sdlhints.inc 106 KB

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  1. // from "SDL_hints.h"
  2. {**
  3. * \file SDL_hints.h
  4. *
  5. * Official documentation for SDL configuration variables
  6. *
  7. * This file contains functions to set and get configuration hints,
  8. * as well as listing each of them alphabetically.
  9. *
  10. * The convention for naming hints is SDL_HINT_X, where "SDL_X" is
  11. * the environment variable that can be used to override the default.
  12. *
  13. * In general these hints are just that - they may or may not be
  14. * supported or applicable on any given platform, but they provide
  15. * a way for an application or user to give the library a hint as
  16. * to how they would like the library to work.
  17. *}
  18. const
  19. {/**
  20. * \brief Override for SDL_GetDisplayUsableBounds()
  21. *
  22. * If set, this hint will override the expected results for
  23. * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
  24. * to do this, but this allows an embedded system to request that some of the
  25. * screen be reserved for other uses when paired with a well-behaved
  26. * application.
  27. *
  28. * The contents of this hint must be 4 comma-separated integers, the first
  29. * is the bounds x, then y, width and height, in that order.
  30. */}
  31. SDL_HINT_DISPLAY_USABLE_BOUNDS = 'SDL_DISPLAY_USABLE_BOUNDS';
  32. {/**
  33. * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
  34. *
  35. * The variable can be set to the following values:
  36. * "0" - Do not scan for Steam Controllers
  37. * "1" - Scan for Steam Controllers (the default)
  38. *
  39. * The default value is "1". This hint must be set before initializing the joystick subsystem.
  40. */}
  41. SDL_HINT_ENABLE_STEAM_CONTROLLERS = 'SDL_ENABLE_STEAM_CONTROLLERS';
  42. {/**
  43. * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
  44. *
  45. * This variable can be set to the following values:
  46. *
  47. * "0" - Don't log any events (default)
  48. * "1" - Log all events except mouse and finger motion, which are pretty spammy.
  49. * "2" - Log all events.
  50. *
  51. * This is generally meant to be used to debug SDL itself, but can be useful
  52. * for application developers that need better visibility into what is going
  53. * on in the event queue. Logged events are sent through SDL_Log(), which
  54. * means by default they appear on stdout on most platforms or maybe
  55. * OutputDebugString() on Windows, and can be funneled by the app with
  56. * SDL_LogSetOutputFunction(), etc.
  57. *
  58. * This hint can be toggled on and off at runtime, if you only need to log
  59. * events for a small subset of program execution.
  60. */}
  61. SDL_HINT_EVENT_LOGGING = 'SDL_EVENT_LOGGING';
  62. {**
  63. * \brief A variable controlling whether raising the window should be done more forcefully
  64. *
  65. * This variable can be set to the following values:
  66. * "0" - No forcing (the default)
  67. * "1" - Extra level of forcing
  68. *
  69. * At present, this is only an issue under MS Windows, which makes it nearly impossible to
  70. * programmatically move a window to the foreground, for "security" reasons. See
  71. * http://stackoverflow.com/a/34414846 for a discussion.
  72. *}
  73. SDL_HINT_FORCE_RAISEWINDOW = 'SDL_HINT_FORCE_RAISEWINDOW';
  74. {/**
  75. * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
  76. *
  77. * SDL can try to accelerate the SDL screen surface by using streaming
  78. * textures with a 3D rendering engine. This variable controls whether and
  79. * how this is done.
  80. *
  81. * This variable can be set to the following values:
  82. * "0" - Disable 3D acceleration
  83. * "1" - Enable 3D acceleration, using the default renderer.
  84. * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
  85. *
  86. * By default SDL tries to make a best guess for each platform whether
  87. * to use acceleration or not.
  88. */}
  89. SDL_HINT_FRAMEBUFFER_ACCELERATION = 'SDL_FRAMEBUFFER_ACCELERATION';
  90. {/**
  91. * \brief Determines whether SDL enforces that DRM master is required in order
  92. * to initialize the KMSDRM video backend.
  93. *
  94. * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
  95. * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
  96. * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
  97. * is still able to process input and query attributes of attached displays,
  98. * but it cannot change display state or draw to the screen directly.
  99. *
  100. * In some cases, it can be useful to have the KMSDRM backend even if it cannot
  101. * be used for rendering. An app may want to use SDL for input processing while
  102. * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
  103. * using its own code to render to DRM overlays that SDL doesn't support.
  104. *
  105. * This hint must be set before initializing the video subsystem.
  106. *
  107. * This variable can be set to the following values:
  108. * "0" - SDL will allow usage of the KMSDRM backend without DRM master
  109. * "1" - SDL will require DRM master to use the KMSDRM backend (default)
  110. */}
  111. SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER = 'SDL_KMSDRM_REQUIRE_DRM_MASTER';
  112. {/**
  113. * \brief A variable controlling whether the 2D render API is compatible or efficient.
  114. *
  115. * This variable can be set to the following values:
  116. *
  117. * "0" - Don't use batching to make rendering more efficient.
  118. * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
  119. *
  120. * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
  121. * it batches up draw requests and sends them all to the GPU only when forced
  122. * to (during SDL_RenderPresent, when changing render targets, by updating a
  123. * texture that the batch needs, etc). This is significantly more efficient,
  124. * but it can cause problems for apps that expect to render on top of the
  125. * render API's output. As such, SDL will disable batching if a specific
  126. * render backend is requested (since this might indicate that the app is
  127. * planning to use the underlying graphics API directly). This hint can
  128. * be used to explicitly request batching in this instance. It is a contract
  129. * that you will either never use the underlying graphics API directly, or
  130. * if you do, you will call SDL_RenderFlush() before you do so any current
  131. * batch goes to the GPU before your work begins. Not following this contract
  132. * will result in undefined behavior.
  133. */}
  134. SDL_HINT_RENDER_BATCHING = 'SDL_RENDER_BATCHING';
  135. {/**
  136. * \brief A variable specifying which render driver to use.
  137. *
  138. * If the application doesn't pick a specific renderer to use, this variable
  139. * specifies the name of the preferred renderer. If the preferred renderer
  140. * can't be initialized, the normal default renderer is used.
  141. *
  142. * This variable is case insensitive and can be set to the following values:
  143. * "direct3d"
  144. * "opengl"
  145. * "opengles2"
  146. * "opengles"
  147. * "software"
  148. *
  149. * The default varies by platform, but it's the first one in the list that
  150. * is available on the current platform.
  151. */}
  152. SDL_HINT_RENDER_DRIVER = 'SDL_RENDER_DRIVER';
  153. {/**
  154. * \brief A variable controlling how the 2D render API renders lines
  155. *
  156. * This variable can be set to the following values:
  157. * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
  158. * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
  159. * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
  160. * "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
  161. *
  162. * This variable should be set when the renderer is created.
  163. */}
  164. SDL_HINT_RENDER_LINE_METHOD = 'SDL_RENDER_LINE_METHOD';
  165. {/**
  166. * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
  167. *
  168. * This variable can be set to the following values:
  169. * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
  170. * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
  171. *
  172. * By default letterbox is used
  173. */}
  174. SDL_HINT_RENDER_LOGICAL_SIZE_MODE = 'SDL_RENDER_LOGICAL_SIZE_MODE';
  175. {/**
  176. * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
  177. *
  178. * This variable can be set to the following values:
  179. * "0" - Disable shaders
  180. * "1" - Enable shaders
  181. *
  182. * By default shaders are used if OpenGL supports them.
  183. */}
  184. SDL_HINT_RENDER_OPENGL_SHADERS = 'SDL_RENDER_OPENGL_SHADERS';
  185. {/**
  186. * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
  187. *
  188. * This variable can be set to the following values:
  189. * "0" - Thread-safety is not enabled (faster)
  190. * "1" - Thread-safety is enabled
  191. *
  192. * By default the Direct3D device is created with thread-safety disabled.
  193. */}
  194. SDL_HINT_RENDER_DIRECT3D_THREADSAFE = 'SDL_RENDER_DIRECT3D_THREADSAFE';
  195. {/**
  196. * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
  197. *
  198. * This variable does not have any effect on the Direct3D 9 based renderer.
