following values: * * "verystrict" - Raise an error if the file is truncated * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored * "dropframe" - Decode until the first incomplete sample frame * "dropblock" - Decode until the first incomplete block (default) */} SDL_HINT_WAVE_TRUNCATION = 'SDL_WAVE_TRUNCATION'; {/** * \brief Minimize your SDL_Window if it loses key focus when in Fullscreen mode. Defaults to true. * */} SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS = 'SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS'; {/** * \brief A variable controlling whether the idle timer is disabled on iOS. * * When an iOS app does not receive touches for some time, the screen is * dimmed automatically. For games where the accelerometer is the only input * this is problematic. This functionality can be disabled by setting this * hint. * * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() * accomplish the same thing on iOS. They should be preferred over this hint. * * This variable can be set to the following values: * "0" - Enable idle timer * "1" - Disable idle timer */} SDL_HINT_IDLE_TIMER_DISABLED = 'SDL_IOS_IDLE_TIMER_DISABLED'; {/** * \brief A variable controlling what driver to use for OpenGL ES contexts. * * On some platforms, currently Windows and X11, OpenGL drivers may support * creating contexts with an OpenGL ES profile. By default SDL uses these * profiles, when available, otherwise it attempts to load an OpenGL ES * library, e.g. that provided by the ANGLE project. This variable controls * whether SDL follows this default behaviour or will always load an * OpenGL ES library. * * Circumstances where this is useful include * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, * or emulator, e.g. those from ARM, Imagination or Qualcomm. * - Resolving OpenGL ES function addresses at link time by linking with * the OpenGL ES library instead of querying them at run time with * SDL_GL_GetProcAddress(). * * Caution: for an application to work with the default behaviour across * different OpenGL drivers it must query the OpenGL ES function * addresses at run time using SDL_GL_GetProcAddress(). * * This variable is ignored on most platforms because OpenGL ES is native * or not supported. * * This variable can be set to the following values: * "0" - Use ES profile of OpenGL, if available. (Default when not set.) * "1" - Load OpenGL ES library using the default library names. * */} SDL_HINT_OPENGL_ES_DRIVER = 'SDL_OPENGL_ES_DRIVER'; {/** * \brief A variable controlling which orientations are allowed on iOS. * * In some circumstances it is necessary to be able to explicitly control * which UI orientations are allowed. * * This variable is a space delimited list of the following values: * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" */} SDL_HINT_ORIENTATIONS = 'SDL_IOS_ORIENTATIONS'; {/** * \brief A variable controlling the use of a sentinel event when polling the event queue * * This variable can be set to the following values: * "0" - Disable poll sentinels * "1" - Enable poll sentinels * * When polling for events, SDL_PumpEvents is used to gather new events from devices. * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will * become stuck until the new events stop. * This is most noticable when moving a high frequency mouse. * * By default, poll sentinels are enabled. */} SDL_HINT_POLL_SENTINEL = 'SDL_POLL_SENTINEL'; {/** * \brief Override for SDL_GetPreferredLocales() * * If set, this will be favored over anything the OS might report for the * user's preferred locales. Changing this hint at runtime will not generate * a SDL_LOCALECHANGED event (but if you can change the hint, you can push * your own event, if you want). * * The format of this hint is a comma-separated list of language and locale, * combined with an underscore, as is a common format: "en_GB". Locale is * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" */} SDL_HINT_PREFERRED_LOCALES = 'SDL_PREFERRED_LOCALES'; {/** * \brief A variable describing the content orientation on QtWayland-based platforms. * * On QtWayland platforms, windows are rotated client-side to allow for custom * transitions. In order to correctly position overlays (e.g. volume bar) and * gestures (e.g. events view, close/minimize gestures), the system needs to * know in which orientation the application is currently drawing its contents. * * This does not cause the window to be rotated or resized, the application * needs to take care of drawing the content in the right orientation (the * framebuffer is always in portrait mode). * * This variable can be one of the following values: * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" */} SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION = 'SDL_QTWAYLAND_CONTENT_ORIENTATION'; {/** * \brief Flags to set on QtWayland windows to integrate with the native window manager. * * On QtWayland platforms, this hint controls the flags to set on the windows. * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. * * This variable is a space-separated list of the following values (empty = no flags): * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" */} SDL_HINT_QTWAYLAND_WINDOW_FLAGS = 'SDL_QTWAYLAND_WINDOW_FLAGS'; {** * \brief Specify an application name. * * This hint lets you specify the application name sent to the OS when * required. For example, this will often appear in volume control applets for * audio streams, and in lists of applications which are inhibiting the * screensaver. You should use a string that describes your program ("My Game * 2: The Revenge") * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: probably the application's name or "SDL Application" if SDL * doesn't have any better information. * * Note that, for audio streams, this can be overridden with * SDL_HINT_AUDIO_DEVICE_APP_NAME. * * On targets where this is not supported, this hint does nothing. *} SDL_HINT_APP_NAME = 'SDL_APP_NAME'; {/** * \brief A variable controlling whether controllers used with the Apple TV * generate UI events. * * When UI events are generated by controller input, the app will be * backgrounded when the Apple TV remote's menu button is pressed, and when the * pause or B buttons on gamepads are pressed. * * More information about properly making use of controllers for the Apple TV * can be found here: * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ * * This variable can be set to the following values: * "0" - Controller input does not generate UI events (the default). * "1" - Controller input generates UI events. */} SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS = 'SDL_APPLE_TV_CONTROLLER_UI_EVENTS'; {/** * \brief A variable controlling whether the Apple TV remote's joystick axes * will automatically match the rotation of the remote. * * This variable can be set to the following values: * "0" - Remote orientation does not affect joystick axes (the default). * "1" - Joystick axes are based on the orientation of the remote. */} SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION = 'SDL_APPLE_TV_REMOTE_ALLOW_ROTATION'; {/** * \brief A variable controlling whether the Android / iOS built-in * accelerometer should be listed as a joystick device, rather than listing * actual joysticks only. * * This variable can be set to the following values: * "0" - List only real joysticks and accept input from them * "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default). */} SDL_HINT_ACCELEROMETER_AS_JOYSTICK = 'SDL_ACCELEROMETER_AS_JOYSTICK'; {/** * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed. * * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed * and your window is full-screen. This prevents the user from getting stuck in * your application if you've enabled keyboard grab. * * The variable can be set to the following values: * "0" - SDL will not handle Alt+Tab. Your application is responsible for handling Alt+Tab while the keyboard is grabbed. * "1" - SDL will minimize your window when Alt+Tab is pressed (default) */} SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED = 'SDL_ALLOW_ALT_TAB_WHILE_GRABBED'; {/** * \brief A variable controlling the audio category on iOS and Mac OS X * * This variable can be set to the following values: * * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) * "playback" - Use the AVAudioSessionCategoryPlayback category * * For more information, see Apple's documentation: * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html */} SDL_HINT_AUDIO_CATEGORY = 'SDL_AUDIO_CATEGORY'; {/** * \brief Specify an application name for an audio device. * * Some audio backends (such as PulseAudio) allow you to describe your audio * stream. Among other things, this description might show up in a system * control panel that lets the user adjust the volume on specific audio * streams instead of using one giant master volume slider. * * This hints lets you transmit that information to the OS. The contents of * this hint are used while opening an audio device. You should use a string * that describes your program ("My Game 2: The Revenge") * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is * set. Otherwise, it'll probably the application's name or "SDL Application" * if SDL doesn't have any better information. * * On targets where this is not supported, this hint does nothing. *} SDL_HINT_AUDIO_DEVICE_APP_NAME = 'SDL_AUDIO_DEVICE_APP_NAME'; {/** * \brief Specify an application name for an audio device. * * Some audio backends (such as PulseAudio) allow you to describe your audio * stream. Among other things, this description might show up in a system * control panel that lets the user adjust the volume on specific audio * streams instead of using one giant master volume slider. * * This hints lets you transmit that information to the OS. The contents of * this hint are used while opening an audio device. You should use a string * that describes your what your program is playing ("audio stream" is * probably sufficient in many cases, but this could be useful for something * like "team chat" if you have a headset playing VoIP audio separately). * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: "audio stream" or something similar. * * On targets where this is not supported, this hint does nothing. */} SDL_HINT_AUDIO_DEVICE_STREAM_NAME = 'SDL_AUDIO_DEVICE_STREAM_NAME'; {/** * \brief Specify an application role for an audio device. * * Some audio backends (such as Pipewire) allow you to describe the role of * your audio stream. Among other things, this description might show up in * a system control panel or software for displaying and manipulating media * playback/capture graphs. * * This hints lets you transmit that information to the OS. The contents of * this hint are used while opening an audio device. You should use a string * that describes your what your program is playing (Game, Music, Movie, * etc...). * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: "Game" or something similar. * * On targets where this is not supported, this hint does nothing. */} SDL_HINT_AUDIO_DEVICE_STREAM_ROLE = 'SDL_AUDIO_DEVICE_STREAM_ROLE'; {/** * \brief A variable that causes SDL to not ignore audio "monitors" * * This is currently only used for PulseAudio and ignored elsewhere. * * By default, SDL ignores audio devices that aren't associated with physical * hardware. Changing this hint to "1" will expose anything SDL sees that * appears to be an audio source or sink. This will add "devices" to the list * that the user probably doesn't want or need, but it can be useful in * scenarios where you want to hook up SDL to some sort of virtual device, * etc. * * The default value is "0". This hint must be set before SDL_Init(). * * This hint is available since SDL 2.0.16. Before then, virtual devices are * always ignored. */} SDL_HINT_AUDIO_INCLUDE_MONITORS = 'SDL_AUDIO_INCLUDE_MONITORS'; {/** * \brief A variable controlling speed/quality tradeoff of audio resampling. * * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) * to handle audio resampling. There are different resampling modes available * that produce different levels of quality, using more CPU. * * If this hint isn't specified to a valid setting, or libsamplerate isn't * available, SDL will use the default, internal resampling algorithm. * * Note that this is currently only applicable to resampling audio that is * being written to a device for playback or audio being read from a device * for capture. SDL_AudioCVT always uses the default resampler (although this * might change for SDL 2.1). * * This hint is currently only checked at audio subsystem initialization. * * This variable can be set to the following values: * * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) * "1" or "fast" - Use fast, slightly higher quality resampling, if available * "2" or "medium" - Use medium quality resampling, if available * "3" or "best" - Use high quality resampling, if available */} SDL_HINT_AUDIO_RESAMPLING_MODE = 'SDL_AUDIO_RESAMPLING_MODE'; {** * \brief A variable controlling whether SDL updates joystick state when getting input events * * This variable can be set to the following values: * * "0" - You'll call SDL_JoystickUpdate() manually * "1" - SDL will automatically call SDL_JoystickUpdate() (default) * * This hint can be toggled on and off at runtime. */} SDL_HINT_AUTO_UPDATE_JOYSTICKS = 'SDL_AUTO_UPDATE_JOYSTICKS'; {/** * \brief A variable controlling whether SDL updates sensor state when getting input events * * This variable can be set to the following values: * * "0" - You'll call SDL_SensorUpdate() manually * "1" - SDL will automatically call SDL_SensorUpdate() (default) * * This hint can be toggled on and off at runtime. */} SDL_HINT_AUTO_UPDATE_SENSORS = 'SDL_AUTO_UPDATE_SENSORS'; {/** * \brief Mark X11 windows as override-redirect. * * If set, this _might_ increase framerate at the expense of the desktop * not working as expected. Override-redirect windows aren't noticed by the * window manager at all. * * You should probably only use this for fullscreen windows, and you probably * shouldn't even use it for that. But it's here if you want to try! */} SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT = 'SDL_X11_FORCE_OVERRIDE_REDIRECT'; {** * \brief A variable that forces X11 windows to create as a custom type. * * This is currently only used for X11 and ignored elsewhere. * * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property * to report to the window manager the type of window it wants to create. * This might be set to various things if SDL_WINDOW_TOOLTIP or * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that * haven't set a specific type, this hint can be used to specify a custom * type. For example, a dock window might set this to * "_NET_WM_WINDOW_TYPE_DOCK". * * If not set or set to "", this hint is ignored. This hint must be set * before the SDL_CreateWindow() call that it is intended to affect. * *} SDL_HINT_X11_WINDOW_TYPE = 'SDL_X11_WINDOW_TYPE'; {/** * \brief A variable that lets you disable the detection and use of Xinput gamepad devices * * The variable can be set to the following values: * "0" - Disable XInput timer (only uses direct input) * "1" - Enable