  199. *
  200. * This variable can be set to the following values:
  201. * "0" - Disable Debug Layer use
  202. * "1" - Enable Debug Layer use
  203. *
  204. * By default, SDL does not use Direct3D Debug Layer.
  205. */}
  206. SDL_HINT_RENDER_DIRECT3D11_DEBUG = 'SDL_RENDER_DIRECT3D11_DEBUG';
  207. {/**
  208. * \brief A variable controlling the scaling quality
  209. *
  210. * This variable can be set to the following values:
  211. * "0" or "nearest" - Nearest pixel sampling
  212. * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
  213. * "2" or "best" - Currently this is the same as "linear"
  214. *
  215. * By default nearest pixel sampling is used
  216. */}
  217. SDL_HINT_RENDER_SCALE_QUALITY = 'SDL_RENDER_SCALE_QUALITY';
  218. {/**
  219. * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
  220. *
  221. * This variable can be set to the following values:
  222. * "0" - Disable vsync
  223. * "1" - Enable vsync
  224. *
  225. * By default SDL does not sync screen surface updates with vertical refresh.
  226. */}
  227. SDL_HINT_RENDER_VSYNC = 'SDL_RENDER_VSYNC';
  228. {**
  229. * \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
  230. *
  231. * This variable can be set to the following values:
  232. * "0" - It will be using VSYNC as defined in the main flag. Default
  233. * "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
  234. *
  235. * By default SDL does not enable the automatic VSYNC
  236. *}
  237. SDL_HINT_PS2_DYNAMIC_VSYNC = 'SDL_PS2_DYNAMIC_VSYNC';
  238. {/**
  239. * \brief A variable controlling whether the screensaver is enabled.
  240. *
  241. * This variable can be set to the following values:
  242. * "0" - Disable screensaver
  243. * "1" - Enable screensaver
  244. *
  245. * By default SDL will disable the screensaver.
  246. */}
  247. SDL_HINT_VIDEO_ALLOW_SCREENSAVER = 'SDL_VIDEO_ALLOW_SCREENSAVER';
  248. {/**
  249. * \brief Tell the video driver that we only want a double buffer.
  250. *
  251. * By default, most lowlevel 2D APIs will use a triple buffer scheme that
  252. * wastes no CPU time on waiting for vsync after issuing a flip, but
  253. * introduces a frame of latency. On the other hand, using a double buffer
  254. * scheme instead is recommended for cases where low latency is an important
  255. * factor because we save a whole frame of latency.
  256. * We do so by waiting for vsync immediately after issuing a flip, usually just
  257. * after eglSwapBuffers call in the backend's *_SwapWindow function.
  258. *
  259. * Since it's driver-specific, it's only supported where possible and
  260. * implemented. Currently supported the following drivers:
  261. *
  262. * - KMSDRM (kmsdrm)
  263. * - Raspberry Pi (raspberrypi)
  264. */}
  265. SDL_HINT_VIDEO_DOUBLE_BUFFER = 'SDL_VIDEO_DOUBLE_BUFFER';
  266. {/**
  267. * \brief A variable controlling whether the EGL window is allowed to be
  268. * composited as transparent, rather than opaque.
  269. *
  270. * Most window systems will always render windows opaque, even if the surface
  271. * format has an alpha channel. This is not always true, however, so by default
  272. * SDL will try to enforce opaque composition. To override this behavior, you
  273. * can set this hint to "1".
  274. */}
  275. SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY = 'SDL_VIDEO_EGL_ALLOW_TRANSPARENCY';
  276. {/**
  277. * \brief A variable controlling whether the graphics context is externally managed.
  278. *
  279. * This variable can be set to the following values:
  280. * "0" - SDL will manage graphics contexts that are attached to windows.
  281. * "1" - Disable graphics context management on windows.
  282. *
  283. * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
  284. * context will be automatically saved and restored when pausing the application. Additionally, some
  285. * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
  286. * behavior, which is desireable when the application manages the graphics context, such as
  287. * an externally managed OpenGL context or attaching a Vulkan surface to the window.
  288. */}
  289. SDL_HINT_VIDEO_EXTERNAL_CONTEXT = 'SDL_VIDEO_EXTERNAL_CONTEXT';
  290. {/**
  291. * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.
  292. *
  293. * This variable can be set to the following values:
  294. * "0" - libdecor use is disabled.
  295. * "1" - libdecor use is enabled (default).
  296. *
  297. * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
  298. */}
  299. SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR = 'SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR';
  300. {**
  301. * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
  302. *
  303. * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
  304. * available. (Note that, by default, libdecor will use xdg-decoration itself if available).
  305. *
  306. * This variable can be set to the following values:
  307. * "0" - libdecor is enabled only if server-side decorations are unavailable.
  308. * "1" - libdecor is always enabled if available.
  309. *
  310. * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
  311. *}
  312. SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR = 'SDL_VIDEO_WAYLAND_PREFER_LIBDECOR';
  313. {**
  314. * \brief A variable controlling whether video mode emulation is enabled under Wayland.
  315. *
  316. * When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
  317. * If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
  318. * desktop, the native display resolution.
  319. *
  320. * This variable can be set to the following values:
  321. * "0" - Video mode emulation is disabled.
  322. * "1" - Video mode emulation is enabled.
  323. *
  324. * By default video mode emulation is enabled.
  325. *}
  326. SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION = 'SDL_VIDEO_WAYLAND_MODE_EMULATION';
  327. {**
  328. * \brief Enable or disable mouse pointer warp emulation, needed by some older games.
  329. *
  330. * When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
  331. * This is required for some older games (such as Source engine games), which warp the
  332. * mouse to the centre of the screen rather than using relative mouse motion. Note that
  333. * relative mouse mode may have different mouse acceleration behaviour than pointer warps.
  334. *
  335. * This variable can be set to the following values:
  336. * "0" - All mouse warps fail, as mouse warping is not available under Wayland.
  337. * "1" - Some mouse warps will be emulated by forcing relative mouse mode.
  338. *
  339. * If not set, this is automatically enabled unless an application uses
  340. * relative mouse mode directly.
  341. *
  342. * This hint is available since SDL 2.26.0.
  343. *}
  344. SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP = 'SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP';
  345. {/**
  346. * \brief Specify an "activity name" for screensaver inhibition.
  347. *
  348. * Some platforms, notably Linux desktops, list the applications which are
  349. * inhibiting the screensaver or other power-saving features.
  350. *
  351. * This hint lets you specify the "activity name" sent to the OS when
  352. * SDL_DisableScreenSaver() is used (or the screensaver is automatically
  353. * disabled). The contents of this hint are used when the screensaver is
  354. * disabled. You should use a string that describes what your program is doing
  355. * (and, therefore, why the screensaver is disabled). For example, "Playing a
  356. * game" or "Watching a video".
  357. *
  358. * Setting this to "" or leaving it unset will have SDL use a reasonable
  359. * default: "Playing a game" or something similar.
  360. *
  361. * On targets where this is not supported, this hint does nothing.
  362. */}
  363. SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME = 'SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME';
  364. {/**
  365. * \brief A variable controlling whether X11 should use GLX or EGL by default
  366. *
  367. * This variable can be set to the following values:
  368. * "0" - Use GLX
  369. * "1" - Use EGL
  370. *
  371. * By default SDL will use GLX when both are present.
  372. */}
  373. SDL_HINT_VIDEO_X11_FORCE_EGL = 'SDL_VIDEO_X11_FORCE_EGL';
  374. {/**
  375. * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
  376. *
  377. * This variable can be set to the following values:
  378. * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
  379. * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
  380. *
  381. * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
  382. *
  383. */}
  384. SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR = 'SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR';
  385. {/**
  386. * \brief A variable forcing the visual ID chosen for new X11 windows
  387. *
  388. */}
  389. SDL_HINT_VIDEO_X11_WINDOW_VISUALID = 'SDL_VIDEO_X11_WINDOW_VISUALID';
  390. {/**
  391. * \brief A variable controlling whether the X11 VidMode extension should be used.
  392. *
  393. * This variable can be set to the following values:
  394. * "0" - Disable XVidMode
  395. * "1" - Enable XVidMode
  396. *
  397. * By default SDL will use XVidMode if it is available.
  398. */}
  399. SDL_HINT_VIDEO_X11_XVIDMODE = 'SDL_VIDEO_X11_XVIDMODE';
  400. {/**
  401. * \brief A variable controlling whether the X11 Xinerama extension should be used.
  402. *
  403. * This variable can be set to the following values:
  404. * "0" - Disable Xinerama
  405. * "1" - Enable Xinerama
  406. *
  407. * By default SDL will use Xinerama if it is available.
  408. */}
  409. SDL_HINT_VIDEO_X11_XINERAMA = 'SDL_VIDEO_X11_XINERAMA';
  410. {/**
  411. * \brief A variable controlling whether the X11 XRandR extension should be used.
  412. *
  413. * This variable can be set to the following values:
  414. * "0" - Disable XRandR
  415. * "1" - Enable XRandR
  416. *
  417. * By default SDL will not use XRandR because of window manager issues.
  418. */}
  419. SDL_HINT_VIDEO_X11_XRANDR = 'SDL_VIDEO_X11_XRANDR';
  420. {/**
  421. * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
  422. *
  423. * This variable can be set to the following values:
  424. * "0" - Disable _NET_WM_PING
  425. * "1" - Enable _NET_WM_PING
  426. *
  427. * By default SDL will use _NET_WM_PING, but for applications that know they
  428. * will not always be able to respond to ping requests in a timely manner they can
  429. * turn it off to avoid the window manager thinking the app is hung.
  430. * The hint is checked in CreateWindow.
  431. */}
  432. SDL_HINT_VIDEO_X11_NET_WM_PING = 'SDL_VIDEO_X11_NET_WM_PING';
  433. {/**
  434. * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
  435. *
  436. * This variable can be set to the following values:
  437. * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
  438. * "1" - The window frame is interactive when the cursor is hidden
  439. *
  440. * By default SDL will allow interaction with the window frame when the cursor is hidden
  441. */}
  442. SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN = 'SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN';
  443. {/**
  444. * \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
  445. *
  446. * This variable can be set to the following values:
  447. * "0" - The window is activated when the SDL_ShowWindow function is called
  448. * "1" - The window is not activated when the SDL_ShowWindow function is called
  449. *
  450. * By default SDL will activate the window when the SDL_ShowWindow function is called
  451. */}
  452. SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN = 'SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN';
  453. {/**
  454. * \brief A variable controlling whether the windows message loop is processed by SDL
  455. *
  456. * This variable can be set to the following values:
  457. * "0" - The window message loop is not run
  458. * "1" - The window message loop is processed in SDL_PumpEvents()
  459. *
  460. * By default SDL will process the windows message loop
  461. */}
  462. SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP = 'SDL_WINDOWS_ENABLE_MESSAGELOOP';
  463. {/**
  464. * \brief Force SDL to use Critical Sections for mutexes on Windows.
  465. * On Windows 7 and newer, Slim Reader/Writer Locks are available.
  466. * They offer better performance, allocate no kernel ressources and
  467. * use less memory. SDL will fall back to Critical Sections on older
  468. * OS versions or if forced to by this hint.
  469. *
  470. * This variable can be set to the following values:
  471. * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
  472. * "1" - Force the use of Critical Sections in all cases.
  473. *
  474. */}
  475. SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS = 'SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS';
  476. {/**
  477. * \brief Force SDL to use Kernel Semaphores on Windows.
  478. * Kernel Semaphores are inter-process and require a context
  479. * switch on every interaction. On Windows 8 and newer, the
  480. * WaitOnAddress API is available. Using that and atomics to
  481. * implement semaphores increases performance.
  482. * SDL will fall back to Kernel Objects on older OS versions
  483. * or if forced to by this hint.
  484. *
  485. * This variable can be set to the following values:
  486. * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
  487. * "1" - Force the use of Kernel Objects in all cases.
  488. *
  489. */}
  490. SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL = 'SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL';
  491. {/**
  492. * \brief A variable to specify custom icon resource id from RC file on Windows platform
  493. */}
  494. SDL_HINT_WINDOWS_INTRESOURCE_ICON = 'SDL_WINDOWS_INTRESOURCE_ICON';
  495. SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL = 'SDL_WINDOWS_INTRESOURCE_ICON_SMALL';
  496. {/**
  497. * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
  498. * Direct3D 9Ex contains changes to state management that can eliminate device
  499. * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
  500. * some changes to your application to cope with the new behavior, so this
  501. * is disabled by default.
  502. *
  503. * This hint must be set before initializing the video subsystem.
  504. *
  505. * For more information on Direct3D 9Ex, see:
  506. * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
  507. * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
  508. *
  509. * This variable can be set to the following values:
  510. * "0" - Use the original Direct3D 9 API (default)
  511. * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
  512. *
  513. */}
  514. SDL_HINT_WINDOWS_USE_D3D9EX = 'SDL_WINDOWS_USE_D3D9EX';
  515. {**
  516. * \brief Controls whether SDL will declare the process to be DPI aware.
  517. *
  518. * This hint must be set before initializing the video subsystem.
  519. *
  520. * The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
  521. * a DPI scale factor.
  522. *
  523. * This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
  524. * and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
  525. * even on high-DPI displays.
  526. *
  527. * For more information, see:
  528. * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
  529. *
  530. * This variable can be set to the following values:
  531. * "" - Do not change the DPI awareness (default).
  532. * "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
  533. * "system" - Request system DPI awareness. (Vista and later).
  534. * "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later).
  535. * "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
  536. * The most visible difference from "permonitor" is that window title bar will be scaled
  537. * to the visually correct size when dragging between monitors with different scale factors.
  538. * This is the preferred DPI awareness level.
  539. *
  540. * If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
  541. * available match.
  542. *}
  543. SDL_HINT_WINDOWS_DPI_AWARENESS = 'SDL_WINDOWS_DPI_AWARENESS';
  544. {**
  545. * \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
  546. *
  547. * This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
  548. * This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
  549. *
  550. * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
  551. * will create a window with an 800x600 client area (in pixels).
  552. *
  553. * Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
  554. * and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
  555. *
  556. * This variable can be set to the following values:
  557. * "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
  558. * between monitors with different scale factors (unless this is performed by
  559. * Windows itself, which is the case when the process is DPI unaware).
  560. * "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
  561. * displays with non-100% scale factors.
  562. *}
  563. SDL_HINT_WINDOWS_DPI_SCALING = 'SDL_WINDOWS_DPI_SCALING';
  564. {/**
  565. * \brief A variable controlling whether grabbing input grabs the keyboard
  566. *
  567. * This variable can be set to the following values:
  568. * "0" - Grab will affect only the mouse
  569. * "1" - Grab will affect mouse and keyboard
  570. *
  571. * By default SDL will not grab the keyboard so system shortcuts still work.
  572. */}
  573. SDL_HINT_GRAB_KEYBOARD = 'SDL_GRAB_KEYBOARD';
  574. {**
  575. * \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
  576. *
  577. * For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
  578. * have the string "0x2563/0x0523,0x28de/0x0000".
  579. *
  580. * This hint is available since SDL 2.26.0.
  581. *}
  582. SDL_HINT_HIDAPI_IGNORE_DEVICES = 'SDL_HIDAPI_IGNORE_DEVICES';
  583. {**
  584. * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed
  585. *
  586. * This variable can be set to the following values:
  587. * "0" - The mouse is not captured while mouse buttons are pressed
  588. * "1" - The mouse is captured while mouse buttons are pressed
  589. *
  590. * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
  591. * outside the window, the application continues to receive mouse events until the button is
  592. * released.
  593. *}
  594. SDL_HINT_MOUSE_AUTO_CAPTURE = 'SDL_MOUSE_AUTO_CAPTURE';
  595. {/**
  596. * \brief A variable setting the double click radius, in pixels.