XInput timer (the default) */} SDL_HINT_XINPUT_ENABLED = 'SDL_XINPUT_ENABLED'; {** * \brief A variable that lets you disable the detection and use of DirectInput gamepad devices * * The variable can be set to the following values: * "0" - Disable DirectInput detection (only uses XInput) * "1" - Enable DirectInput detection (the default) *} SDL_HINT_DIRECTINPUT_ENABLED = 'SDL_DIRECTINPUT_ENABLED'; {** * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. * * This hint is for backwards compatibility only and will be removed in SDL 2.1 * * The default value is "0". This hint must be set before SDL_Init() *} SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING = 'SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING'; {/** * \brief A variable that lets you manually hint extra gamecontroller db entries * * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h * * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */} SDL_HINT_GAMECONTROLLERCONFIG = 'SDL_GAMECONTROLLERCONFIG'; {/** * \brief A variable that lets you provide a file with extra gamecontroller db entries. * * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h * * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */} SDL_HINT_GAMECONTROLLERCONFIG_FILE = 'SDL_GAMECONTROLLERCONFIG_FILE'; {/** * \brief A variable that overrides the automatic controller type detection * * The variable should be comma separated entries, in the form: VID/PID=type * * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd * * The type should be one of: * Xbox360 * XboxOne * PS3 * PS4 * PS5 * SwitchPro * * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) */} SDL_HINT_GAMECONTROLLERTYPE = 'SDL_GAMECONTROLLERTYPE'; {/** * \brief A variable containing a list of devices to skip when scanning for game controllers. * * The format of the string is a comma separated list of USB VID/PID pairs * in hexadecimal form, e.g. * * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * * The variable can also take the form of @file, in which case the named * file will be loaded and interpreted as the value of the variable. */} SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES = 'SDL_GAMECONTROLLER_IGNORE_DEVICES'; {/** * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. * * The format of the string is a comma separated list of USB VID/PID pairs * in hexadecimal form, e.g. * * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * * The variable can also take the form of @file, in which case the named * file will be loaded and interpreted as the value of the variable. */} SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT = 'SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT'; {/** * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. * * For example, on Nintendo Switch controllers, normally you'd get: * * (Y) * (X) (B) * (A) * * but if this hint is set, you'll get: * * (X) * (Y) (A) * (B) * * The variable can be set to the following values: * "0" - Report the face buttons by position, as though they were on an Xbox controller. * "1" - Report the face buttons by label instead of position * * The default value is "1". This hint may be set at any time. */} SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS = 'SDL_GAMECONTROLLER_USE_BUTTON_LABELS'; {/** * \brief A variable controlling whether the home indicator bar on iPhone X * should be hidden. * * This variable can be set to the following values: * "0" - The indicator bar is not hidden (default for windowed applications) * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) * "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) */} SDL_HINT_IOS_HIDE_HOME_INDICATOR = 'SDL_IOS_HIDE_HOME_INDICATOR'; {/** * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. * * The variable can be set to the following values: * "0" - Disable joystick & gamecontroller input events when the * application is in the background. * "1" - Enable joystick & gamecontroller input events when the * application is in the backgroumd. * * The default value is "0". This hint may be set at any time. */} SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS = 'SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS'; {/** * \brief A comma separated list of devices to open as joysticks * * This variable is currently only used by the Linux joystick driver. *} SDL_HINT_JOYSTICK_DEVICE = 'SDL_JOYSTICK_DEVICE'; {** * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2) * this is useful for applications that need full compatibility for things like ADSR envelopes. * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0" * Rumble is both at any arbitrary value, * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0" * * This variable can be set to the following values: * "0" - Normal rumble behavior is behavior is used (default) * "1" - Proper GameCube controller rumble behavior is used * *} SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE = 'SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE'; {/** * \brief A variable controlling whether the HIDAPI joystick drivers should be used. * * This variable can be set to the following values: * "0" - HIDAPI drivers are not used * "1" - HIDAPI drivers are used (the default) * * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. */} SDL_HINT_JOYSTICK_HIDAPI = 'SDL_JOYSTICK_HIDAPI'; {/** * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */} SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE = 'SDL_JOYSTICK_HIDAPI_GAMECUBE'; {/** * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver. * * This variable can be set to the following values: * "0" - basic Joy-Con support with no analog input (the default) * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors * * This does not combine Joy-Cons into a single controller. That's up to the user. */} SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS = 'SDL_JOYSTICK_HIDAPI_JOY_CONS'; {** * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver * * This variable can be set to the following values: * "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad * "1" - Left and right Joy-Con controllers will be combined into a single controller (the default) *} SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS = 'SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS'; {** * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver * * This variable can be set to the following values: * "0" - Left and right Joy-Con controllers will not be in vertical mode (the default) * "1" - Left and right Joy-Con controllers will be in vertical mode * * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER). * * This hint is available since SDL 2.26.0. *} SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS = 'SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS'; {/** * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */} SDL_HINT_JOYSTICK_HIDAPI_LUNA = 'SDL_JOYSTICK_HIDAPI_LUNA'; {** * \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI *} SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC = 'SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC'; {** * \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI *} SDL_HINT_JOYSTICK_HIDAPI_SHIELD = 'SDL_JOYSTICK_HIDAPI_SHIELD'; {** * \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms. * * It is not possible to use this driver on Windows, due to limitations in the default drivers * installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows. * * This hint is available since SDL 2.26.0. *} SDL_HINT_JOYSTICK_HIDAPI_PS3 = 'SDL_JOYSTICK_HIDAPI_PS3'; {/** * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */} SDL_HINT_JOYSTICK_HIDAPI_PS4 = 'SDL_JOYSTICK_HIDAPI_PS4'; {/** * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. * * This variable can be set to the following values: * "0" - extended reports are not enabled (the default) * "1" - extended reports * * Extended input reports allow rumble on Bluetooth PS4 controllers, but * break DirectInput handling for applications that don't use SDL. * * Once extended reports are enabled, they can not be disabled without * power cycling the controller. * * For compatibility with applications written for versions of SDL prior * to the introduction of PS5 controller support, this value will also * control the state of extended reports on PS5 controllers when the * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. */} SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE = 'SDL_JOYSTICK_HIDAPI_PS4_RUMBLE'; {/** * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */} SDL_HINT_JOYSTICK_HIDAPI_PS5 = 'SDL_JOYSTICK_HIDAPI_PS5'; {/** * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. * * This variable can be set to the following values: * "0" - player LEDs are not enabled * "1" - player LEDs are enabled (the default) */} SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED = 'SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED'; {/** * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. * * This variable can be set to the following values: * "0" - extended reports are not enabled (the default) * "1" - extended reports * * Extended input reports allow rumble on Bluetooth PS5 controllers, but * break DirectInput handling for applications that don't use SDL. * * Once extended reports are enabled, they can not be disabled without * power cycling the controller. * * For compatibility with applications written for versions of SDL prior * to the introduction of PS5 controller support, this value defaults to * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. */} SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE = 'SDL_JOYSTICK_HIDAPI_PS5_RUMBLE'; {/** * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */} SDL_HINT_JOYSTICK_HIDAPI_STADIA = 'SDL_JOYSTICK_HIDAPI_STADIA'; {/** * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access * and may prompt the user for permission on iOS and Android. * * The default is "0" */} SDL_HINT_JOYSTICK_HIDAPI_STEAM = 'SDL_JOYSTICK_HIDAPI_STEAM'; {/** * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */} SDL_HINT_JOYSTICK_HIDAPI_SWITCH = 'SDL_JOYSTICK_HIDAPI_SWITCH'; {/** * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened * * This variable can be set to the following values: * "0" - home button LED is turned off * "1" - home button LED is turned on * * By default the Home button LED state is not changed. */} SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED = 'SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED'; {** * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened * * This variable can be set to the following values: * "0" - home button LED is turned off * "1" - home button LED is turned on * * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. *} SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED = 'SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED'; {** * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller. * * This variable can be set to the following values: * "0" - player LEDs are not enabled * "1" - player LEDs are enabled (the default) *} SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED = 'SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED'; {** * \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now. * * This hint is available since SDL 2.26.0. *} SDL_HINT_JOYSTICK_HIDAPI_WII = 'SDL_JOYSTICK_HIDAPI_WII'; {** * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller. * * This variable can be set to the following values: * "0" - player LEDs are not enabled * "1" - player LEDs are enabled (the default) * * This hiny is available since SDL 2.26.0. *} SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED = 'SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED'; {/** * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI */} SDL_HINT_JOYSTICK_HIDAPI_XBOX = 'SDL_JOYSTICK_HIDAPI_XBOX'; {** * \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX. * * This hint is available since SDL 2.26.0. *} SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 = 'SDL_JOYSTICK_HIDAPI_XBOX_360'; {** * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller. * * This variable can be set to the following values: * "0" - player LEDs are not enabled * "1" - player LEDs are enabled (the default) * * This hint is available since SDL 2.26.0. *} SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED = 'SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED'; {** * \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360. * * This hint is available since SDL 2.26.0. *} SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS = 'SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS'; {** * \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX. * * This hint is available since SDL 2.26.0. *} SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE = 'SDL_JOYSTICK_HIDAPI_XBOX_ONE'; {** * \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened * * This variable can be set to the following values: * "0" - home button LED is turned off * "1" - home button LED is turned on * * By default the Home button LED state is not changed. This hint can also * be set to a floating point value between 0.0 and 1.0 which controls * the brightness of the Home button LED. The default brightness is 0.4. * * This hint is available since SDL 2.26.0. *} SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED = 'SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED'; {/** * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. * * This variable can be set to the following values: * "0" - RAWINPUT drivers are not used * "1" - RAWINPUT drivers are used (the default) * */} SDL_HINT_JOYSTICK_RAWINPUT = 'SDL_JOYSTICK_RAWINPUT'; {/** * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. * * This variable can be set to the following values: * "0" - RAWINPUT driver will only use data from raw input APIs * "1" - RAWINPUT driver will also pull data from XInput, providing * better trigger axes, guide button presses, and rumble support * for Xbox controllers * * The default is "1". This hint applies to any joysticks opened after setting the hint. */} SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT = 'SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT'; {** * \brief A variable controlling whether the ROG Chakram mice should show up as joysticks * * This variable can be set to the following values: * "0" - ROG Chakram mice do not show up as joysticks (the default) * "1" - ROG Chakram mice show up as joysticks *} SDL_HINT_JOYSTICK_ROG_CHAKRAM = 'SDL_JOYSTICK_ROG_CHAKRAM'; {/** * \brief A variable controlling whether a separate thread should be used * for handling joystick detection and raw input messages on Windows * * This variable can be set to the following values: * "0" - A separate thread is not used (the default) * "1" - A separate thread is used for handling raw input messages * */} SDL_HINT_JOYSTICK_THREAD = 'SDL_JOYSTICK_THREAD'; {/** * \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it. * This is a debugging aid for developers and not expected to be used by end users. The default is "1" * * This variable can be set to the following values: * "0" - don't allow topmost * "1" - allow topmost */} SDL_HINT_ALLOW_TOPMOST = 