  597. */}
  598. SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS = 'SDL_MOUSE_DOUBLE_CLICK_RADIUS';
  599. {/**
  600. * \brief A variable setting the double click time, in milliseconds.
  601. */}
  602. SDL_HINT_MOUSE_DOUBLE_CLICK_TIME = 'SDL_MOUSE_DOUBLE_CLICK_TIME';
  603. {/**
  604. * \brief Allow mouse click events when clicking to focus an SDL window
  605. *
  606. * This variable can be set to the following values:
  607. * "0" - Ignore mouse clicks that activate a window
  608. * "1" - Generate events for mouse clicks that activate a window
  609. *
  610. * By default SDL will ignore mouse clicks that activate a window
  611. */}
  612. SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH = 'SDL_MOUSE_FOCUS_CLICKTHROUGH';
  613. {/**
  614. * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
  615. */}
  616. SDL_HINT_MOUSE_NORMAL_SPEED_SCALE = 'SDL_MOUSE_NORMAL_SPEED_SCALE';
  617. {**
  618. * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
  619. *
  620. * This variable can be set to the following values:
  621. * "0" - Relative mouse mode constrains the mouse to the window
  622. * "1" - Relative mouse mode constrains the mouse to the center of the window
  623. *
  624. * Constraining to the center of the window works better for FPS games and when the
  625. * application is running over RDP. Constraining to the whole window works better
  626. * for 2D games and increases the chance that the mouse will be in the correct
  627. * position when using high DPI mice.
  628. *
  629. * By default SDL will constrain the mouse to the center of the window
  630. *}
  631. SDL_HINT_MOUSE_RELATIVE_MODE_CENTER = 'SDL_MOUSE_RELATIVE_MODE_CENTER';
  632. {/**
  633. * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
  634. *
  635. * This variable can be set to the following values:
  636. * "0" - Relative mouse mode uses raw input
  637. * "1" - Relative mouse mode uses mouse warping
  638. *
  639. * By default SDL will use raw input for relative mouse mode
  640. */}
  641. SDL_HINT_MOUSE_RELATIVE_MODE_WARP = 'SDL_MOUSE_RELATIVE_MODE_WARP';
  642. {/**
  643. * \brief A variable controlling whether relative mouse motion is affected by renderer scaling
  644. *
  645. * This variable can be set to the following values:
  646. * "0" - Relative motion is unaffected by DPI or renderer's logical size
  647. * "1" - Relative motion is scaled according to DPI scaling and logical size
  648. *
  649. * By default relative mouse deltas are affected by DPI and renderer scaling
  650. */}
  651. SDL_HINT_MOUSE_RELATIVE_SCALING = 'SDL_MOUSE_RELATIVE_SCALING';
  652. {/**
  653. * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
  654. */}
  655. SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE = 'SDL_MOUSE_RELATIVE_SPEED_SCALE';
  656. {**
  657. * \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
  658. *
  659. * This variable can be set to the following values:
  660. * "0" - Relative mouse motion will be unscaled (the default)
  661. * "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
  662. *
  663. * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
  664. *
  665. * This hint is available since SDL 2.26.0.
  666. *}
  667. SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE = 'SDL_MOUSE_RELATIVE_SYSTEM_SCALE';
  668. {**
  669. * \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
  670. *
  671. * This variable can be set to the following values:
  672. * "0" - Warping the mouse will not generate a motion event in relative mode
  673. * "1" - Warping the mouse will generate a motion event in relative mode
  674. *
  675. * 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.
  676. *}
  677. SDL_HINT_MOUSE_RELATIVE_WARP_MOTION = 'SDL_MOUSE_RELATIVE_WARP_MOTION';
  678. {/**
  679. * \brief A variable controlling whether mouse events should generate synthetic touch events
  680. *
  681. * This variable can be set to the following values:
  682. * "0" - Mouse events will not generate touch events (default for desktop platforms)
  683. * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
  684. */}
  685. SDL_HINT_MOUSE_TOUCH_EVENTS = 'SDL_MOUSE_TOUCH_EVENTS';
  686. {/**
  687. * \brief Controls how the fact chunk affects the loading of a WAVE file.
  688. *
  689. * The fact chunk stores information about the number of samples of a WAVE
  690. * file. The Standards Update from Microsoft notes that this value can be used
  691. * to 'determine the length of the data in seconds'. This is especially useful
  692. * for compressed formats (for which this is a mandatory chunk) if they produce
  693. * multiple sample frames per block and truncating the block is not allowed.
  694. * The fact chunk can exactly specify how many sample frames there should be
  695. * in this case.
  696. *
  697. * Unfortunately, most application seem to ignore the fact chunk and so SDL
  698. * ignores it by default as well.
  699. *
  700. * This variable can be set to the following values:
  701. *
  702. * "truncate" - Use the number of samples to truncate the wave data if
  703. * the fact chunk is present and valid
  704. * "strict" - Like "truncate", but raise an error if the fact chunk
  705. * is invalid, not present for non-PCM formats, or if the
  706. * data chunk doesn't have that many samples
  707. * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
  708. * samples is zero
  709. * "ignore" - Ignore fact chunk entirely (default)
  710. */}
  711. SDL_HINT_WAVE_FACT_CHUNK = 'SDL_WAVE_FACT_CHUNK';
  712. {/**
  713. * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
  714. *
  715. * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
  716. * file) is not always reliable. In case the size is wrong, it's possible to
  717. * just ignore it and step through the chunks until a fixed limit is reached.
  718. *
  719. * Note that files that have trailing data unrelated to the WAVE file or
  720. * corrupt files may slow down the loading process without a reliable boundary.
  721. * By default, SDL stops after 10000 chunks to prevent wasting time. Use the
  722. * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
  723. *
  724. * This variable can be set to the following values:
  725. *
  726. * "force" - Always use the RIFF chunk size as a boundary for the chunk search
  727. * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
  728. * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
  729. * "maximum" - Search for chunks until the end of file (not recommended)
  730. */}
  731. SDL_HINT_WAVE_RIFF_CHUNK_SIZE = 'SDL_WAVE_RIFF_CHUNK_SIZE';
  732. {/**
  733. * \brief Controls how a truncated WAVE file is handled.
  734. *
  735. * A WAVE file is considered truncated if any of the chunks are incomplete or
  736. * the data chunk size is not a multiple of the block size. By default, SDL
  737. * decodes until the first incomplete block, as most applications seem to do.
  738. *
  739. * This variable can be set to the following values:
  740. *
  741. * "verystrict" - Raise an error if the file is truncated
  742. * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
  743. * "dropframe" - Decode until the first incomplete sample frame
  744. * "dropblock" - Decode until the first incomplete block (default)
  745. */}
  746. SDL_HINT_WAVE_TRUNCATION = 'SDL_WAVE_TRUNCATION';
  747. {/**
  748. * \brief Minimize your SDL_Window if it loses key focus when in Fullscreen mode. Defaults to true.
  749. *
  750. */}
  751. SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS = 'SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS';
  752. {/**
  753. * \brief A variable controlling whether the idle timer is disabled on iOS.
  754. *
  755. * When an iOS app does not receive touches for some time, the screen is
  756. * dimmed automatically. For games where the accelerometer is the only input
  757. * this is problematic. This functionality can be disabled by setting this
  758. * hint.
  759. *
  760. * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
  761. * accomplish the same thing on iOS. They should be preferred over this hint.
  762. *
  763. * This variable can be set to the following values:
  764. * "0" - Enable idle timer
  765. * "1" - Disable idle timer
  766. */}
  767. SDL_HINT_IDLE_TIMER_DISABLED = 'SDL_IOS_IDLE_TIMER_DISABLED';
  768. {/**
  769. * \brief A variable controlling what driver to use for OpenGL ES contexts.
  770. *
  771. * On some platforms, currently Windows and X11, OpenGL drivers may support
  772. * creating contexts with an OpenGL ES profile. By default SDL uses these
  773. * profiles, when available, otherwise it attempts to load an OpenGL ES
  774. * library, e.g. that provided by the ANGLE project. This variable controls
  775. * whether SDL follows this default behaviour or will always load an
  776. * OpenGL ES library.