'SDL_ALLOW_TOPMOST'; {/** * \brief A variable that controls the timer resolution, in milliseconds. * * The higher resolution the timer, the more frequently the CPU services * timer interrupts, and the more precise delays are, but this takes up * power and CPU time. This hint is only used on Windows 7 and earlier. * * See this blog post for more information: * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ * * If this variable is set to "0", the system timer resolution is not set. * * The default value is "1". This hint may be set at any time. */} SDL_HINT_TIMER_RESOLUTION = 'SDL_TIMER_RESOLUTION'; {/** * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. * * On some platforms, like Linux, a realtime priority thread may be subject to restrictions * that require special handling by the application. This hint exists to let SDL know that * the app is prepared to handle said restrictions. * * On Linux, SDL will apply the following configuration to any thread that becomes realtime: * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. * * Exceeding this limit will result in the kernel sending SIGKILL to the app, * * Refer to the man pages for more information. * * This variable can be set to the following values: * "0" - default platform specific behaviour * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy */} SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL = 'SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL'; {/** * \brief A string specifying additional information to use with SDL_SetThreadPriority. * * By default SDL_SetThreadPriority will make appropriate system changes in order to * apply a thread priority. For example on systems using pthreads the scheduler policy * is changed automatically to a policy that works well with a given priority. * Code which has specific requirements can override SDL's default behavior with this hint. * * pthread hint values are "current", "other", "fifo" and "rr". * Currently no other platform hint values are defined but may be in the future. * * \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro * configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME * after calling SDL_SetThreadPriority(). */} SDL_HINT_THREAD_PRIORITY_POLICY = 'SDL_THREAD_PRIORITY_POLICY'; {/** * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size * * Use this hint in case you need to set SDL's threads stack size to other than the default. * This is specially useful if you build SDL against a non glibc libc library (such as musl) which * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). * Support for this hint is currently available only in the pthread, Windows, and PSP backend. */} SDL_HINT_THREAD_STACK_SIZE = 'SDL_THREAD_STACK_SIZE'; {/** * \brief A variable controlling whether touch events should generate synthetic mouse events * * This variable can be set to the following values: * "0" - Touch events will not generate mouse events * "1" - Touch events will generate mouse events * * By default SDL will generate mouse events for touch events */} SDL_HINT_TOUCH_MOUSE_EVENTS = 'SDL_TOUCH_MOUSE_EVENTS'; {** * \brief A variable controlling which touchpad should generate synthetic mouse events * * This variable can be set to the following values: * "0" - Only front touchpad should generate mouse events. Default * "1" - Only back touchpad should generate mouse events. * "2" - Both touchpads should generate mouse events. * * By default SDL will generate mouse events for all touch devices *} SDL_HINT_VITA_TOUCH_MOUSE_DEVICE = 'SDL_HINT_VITA_TOUCH_MOUSE_DEVICE'; {/** * \brief A variable controlling whether the Android / tvOS remotes * should be listed as joystick devices, instead of sending keyboard events. * * This variable can be set to the following values: * "0" - Remotes send enter/escape/arrow key events * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). */} SDL_HINT_TV_REMOTE_AS_JOYSTICK = 'SDL_TV_REMOTE_AS_JOYSTICK'; {/** * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) */} SDL_HINT_VIDEO_HIGHDPI_DISABLED = 'SDL_VIDEO_HIGHDPI_DISABLED'; {** * \brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog. * * This variable can be set to the following values: * "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default) * "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats *} SDL_HINT_LINUX_DIGITAL_HATS = 'SDL_LINUX_DIGITAL_HATS'; {** * \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values. * * This variable can be set to the following values: * "0" - Return digital hat values based on unfiltered input axis values * "1" - Return digital hat values with deadzones on the input axes taken into account (the default) *} SDL_HINT_LINUX_HAT_DEADZONES = 'SDL_LINUX_HAT_DEADZONES'; {/** * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux * * This variable can be set to the following values: * "0" - Use /dev/input/event* * "1" - Use /dev/input/js* * * By default the /dev/input/event* interfaces are used */} SDL_HINT_LINUX_JOYSTICK_CLASSIC = 'SDL_LINUX_JOYSTICK_CLASSIC'; {/** * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. * * This variable can be set to the following values: * "0" - Return unfiltered joystick axis values (the default) * "1" - Return axis values with deadzones taken into account */} SDL_HINT_LINUX_JOYSTICK_DEADZONES = 'SDL_LINUX_JOYSTICK_DEADZONES'; {/** * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac * * If present, holding ctrl while left clicking will generate a right click * event when on Mac. */} SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK = 'SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK'; {** * \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing * * This variable can be set to the following values: * "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default). * "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution. * * Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread * hangs because it's waiting for that background thread, but that background thread is also hanging because it's * waiting for the main thread to do an update, this might fix your issue. * * This hint only applies to macOS. * * This hint is available since SDL 2.24.0. *} SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH = 'SDL_MAC_OPENGL_ASYNC_DISPATCH'; {/** * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries * * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It * can use two different sets of binaries, those compiled by the user from source * or those provided by the Chrome browser. In the later case, these binaries require * that SDL loads a DLL providing the shader compiler. * * This variable can be set to the following values: * "d3dcompiler_46.dll" - default, best for Vista or later. * "d3dcompiler_43.dll" - for XP support. * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. * */} SDL_HINT_VIDEO_WIN_D3DCOMPILER = 'SDL_VIDEO_WIN_D3DCOMPILER'; {/** * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). * * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly * created SDL_Window: * * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is * needed for example when sharing an OpenGL context across multiple windows. * * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for * OpenGL rendering. * * This variable can be set to the following values: * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should * share a pixel format with. */} SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT = 'SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT'; {** * \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL. * * This variable can be set