  777. *
  778. * Circumstances where this is useful include
  779. * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
  780. * or emulator, e.g. those from ARM, Imagination or Qualcomm.
  781. * - Resolving OpenGL ES function addresses at link time by linking with
  782. * the OpenGL ES library instead of querying them at run time with
  783. * SDL_GL_GetProcAddress().
  784. *
  785. * Caution: for an application to work with the default behaviour across
  786. * different OpenGL drivers it must query the OpenGL ES function
  787. * addresses at run time using SDL_GL_GetProcAddress().
  788. *
  789. * This variable is ignored on most platforms because OpenGL ES is native
  790. * or not supported.
  791. *
  792. * This variable can be set to the following values:
  793. * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
  794. * "1" - Load OpenGL ES library using the default library names.
  795. *
  796. */}
  797. SDL_HINT_OPENGL_ES_DRIVER = 'SDL_OPENGL_ES_DRIVER';
  798. {/**
  799. * \brief A variable controlling which orientations are allowed on iOS.
  800. *
  801. * In some circumstances it is necessary to be able to explicitly control
  802. * which UI orientations are allowed.
  803. *
  804. * This variable is a space delimited list of the following values:
  805. * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
  806. */}
  807. SDL_HINT_ORIENTATIONS = 'SDL_IOS_ORIENTATIONS';
  808. {/**
  809. * \brief A variable controlling the use of a sentinel event when polling the event queue
  810. *
  811. * This variable can be set to the following values:
  812. * "0" - Disable poll sentinels
  813. * "1" - Enable poll sentinels
  814. *
  815. * When polling for events, SDL_PumpEvents is used to gather new events from devices.
  816. * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
  817. * become stuck until the new events stop.
  818. * This is most noticable when moving a high frequency mouse.
  819. *
  820. * By default, poll sentinels are enabled.
  821. */}
  822. SDL_HINT_POLL_SENTINEL = 'SDL_POLL_SENTINEL';
  823. {/**
  824. * \brief Override for SDL_GetPreferredLocales()
  825. *
  826. * If set, this will be favored over anything the OS might report for the
  827. * user's preferred locales. Changing this hint at runtime will not generate
  828. * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
  829. * your own event, if you want).
  830. *
  831. * The format of this hint is a comma-separated list of language and locale,
  832. * combined with an underscore, as is a common format: "en_GB". Locale is
  833. * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
  834. */}
  835. SDL_HINT_PREFERRED_LOCALES = 'SDL_PREFERRED_LOCALES';
  836. {/**
  837. * \brief A variable describing the content orientation on QtWayland-based platforms.
  838. *
  839. * On QtWayland platforms, windows are rotated client-side to allow for custom
  840. * transitions. In order to correctly position overlays (e.g. volume bar) and
  841. * gestures (e.g. events view, close/minimize gestures), the system needs to
  842. * know in which orientation the application is currently drawing its contents.
  843. *
  844. * This does not cause the window to be rotated or resized, the application
  845. * needs to take care of drawing the content in the right orientation (the
  846. * framebuffer is always in portrait mode).
  847. *
  848. * This variable can be one of the following values:
  849. * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
  850. */}
  851. SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION = 'SDL_QTWAYLAND_CONTENT_ORIENTATION';
  852. {/**
  853. * \brief Flags to set on QtWayland windows to integrate with the native window manager.
  854. *
  855. * On QtWayland platforms, this hint controls the flags to set on the windows.
  856. * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
  857. *
  858. * This variable is a space-separated list of the following values (empty = no flags):
  859. * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
  860. */}
  861. SDL_HINT_QTWAYLAND_WINDOW_FLAGS = 'SDL_QTWAYLAND_WINDOW_FLAGS';
  862. {**
  863. * \brief Specify an application name.
  864. *
  865. * This hint lets you specify the application name sent to the OS when
  866. * required. For example, this will often appear in volume control applets for
  867. * audio streams, and in lists of applications which are inhibiting the
  868. * screensaver. You should use a string that describes your program ("My Game
  869. * 2: The Revenge")
  870. *
  871. * Setting this to "" or leaving it unset will have SDL use a reasonable
  872. * default: probably the application's name or "SDL Application" if SDL
  873. * doesn't have any better information.
  874. *
  875. * Note that, for audio streams, this can be overridden with
  876. * SDL_HINT_AUDIO_DEVICE_APP_NAME.
  877. *
  878. * On targets where this is not supported, this hint does nothing.
  879. *}
  880. SDL_HINT_APP_NAME = 'SDL_APP_NAME';
  881. {/**
  882. * \brief A variable controlling whether controllers used with the Apple TV
  883. * generate UI events.
  884. *
  885. * When UI events are generated by controller input, the app will be
  886. * backgrounded when the Apple TV remote's menu button is pressed, and when the
  887. * pause or B buttons on gamepads are pressed.
  888. *
  889. * More information about properly making use of controllers for the Apple TV
  890. * can be found here:
  891. * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
  892. *
  893. * This variable can be set to the following values:
  894. * "0" - Controller input does not generate UI events (the default).
  895. * "1" - Controller input generates UI events.
  896. */}
  897. SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS = 'SDL_APPLE_TV_CONTROLLER_UI_EVENTS';
  898. {/**
  899. * \brief A variable controlling whether the Apple TV remote's joystick axes
  900. * will automatically match the rotation of the remote.
  901. *
  902. * This variable can be set to the following values:
  903. * "0" - Remote orientation does not affect joystick axes (the default).
  904. * "1" - Joystick axes are based on the orientation of the remote.
  905. */}
  906. SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION = 'SDL_APPLE_TV_REMOTE_ALLOW_ROTATION';
  907. {/**
  908. * \brief A variable controlling whether the Android / iOS built-in
  909. * accelerometer should be listed as a joystick device, rather than listing
  910. * actual joysticks only.
  911. *
  912. * This variable can be set to the following values:
  913. * "0" - List only real joysticks and accept input from them
  914. * "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
  915. */}
  916. SDL_HINT_ACCELEROMETER_AS_JOYSTICK = 'SDL_ACCELEROMETER_AS_JOYSTICK';
  917. {/**
  918. * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
  919. *
  920. * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
  921. * and your window is full-screen. This prevents the user from getting stuck in
  922. * your application if you've enabled keyboard grab.
  923. *
  924. * The variable can be set to the following values:
  925. * "0" - SDL will not handle Alt+Tab. Your application is responsible
  926. for handling Alt+Tab while the keyboard is grabbed.
  927. * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
  928. */}
  929. SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED = 'SDL_ALLOW_ALT_TAB_WHILE_GRABBED';
  930. {/**
  931. * \brief A variable controlling the audio category on iOS and Mac OS X
  932. *
  933. * This variable can be set to the following values:
  934. *
  935. * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
  936. * "playback" - Use the AVAudioSessionCategoryPlayback category
  937. *
  938. * For more information, see Apple's documentation:
  939. * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
  940. */}
  941. SDL_HINT_AUDIO_CATEGORY = 'SDL_AUDIO_CATEGORY';
  942. {/**
  943. * \brief Specify an application name for an audio device.
  944. *
  945. * Some audio backends (such as PulseAudio) allow you to describe your audio
  946. * stream. Among other things, this description might show up in a system
  947. * control panel that lets the user adjust the volume on specific audio
  948. * streams instead of using one giant master volume slider.
  949. *
  950. * This hints lets you transmit that information to the OS. The contents of
  951. * this hint are used while opening an audio device. You should use a string
  952. * that describes your program ("My Game 2: The Revenge")
  953. *
  954. * Setting this to "" or leaving it unset will have SDL use a reasonable
  955. * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
  956. * set. Otherwise, it'll probably the application's name or "SDL Application"
  957. * if SDL doesn't have any better information.
  958. *
  959. * On targets where this is not supported, this hint does nothing.
  960. *}
  961. SDL_HINT_AUDIO_DEVICE_APP_NAME = 'SDL_AUDIO_DEVICE_APP_NAME';
  962. {/**
  963. * \brief Specify an application name for an audio device.