to the following values: * "0" - Don't add any graphics flags to the SDL_WindowFlags * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags * * By default SDL will not make the foreign window compatible with OpenGL. *} SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL = 'SDL_VIDEO_FOREIGN_WINDOW_OPENGL'; {** * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan. * * This variable can be set to the following values: * "0" - Don't add any graphics flags to the SDL_WindowFlags * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags * * By default SDL will not make the foreign window compatible with Vulkan. *} SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN = 'SDL_VIDEO_FOREIGN_WINDOW_VULKAN'; {/** * \brief A URL to a WinRT app's privacy policy * * All network-enabled WinRT apps must make a privacy policy available to its * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be * be available in the Windows Settings charm, as accessed from within the app. * SDL provides code to add a URL-based link there, which can point to the app's * privacy policy. * * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL * before calling any SDL_Init() functions. The contents of the hint should * be a valid URL. For example, "http://www.example.com". * * The default value is "", which will prevent SDL from adding a privacy policy * link to the Settings charm. This hint should only be set during app init. * * The label text of an app's "Privacy Policy" link may be customized via another * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. * * Please note that on Windows Phone, Microsoft does not provide standard UI * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL * will not get used on that platform. Network-enabled phone apps should display * their privacy policy through some other, in-app means. */} SDL_HINT_WINRT_PRIVACY_POLICY_URL = 'SDL_WINRT_PRIVACY_POLICY_URL'; {/** * \brief Label text for a WinRT app's privacy policy link * * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, * Microsoft mandates that this policy be available via the Windows Settings charm. * SDL provides code to add a link there, with its label text being set via the * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. * * Please note that a privacy policy's contents are not set via this hint. A separate * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the * policy. * * The contents of this hint should be encoded as a UTF8 string. * * The default value is "Privacy Policy". This hint should only be set during app * initialization, preferably before any calls to SDL_Init(). * * For additional information on linking to a privacy policy, see the documentation for * SDL_HINT_WINRT_PRIVACY_POLICY_URL. */} SDL_HINT_WINRT_PRIVACY_POLICY_LABEL = 'SDL_WINRT_PRIVACY_POLICY_LABEL'; {/** * \brief Allows back-button-press events on Windows Phone to be marked as handled * * Windows Phone devices typically feature a Back button. When pressed, * the OS will emit back-button-press events, which apps are expected to * handle in an appropriate manner. If apps do not explicitly mark these * events as 'Handled', then the OS will invoke its default behavior for * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to * terminate the app (and attempt to switch to the previous app, or to the * device's home screen). * * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL * to mark back-button-press events as Handled, if and when one is sent to * the app. * * Internally, Windows Phone sends back button events as parameters to * special back-button-press callback functions. Apps that need to respond * to back-button-press events are expected to register one or more * callback functions for such, shortly after being launched (during the * app's initialization phase). After the back button is pressed, the OS * will invoke these callbacks. If the app's callback(s) do not explicitly * mark the event as handled by the time they return, or if the app never * registers one of these callback, the OS will consider the event * un-handled, and it will apply its default back button behavior (terminate * the app). * * SDL registers its own back-button-press callback with the Windows Phone * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. * If the hint's value is set to "1", the back button event's Handled * property will get set to 'true'. If the hint's value is set to something * else, or if it is unset, SDL will leave the event's Handled property * alone. (By default, the OS sets this property to 'false', to note.) * * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a * back button is pressed, or can set it in direct-response to a back button * being pressed. * * In order to get notified when a back button is pressed, SDL apps should * register a callback function with SDL_AddEventWatch(), and have it listen * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. * (Alternatively, SDL_KEYUP events can be listened-for. Listening for * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON * set by such a callback, will be applied to the OS' current * back-button-press event. * * More details on back button behavior in Windows Phone apps can be found * at the following page, on Microsoft's developer site: * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx */} SDL_HINT_WINRT_HANDLE_BACK_BUTTON = 'SDL_WINRT_HANDLE_BACK_BUTTON'; {/** * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. * * This hint only applies to Mac OS X. * * The variable can be set to the following values: * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" * button on their titlebars). * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" * button on their titlebars). * * The default value is "1". Spaces are disabled regardless of this hint if * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before * any windows are created. */} SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES = 'SDL_VIDEO_MAC_FULLSCREEN_SPACES'; {/** * \brief When set don't force the SDL app to become a foreground process * * This hint only applies to Mac OS X. * */} SDL_HINT_MAC_BACKGROUND_APP = 'SDL_MAC_BACKGROUND_APP'; {/** * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. * * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. * * If both hints were set then SDL_RWFromFile() will look into expansion files * after a given relative path was not found in the internal storage and assets. * * By default this hint is not set and the APK expansion files are not searched. */} SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION = 'SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION'; {/** * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. * * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. * * If both hints were set then SDL_RWFromFile() will look into expansion files * after a given relative path was not found in the internal storage and assets. * * By default this hint is not set and the APK expansion files are not searched. */} SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION = 'SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION'; {/** * \brief A variable to control whether the event loop will block itself when the app is paused. * * The variable can be set to the following values: * "0" - Non blocking. * "1" - Blocking. (default) * * The value should be set before SDL is initialized. */} SDL_HINT_ANDROID_BLOCK_ON_PAUSE = 'SDL_ANDROID_BLOCK_ON_PAUSE'; {/** * \brief A variable to control whether SDL will pause audio in background * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") * * The