  964. *
  965. * Some audio backends (such as PulseAudio) allow you to describe your audio
  966. * stream. Among other things, this description might show up in a system
  967. * control panel that lets the user adjust the volume on specific audio
  968. * streams instead of using one giant master volume slider.
  969. *
  970. * This hints lets you transmit that information to the OS. The contents of
  971. * this hint are used while opening an audio device. You should use a string
  972. * that describes your what your program is playing ("audio stream" is
  973. * probably sufficient in many cases, but this could be useful for something
  974. * like "team chat" if you have a headset playing VoIP audio separately).
  975. *
  976. * Setting this to "" or leaving it unset will have SDL use a reasonable
  977. * default: "audio stream" or something similar.
  978. *
  979. * On targets where this is not supported, this hint does nothing.
  980. */}
  981. SDL_HINT_AUDIO_DEVICE_STREAM_NAME = 'SDL_AUDIO_DEVICE_STREAM_NAME';
  982. {/**
  983. * \brief Specify an application role for an audio device.
  984. *
  985. * Some audio backends (such as Pipewire) allow you to describe the role of
  986. * your audio stream. Among other things, this description might show up in
  987. * a system control panel or software for displaying and manipulating media
  988. * playback/capture graphs.
  989. *
  990. * This hints lets you transmit that information to the OS. The contents of
  991. * this hint are used while opening an audio device. You should use a string
  992. * that describes your what your program is playing (Game, Music, Movie,
  993. * etc...).
  994. *
  995. * Setting this to "" or leaving it unset will have SDL use a reasonable
  996. * default: "Game" or something similar.
  997. *
  998. * On targets where this is not supported, this hint does nothing.
  999. */}
  1000. SDL_HINT_AUDIO_DEVICE_STREAM_ROLE = 'SDL_AUDIO_DEVICE_STREAM_ROLE';
  1001. {/**
  1002. * \brief A variable that causes SDL to not ignore audio "monitors"
  1003. *
  1004. * This is currently only used for PulseAudio and ignored elsewhere.
  1005. *
  1006. * By default, SDL ignores audio devices that aren't associated with physical
  1007. * hardware. Changing this hint to "1" will expose anything SDL sees that
  1008. * appears to be an audio source or sink. This will add "devices" to the list
  1009. * that the user probably doesn't want or need, but it can be useful in
  1010. * scenarios where you want to hook up SDL to some sort of virtual device,
  1011. * etc.
  1012. *
  1013. * The default value is "0". This hint must be set before SDL_Init().
  1014. *
  1015. * This hint is available since SDL 2.0.16. Before then, virtual devices are
  1016. * always ignored.
  1017. */}
  1018. SDL_HINT_AUDIO_INCLUDE_MONITORS = 'SDL_AUDIO_INCLUDE_MONITORS';
  1019. {/**
  1020. * \brief A variable controlling speed/quality tradeoff of audio resampling.
  1021. *
  1022. * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
  1023. * to handle audio resampling. There are different resampling modes available
  1024. * that produce different levels of quality, using more CPU.
  1025. *
  1026. * If this hint isn't specified to a valid setting, or libsamplerate isn't
  1027. * available, SDL will use the default, internal resampling algorithm.
  1028. *
  1029. * Note that this is currently only applicable to resampling audio that is
  1030. * being written to a device for playback or audio being read from a device
  1031. * for capture. SDL_AudioCVT always uses the default resampler (although this
  1032. * might change for SDL 2.1).
  1033. *
  1034. * This hint is currently only checked at audio subsystem initialization.
  1035. *
  1036. * This variable can be set to the following values:
  1037. *
  1038. * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
  1039. * "1" or "fast" - Use fast, slightly higher quality resampling, if available
  1040. * "2" or "medium" - Use medium quality resampling, if available
  1041. * "3" or "best" - Use high quality resampling, if available
  1042. */}
  1043. SDL_HINT_AUDIO_RESAMPLING_MODE = 'SDL_AUDIO_RESAMPLING_MODE';
  1044. {**
  1045. * \brief A variable controlling whether SDL updates joystick state when getting input events
  1046. *
  1047. * This variable can be set to the following values:
  1048. *
  1049. * "0" - You'll call SDL_JoystickUpdate() manually
  1050. * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
  1051. *
  1052. * This hint can be toggled on and off at runtime.
  1053. */}
  1054. SDL_HINT_AUTO_UPDATE_JOYSTICKS = 'SDL_AUTO_UPDATE_JOYSTICKS';
  1055. {/**
  1056. * \brief A variable controlling whether SDL updates sensor state when getting input events
  1057. *
  1058. * This variable can be set to the following values:
  1059. *
  1060. * "0" - You'll call SDL_SensorUpdate() manually
  1061. * "1" - SDL will automatically call SDL_SensorUpdate() (default)
  1062. *
  1063. * This hint can be toggled on and off at runtime.
  1064. */}
  1065. SDL_HINT_AUTO_UPDATE_SENSORS = 'SDL_AUTO_UPDATE_SENSORS';
  1066. {/**
  1067. * \brief Mark X11 windows as override-redirect.
  1068. *
  1069. * If set, this _might_ increase framerate at the expense of the desktop
  1070. * not working as expected. Override-redirect windows aren't noticed by the
  1071. * window manager at all.
  1072. *
  1073. * You should probably only use this for fullscreen windows, and you probably
  1074. * shouldn't even use it for that. But it's here if you want to try!
  1075. */}
  1076. SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT = 'SDL_X11_FORCE_OVERRIDE_REDIRECT';
  1077. {**
  1078. * \brief A variable that forces X11 windows to create as a custom type.
  1079. *
  1080. * This is currently only used for X11 and ignored elsewhere.
  1081. *
  1082. * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
  1083. * to report to the window manager the type of window it wants to create.
  1084. * This might be set to various things if SDL_WINDOW_TOOLTIP or
  1085. * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
  1086. * haven't set a specific type, this hint can be used to specify a custom
  1087. * type. For example, a dock window might set this to
  1088. * "_NET_WM_WINDOW_TYPE_DOCK".
  1089. *
  1090. * If not set or set to "", this hint is ignored. This hint must be set
  1091. * before the SDL_CreateWindow() call that it is intended to affect.
  1092. *
  1093. *}
  1094. SDL_HINT_X11_WINDOW_TYPE = 'SDL_X11_WINDOW_TYPE';
  1095. {/**
  1096. * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
  1097. *
  1098. * The variable can be set to the following values:
  1099. * "0" - Disable XInput timer (only uses direct input)
  1100. * "1" - Enable XInput timer (the default)
  1101. */}
  1102. SDL_HINT_XINPUT_ENABLED = 'SDL_XINPUT_ENABLED';
  1103. {**
  1104. * \brief A variable that lets you disable the detection and use of DirectInput gamepad devices
  1105. *
  1106. * The variable can be set to the following values:
  1107. * "0" - Disable DirectInput detection (only uses XInput)
  1108. * "1" - Enable DirectInput detection (the default)
  1109. *}
  1110. SDL_HINT_DIRECTINPUT_ENABLED = 'SDL_DIRECTINPUT_ENABLED';
  1111. {**
  1112. * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
  1113. *
  1114. * This hint is for backwards compatibility only and will be removed in SDL 2.1
  1115. *
  1116. * The default value is "0". This hint must be set before SDL_Init()
  1117. *}
  1118. SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING = 'SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING';
  1119. {/**
  1120. * \brief A variable that lets you manually hint extra gamecontroller db entries
  1121. *
  1122. * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
  1123. *
  1124. * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
  1125. * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
  1126. */}
  1127. SDL_HINT_GAMECONTROLLERCONFIG = 'SDL_GAMECONTROLLERCONFIG';
  1128. {/**
  1129. * \brief A variable that lets you provide a file with extra gamecontroller db entries.