variable can be set to the following values: * "0" - Non paused. * "1" - Paused. (default) * * The value should be set before SDL is initialized. */} SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO = 'SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO'; {/** * \brief A variable to control whether we trap the Android back button to handle it manually. * This is necessary for the right mouse button to work on some Android devices, or * to be able to trap the back button for use in your code reliably. If set to true, * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of * SDL_SCANCODE_AC_BACK. * * The variable can be set to the following values: * "0" - Back button will be handled as usual for system. (default) * "1" - Back button will be trapped, allowing you to handle the key press * manually. (This will also let right mouse click work on systems * where the right mouse button functions as back.) * * The value of this hint is used at runtime, so it can be changed at any time. */} SDL_HINT_ANDROID_TRAP_BACK_BUTTON = 'SDL_ANDROID_TRAP_BACK_BUTTON'; {/** * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. * * The variable can be set to the following values: * "0" - SDL_TEXTEDITING events are sent, and it is the application's * responsibility to render the text from these events and * differentiate it somehow from committed text. (default) * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, * and text that is being composed will be rendered in its own UI. */} SDL_HINT_IME_INTERNAL_EDITING = 'SDL_IME_INTERNAL_EDITING'; {/** * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them. * * The variable can be set to the following values: * "0" - Native UI components are not display. (default) * "1" - Native UI components are displayed. */} SDL_HINT_IME_SHOW_UI = 'SDL_IME_SHOW_UI'; {** * \brief A variable to control if extended IME text support is enabled. * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise. * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated. * * The variable can be set to the following values: * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default) * "1" - Modern behavior. *} SDL_HINT_IME_SUPPORT_EXTENDED_TEXT = 'SDL_IME_SUPPORT_EXTENDED_TEXT'; {/** * \brief A variable to control whether mouse and touch events are to be treated together or separately * * The variable can be set to the following values: * "0" - Mouse events will be handled as touch events, and touch will raise fake mouse * events. This is the behaviour of SDL <= 2.0.3. (default) * "1" - Mouse events will be handled separately from pure touch events. * * NOTE: This hint is no longer supported on SDL >= 2.0.10. * Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS * for generating synthetic touch/mouse events. */} SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH = 'SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH' deprecated 'This hint is no longer supported on SDL >= 2.0.10. Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS instead.'; {/** * \brief Disable giving back control to the browser automatically * when running with asyncify * * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations * such as refreshing the screen or polling events. * * This hint only applies to the emscripten platform * * The variable can be set to the following values: * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) * "1" - Enable emscripten_sleep calls (the default) */} SDL_HINT_EMSCRIPTEN_ASYNCIFY = 'SDL_EMSCRIPTEN_ASYNCIFY'; {/** * \brief override the binding element for keyboard inputs for Emscripten builds * * This hint only applies to the emscripten platform * * The variable can be one of * "#window" - The javascript window object (this is the default) * "#document" - The javascript document object * "#screen" - the javascript window.screen object * "#canvas" - the WebGL canvas element * any other string without a leading # sign applies to the element on the page with that ID. */} SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT = 'SDL_EMSCRIPTEN_KEYBOARD_ELEMENT'; {/** * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. * * This hint only applies to Unix-like platforms. * * The variable can be set to the following values: * "0" - SDL will install a SIGINT and SIGTERM handler, and when it * catches a signal, convert it into an SDL_QUIT event. * "1" - SDL will not install a signal handler at all. */} SDL_HINT_NO_SIGNAL_HANDLERS = 'SDL_NO_SIGNAL_HANDLERS'; {** * \brief A variable that decides whether to send SDL_QUIT when closing the final window. * * By default, SDL sends an SDL_QUIT event when there is only one window * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most * apps would also take the loss of this window as a signal to terminate the * program. * * However, it's not unreasonable in some cases to have the program continue * to live on, perhaps to create new windows later. * * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event * when the final window is requesting to close. Note that in this case, * there are still other legitimate reasons one might get an SDL_QUIT * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) * on Unix, etc. * * The default value is "1". This hint can be changed at any time. * * This hint is available since SDL 2.0.22. Before then, you always get * an SDL_QUIT event when closing the final window. *} SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE = 'SDL_QUIT_ON_LAST_WINDOW_CLOSE'; {/** * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. * * The variable can be set to the following values: * "0" - SDL will generate a window-close event when it sees Alt+F4. * "1" - SDL will only do normal key handling for Alt+F4. */} SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 = 'SDL_WINDOWS_NO_CLOSE_ON_ALT_F4'; {/** * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. * * The bitmap header version 4 is required for proper alpha channel support and * SDL will use it when required. Should this not be desired, this hint can * force the use of the 40 byte header version which is supported everywhere. * * The variable can be set to the following values: * "0" - Surfaces with a colorkey or an alpha channel are saved to a * 32-bit BMP file with an alpha mask. SDL will use the bitmap * header version 4 and set the alpha mask accordingly. * "1" - Surfaces with a colorkey or an alpha channel are saved to a * 32-bit BMP file without an alpha mask. The alpha channel data * will be in the file, but applications are going to ignore it. * * The default value is "0". */} SDL_HINT_BMP_SAVE_LEGACY_FORMAT = 'SDL_BMP_SAVE_LEGACY_FORMAT'; {/** * \brief Tell SDL not to name threads on Windows. * * The variable can be set to the following values: * "0" - SDL will raise the 0x406D1388 Exception to name threads. * This is the default behavior of SDL <= 2.0.4. (default) * "1" - SDL will not raise this exception, and threads will be unnamed. * For .NET languages this is required when running under a debugger. */} SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING = 'SDL_WINDOWS_DISABLE_THREAD_NAMING'; {/** * \brief A variable to control whether the return key on the soft keyboard * should hide the soft keyboard on Android and iOS. * * The variable can be set to the following values: * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) * "1" - The return key will hide the keyboard. * * The value of this hint is used at runtime, so it can be changed at any time. */} SDL_HINT_RETURN_KEY_HIDES_IME = 'SDL_RETURN_KEY_HIDES_IME'; {/** * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI * * Also known as Z-order. The variable can take a negative or positive value. * The default is 10000. */} SDL_HINT_RPI_VIDEO_LAYER = 'SDL_RPI_VIDEO_LAYER'; {** * \brief A variable that decides what audio backend to use. * * By default, SDL will try all available audio backends in a reasonable * order until it finds one that can work, but this hint allows the app * or user to force a specific target, such as "alsa" if, say, you are * on PulseAudio but want to try talking to the lower level instead. * * This functionality has existed since SDL 2.0.0 (indeed, before that) * but before 2.0.22 this was an environment variable only. In 2.0.22, * it was upgraded to a full SDL hint, so you can set the environment * variable as usual or programatically set the hint with SDL_SetHint, * which won't propagate to child processes. * * The default value is unset, in which case SDL will try to figure out * the best audio backend on your behalf. This hint needs to be set * before SDL_Init() is called to be useful. * * This hint is available since SDL 2.0.22. Before then, you could set * the environment variable to get the same effect. *} SDL_HINT_AUDIODRIVER = 'SDL_AUDIODRIVER'; {** * \brief A variable that decides what video backend to use. * * By default, SDL will try all available video backends in a reasonable * order until it finds one that can work, but this hint allows the app * or user to force a specific target, such as "x11" if, say, you are * on Wayland but want to try talking to the X server instead. * * This functionality has existed since SDL 2.0.0 (indeed, before that) * but before 2.0.22 this was an environment variable only. In 2.0.22, * it was upgraded to a full SDL hint, so you can set the environment * variable as usual or programatically set the hint with SDL_SetHint, * which won't propagate to child processes. * * The default value is unset, in which case SDL will try to figure out * the best video backend on your behalf. This hint needs to be set * before SDL_Init() is called to be useful. * * This hint is available since SDL 2.0.22. Before then, you could set * the environment variable to get the same effect. *} SDL_HINT_VIDEODRIVER = 'SDL_VIDEODRIVER'; {** * \brief A variable that decides what KMSDRM device to use. * * Internally, SDL might open something like "/dev/dri/cardNN" to * access KMSDRM functionality, where "NN" is a device index number. * * SDL makes a guess at the best index to use (usually zero), but the * app or user can set this hint to a number between 0 and 99 to * force selection. * * This hint is available since SDL 2.24.0. *} SDL_HINT_KMSDRM_DEVICE_INDEX = 'SDL_KMSDRM_DEVICE_INDEX'; {** * \brief A variable that treats trackpads as touch devices. * * On macOS (and possibly other platforms in the future), SDL will report * touches on a trackpad as mouse input, which is generally what users * expect from this device; however, these are often actually full * multitouch-capable touch devices, so it might be preferable to some apps * to treat them as such. * * Setting this hint to true will make the trackpad input report as a * multitouch device instead of a mouse. The default is false. * * Note that most platforms don't support this hint. As of 2.24.0, it * only supports MacBooks' trackpads on macOS. Others may follow later. * * This hint is checked during SDL_Init and can not be changed after. * * This hint is available since SDL 2.24.0. *} SDL_HINT_TRACKPAD_IS_TOUCH_ONLY = 'SDL_TRACKPAD_IS_TOUCH_ONLY'; {/** * \brief An enumeration of hint priorities */} type PPSDL_HintPriority = ^PSDL_HintPriority; PSDL_HintPriority = ^TSDL_HintPriority; TSDL_HintPriority = type Integer; const SDL_HINT_DEFAULT = TSDL_HintPriority(0); SDL_HINT_NORMAL = TSDL_HintPriority(1); SDL_HINT_OVERRIDE = TSDL_HintPriority(2); {/** * \brief Set a hint with a specific priority * * The priority controls the behavior when setting a hint that already * has a value. Hints will replace existing hints of their priority and * lower. Environment variables are considered to have override priority. * * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise */} function SDL_SetHintWithPriority(const name: PAnsiChar; const value: PAnsiChar; priority: TSDL_HintPriority): TSDL_Bool; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetHintWithPriority' {$ENDIF} {$ENDIF}; {/** * \brief Set a hint with normal priority * * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise */} function SDL_SetHint(const name: PAnsiChar; const value: PAnsiChar): TSDL_Bool; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetHint' {$ENDIF} {$ENDIF}; {** * Reset a hint to the default value. * * This will reset a hint to the value of the environment variable, * or NIL if the environment isn't set. Callbacks will be called normally * with this change. * * \param name the hint to set * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * * \since This function is available since SDL 2.24.0. *} function SDL_ResetHint(const name: PAnsiChar): TSDL_Bool; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ResetHint' {$ENDIF} {$ENDIF}; {** * Reset all hints to the default values. * * This will reset all hints to the value of the associated environment * variable, or NIL if the environment isn't set. Callbacks will be called * normally with this change. * * \since This function is available since SDL 2.26.0. * * \sa SDL_GetHint * \sa SDL_SetHint * \sa SDL_ResetHint *} procedure SDL_ResetHints(); cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ResetHints' {$ENDIF} {$ENDIF}; {/** * \brief Get a hint * * \return The string value of a hint variable. */} function SDL_GetHint(const name: PAnsiChar): PAnsiChar; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetHint' {$ENDIF} {$ENDIF}; {/** * \brief Get a hint * * \return The boolean value of a hint variable. */} function SDL_GetHintBoolean(const name: PAnsiChar; default_value: TSDL_Bool): TSDL_Bool; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetHintBoolean' {$ENDIF} {$ENDIF}; {/** * \brief Add a function to watch a particular hint * * \param name The hint to watch * \param callback The function to call when the hint value changes * \param userdata A pointer to pass to the callback function */} type PPSDL_HintCallback = ^PSDL_HintCallback; PSDL_HintCallback = ^TSDL_HintCallback; TSDL_HintCallback = procedure(userdata: Pointer; const name: PAnsiChar; const oldValue: PAnsiChar; const newValue: PAnsiChar); cdecl; procedure SDL_AddHintCallback(const name: PAnsiChar; callback: TSDL_HintCallback; userdata: Pointer); cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_AddHintCallback' {$ENDIF} {$ENDIF}; {/** * \brief Remove a function watching a particular hint * * \param name The hint being watched * \param callback The function being called when the hint value changes * \param userdata A pointer being passed to the callback function */} procedure SDL_DelHintCallback(const name: PAnsiChar; callback: TSDL_HintCallback; userdata: Pointer); cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_DelHintCallback' {$ENDIF} {$ENDIF}; {** * Clear all hints. * * This function is automatically called during SDL_Quit(), and deletes all * callbacks without calling them and frees all memory associated with hints. * If you're calling this from application code you probably want to call * SDL_ResetHints() instead. * * This function will be removed from the API the next time we rev the ABI. * * \since This function is available since SDL 2.0.0. * * \sa SDL_ResetHints *} procedure SDL_ClearHints(); cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ClearHints' {$ENDIF} {$ENDIF};