  1130. *
  1131. * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
  1132. *
  1133. * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
  1134. * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
  1135. */}
  1136. SDL_HINT_GAMECONTROLLERCONFIG_FILE = 'SDL_GAMECONTROLLERCONFIG_FILE';
  1137. {/**
  1138. * \brief A variable that overrides the automatic controller type detection
  1139. *
  1140. * The variable should be comma separated entries, in the form: VID/PID=type
  1141. *
  1142. * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
  1143. *
  1144. * The type should be one of:
  1145. * Xbox360
  1146. * XboxOne
  1147. * PS3
  1148. * PS4
  1149. * PS5
  1150. * SwitchPro
  1151. *
  1152. * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
  1153. */}
  1154. SDL_HINT_GAMECONTROLLERTYPE = 'SDL_GAMECONTROLLERTYPE';
  1155. {/**
  1156. * \brief A variable containing a list of devices to skip when scanning for game controllers.
  1157. *
  1158. * The format of the string is a comma separated list of USB VID/PID pairs
  1159. * in hexadecimal form, e.g.
  1160. *
  1161. * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
  1162. *
  1163. * The variable can also take the form of @file, in which case the named
  1164. * file will be loaded and interpreted as the value of the variable.
  1165. */}
  1166. SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES = 'SDL_GAMECONTROLLER_IGNORE_DEVICES';
  1167. {/**
  1168. * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
  1169. *
  1170. * The format of the string is a comma separated list of USB VID/PID pairs
  1171. * in hexadecimal form, e.g.
  1172. *
  1173. * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
  1174. *
  1175. * The variable can also take the form of @file, in which case the named
  1176. * file will be loaded and interpreted as the value of the variable.
  1177. */}
  1178. SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT = 'SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT';
  1179. {/**
  1180. * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
  1181. *
  1182. * For example, on Nintendo Switch controllers, normally you'd get:
  1183. *
  1184. * (Y)
  1185. * (X) (B)
  1186. * (A)
  1187. *
  1188. * but if this hint is set, you'll get:
  1189. *
  1190. * (X)
  1191. * (Y) (A)
  1192. * (B)
  1193. *
  1194. * The variable can be set to the following values:
  1195. * "0" - Report the face buttons by position, as though they were on an Xbox controller.
  1196. * "1" - Report the face buttons by label instead of position
  1197. *
  1198. * The default value is "1". This hint may be set at any time.
  1199. */}
  1200. SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS = 'SDL_GAMECONTROLLER_USE_BUTTON_LABELS';
  1201. {/**
  1202. * \brief A variable controlling whether the home indicator bar on iPhone X
  1203. * should be hidden.
  1204. *
  1205. * This variable can be set to the following values:
  1206. * "0" - The indicator bar is not hidden (default for windowed applications)
  1207. * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
  1208. * "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)
  1209. */}
  1210. SDL_HINT_IOS_HIDE_HOME_INDICATOR = 'SDL_IOS_HIDE_HOME_INDICATOR';
  1211. {/**
  1212. * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
  1213. *
  1214. * The variable can be set to the following values:
  1215. * "0" - Disable joystick & gamecontroller input events when the
  1216. * application is in the background.
  1217. * "1" - Enable joystick & gamecontroller input events when the
  1218. * application is in the backgroumd.
  1219. *
  1220. * The default value is "0". This hint may be set at any time.
  1221. */}
  1222. SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS = 'SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS';
  1223. {/**
  1224. * \brief A comma separated list of devices to open as joysticks
  1225. *
  1226. * This variable is currently only used by the Linux joystick driver.
  1227. *}
  1228. SDL_HINT_JOYSTICK_DEVICE = 'SDL_JOYSTICK_DEVICE';
  1229. {**
  1230. * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
  1231. * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
  1232. * this is useful for applications that need full compatibility for things like ADSR envelopes.
  1233. * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
  1234. * Rumble is both at any arbitrary value,
  1235. * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
  1236. *
  1237. * This variable can be set to the following values:
  1238. * "0" - Normal rumble behavior is behavior is used (default)
  1239. * "1" - Proper GameCube controller rumble behavior is used
  1240. *
  1241. *}
  1242. SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE = 'SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE';
  1243. {/**
  1244. * \brief A variable controlling whether the HIDAPI joystick drivers should be used.
  1245. *
  1246. * This variable can be set to the following values:
  1247. * "0" - HIDAPI drivers are not used
  1248. * "1" - HIDAPI drivers are used (the default)
  1249. *
  1250. * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
  1251. */}
  1252. SDL_HINT_JOYSTICK_HIDAPI = 'SDL_JOYSTICK_HIDAPI';
  1253. {/**
  1254. * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
  1255. *
  1256. * This variable can be set to the following values:
  1257. * "0" - HIDAPI driver is not used
  1258. * "1" - HIDAPI driver is used
  1259. *
  1260. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  1261. */}
  1262. SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE = 'SDL_JOYSTICK_HIDAPI_GAMECUBE';
  1263. {/**
  1264. * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
  1265. *
  1266. * This variable can be set to the following values:
  1267. * "0" - basic Joy-Con support with no analog input (the default)
  1268. * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
  1269. *
  1270. * This does not combine Joy-Cons into a single controller. That's up to the user.
  1271. */}
  1272. SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS = 'SDL_JOYSTICK_HIDAPI_JOY_CONS';
  1273. {**
  1274. * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
  1275. *
  1276. * This variable can be set to the following values:
  1277. * "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
  1278. * "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
  1279. *}
  1280. SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS = 'SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS';
  1281. {**
  1282. * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
  1283. *
  1284. * This variable can be set to the following values:
  1285. * "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
  1286. * "1" - Left and right Joy-Con controllers will be in vertical mode
  1287. *
  1288. * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER).
  1289. *
  1290. * This hint is available since SDL 2.26.0.
  1291. *}
  1292. SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS = 'SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS';
  1293. {/**
  1294. * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
  1295. *
  1296. * This variable can be set to the following values:
  1297. * "0" - HIDAPI driver is not used
  1298. * "1" - HIDAPI driver is used
  1299. *
  1300. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  1301. */}
  1302. SDL_HINT_JOYSTICK_HIDAPI_LUNA = 'SDL_JOYSTICK_HIDAPI_LUNA';
  1303. {**
  1304. * \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
  1305. *
  1306. * This variable can be set to the following values:
  1307. * "0" - HIDAPI driver is not used
  1308. * "1" - HIDAPI driver is used
  1309. *
  1310. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  1311. *}
  1312. SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC = 'SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC';
  1313. {**
  1314. * \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
  1315. *
  1316. * This variable can be set to the following values:
  1317. * "0" - HIDAPI driver is not used
  1318. * "1" - HIDAPI driver is used
  1319. *
  1320. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  1321. *}
  1322. SDL_HINT_JOYSTICK_HIDAPI_SHIELD = 'SDL_JOYSTICK_HIDAPI_SHIELD';
  1323. {**
  1324. * \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
  1325. *
  1326. * This variable can be set to the following values:
  1327. * "0" - HIDAPI driver is not used
  1328. * "1" - HIDAPI driver is used
  1329. *
  1330. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
  1331. *
  1332. * It is not possible to use this driver on Windows, due to limitations in the default drivers
  1333. * installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
  1334. *
  1335. * This hint is available since SDL 2.26.0.
  1336. *}
  1337. SDL_HINT_JOYSTICK_HIDAPI_PS3 = 'SDL_JOYSTICK_HIDAPI_PS3';
  1338. {/**
  1339. * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
  1340. *
  1341. * This variable can be set to the following values:
  1342. * "0" - HIDAPI driver is not used
  1343. * "1" - HIDAPI driver is used
  1344. *
  1345. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  1346. */}
  1347. SDL_HINT_JOYSTICK_HIDAPI_PS4 = 'SDL_JOYSTICK_HIDAPI_PS4';
  1348. {/**
  1349. * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
  1350. *
  1351. * This variable can be set to the following values:
  1352. * "0" - extended reports are not enabled (the default)
  1353. * "1" - extended reports
  1354. *
  1355. * Extended input reports allow rumble on Bluetooth PS4 controllers, but
  1356. * break DirectInput handling for applications that don't use SDL.
  1357. *
  1358. * Once extended reports are enabled, they can not be disabled without
  1359. * power cycling the controller.
  1360. *
  1361. * For compatibility with applications written for versions of SDL prior
  1362. * to the introduction of PS5 controller support, this value will also
  1363. * control the state of extended reports on PS5 controllers when the
  1364. * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
  1365. */}
  1366. SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE = 'SDL_JOYSTICK_HIDAPI_PS4_RUMBLE';
  1367. {/**
  1368. * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
  1369. *
  1370. * This variable can be set to the following values:
  1371. * "0" - HIDAPI driver is not used
  1372. * "1" - HIDAPI driver is used
  1373. *
  1374. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  1375. */}
  1376. SDL_HINT_JOYSTICK_HIDAPI_PS5 = 'SDL_JOYSTICK_HIDAPI_PS5';
  1377. {/**
  1378. * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
  1379. *
  1380. * This variable can be set to the following values:
  1381. * "0" - player LEDs are not enabled
  1382. * "1" - player LEDs are enabled (the default)
  1383. */}
  1384. SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED = 'SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED';
  1385. {/**
  1386. * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
  1387. *
  1388. * This variable can be set to the following values:
  1389. * "0" - extended reports are not enabled (the default)
  1390. * "1" - extended reports
  1391. *
  1392. * Extended input reports allow rumble on Bluetooth PS5 controllers, but
  1393. * break DirectInput handling for applications that don't use SDL.
  1394. *
  1395. * Once extended reports are enabled, they can not be disabled without
  1396. * power cycling the controller.
  1397. *
  1398. * For compatibility with applications written for versions of SDL prior
  1399. * to the introduction of PS5 controller support, this value defaults to
  1400. * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
  1401. */}
  1402. SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE = 'SDL_JOYSTICK_HIDAPI_PS5_RUMBLE';
  1403. {/**
  1404. * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
  1405. *
  1406. * This variable can be set to the following values:
  1407. * "0" - HIDAPI driver is not used
  1408. * "1" - HIDAPI driver is used
  1409. *
  1410. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  1411. */}
  1412. SDL_HINT_JOYSTICK_HIDAPI_STADIA = 'SDL_JOYSTICK_HIDAPI_STADIA';
  1413. {/**
  1414. * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
  1415. *
  1416. * This variable can be set to the following values:
  1417. * "0" - HIDAPI driver is not used
  1418. * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
  1419. * and may prompt the user for permission on iOS and Android.
  1420. *
  1421. * The default is "0"
  1422. */}
  1423. SDL_HINT_JOYSTICK_HIDAPI_STEAM = 'SDL_JOYSTICK_HIDAPI_STEAM';
  1424. {/**
  1425. * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
  1426. *
  1427. * This variable can be set to the following values:
  1428. * "0" - HIDAPI driver is not used
  1429. * "1" - HIDAPI driver is used
  1430. *
  1431. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
  1432. */}
  1433. SDL_HINT_JOYSTICK_HIDAPI_SWITCH = 'SDL_JOYSTICK_HIDAPI_SWITCH';
  1434. {/**
  1435. * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
  1436. *
  1437. * This variable can be set to the following values:
  1438. * "0" - home button LED is turned off
  1439. * "1" - home button LED is turned on
  1440. *
  1441. * By default the Home button LED state is not changed.
  1442. */}
  1443. SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED = 'SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED';
  1444. {**
  1445. * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
  1446. *
  1447. * This variable can be set to the following values:
  1448. * "0" - home button LED is turned off
  1449. * "1" - home button LED is turned on
  1450. *
  1451. * 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.
  1452. *}
  1453. SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED = 'SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED';
  1454. {**
  1455. * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
  1456. *
  1457. * This variable can be set to the following values:
  1458. * "0" - player LEDs are not enabled
  1459. * "1" - player LEDs are enabled (the default)
  1460. *}
  1461. SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED = 'SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED';
  1462. {**
  1463. * \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
  1464. *
  1465. * This variable can be set to the following values:
  1466. * "0" - HIDAPI driver is not used
  1467. * "1" - HIDAPI driver is used
  1468. *
  1469. * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
  1470. *
  1471. * This hint is available since SDL 2.26.0.
  1472. *}
  1473. SDL_HINT_JOYSTICK_HIDAPI_WII = 'SDL_JOYSTICK_HIDAPI_WII';
  1474. {**
  1475. * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
  1476. *
  1477. * This variable can be set to the following values:
  1478. * "0" - player LEDs are not enabled
  1479. * "1" - player LEDs are enabled (the default)
  1480. *
  1481. * This hiny is available since SDL 2.26.0.
  1482. *}
  1483. SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED = 'SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED';
  1484. {/**
  1485. * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
  1486. *
  1487. * This variable can be set to the following values:
  1488. * "0" - HIDAPI driver is not used
  1489. * "1" - HIDAPI driver is used
  1490. *
  1491. * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
  1492. */}
  1493. SDL_HINT_JOYSTICK_HIDAPI_XBOX = 'SDL_JOYSTICK_HIDAPI_XBOX';
  1494. {**
  1495. * \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
  1496. *
  1497. * This variable can be set to the following values:
  1498. * "0" - HIDAPI driver is not used
  1499. * "1" - HIDAPI driver is used
  1500. *
  1501. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX.
  1502. *
  1503. * This hint is available since SDL 2.26.0.
  1504. *}
  1505. SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 = 'SDL_JOYSTICK_HIDAPI_XBOX_360';
  1506. {**
  1507. * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
  1508. *
  1509. * This variable can be set to the following values:
  1510. * "0" - player LEDs are not enabled
  1511. * "1" - player LEDs are enabled (the default)
  1512. *
  1513. * This hint is available since SDL 2.26.0.
  1514. *}
  1515. SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED = 'SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED';
  1516. {**
  1517. * \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
  1518. *
  1519. * This variable can be set to the following values:
  1520. * "0" - HIDAPI driver is not used
  1521. * "1" - HIDAPI driver is used
  1522. *
  1523. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360.
  1524. *
  1525. * This hint is available since SDL 2.26.0.
  1526. *}
  1527. SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS = 'SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS';
  1528. {**
  1529. * \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
  1530. *
  1531. * This variable can be set to the following values:
  1532. * "0" - HIDAPI driver is not used
  1533. * "1" - HIDAPI driver is used
  1534. *
  1535. * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX.
  1536. *
  1537. * This hint is available since SDL 2.26.0.
  1538. *}
  1539. SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE = 'SDL_JOYSTICK_HIDAPI_XBOX_ONE';
  1540. {**
  1541. * \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
  1542. *
  1543. * This variable can be set to the following values:
  1544. * "0" - home button LED is turned off
  1545. * "1" - home button LED is turned on
  1546. *
  1547. * By default the Home button LED state is not changed. This hint can also
  1548. * be set to a floating point value between 0.0 and 1.0 which controls
  1549. * the brightness of the Home button LED. The default brightness is 0.4.
  1550. *
  1551. * This hint is available since SDL 2.26.0.
  1552. *}
  1553. SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED = 'SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED';
  1554. {/**
  1555. * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
  1556. *
  1557. * This variable can be set to the following values:
  1558. * "0" - RAWINPUT drivers are not used
  1559. * "1" - RAWINPUT drivers are used (the default)
  1560. *
  1561. */}
  1562. SDL_HINT_JOYSTICK_RAWINPUT = 'SDL_JOYSTICK_RAWINPUT';
  1563. {/**
  1564. * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
  1565. *
  1566. * This variable can be set to the following values:
  1567. * "0" - RAWINPUT driver will only use data from raw input APIs
  1568. * "1" - RAWINPUT driver will also pull data from XInput, providing
  1569. * better trigger axes, guide button presses, and rumble support
  1570. * for Xbox controllers
  1571. *
  1572. * The default is "1". This hint applies to any joysticks opened after setting the hint.
  1573. */}
  1574. SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT = 'SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT';
  1575. {**
  1576. * \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
  1577. *
  1578. * This variable can be set to the following values:
  1579. * "0" - ROG Chakram mice do not show up as joysticks (the default)
  1580. * "1" - ROG Chakram mice show up as joysticks
  1581. *}
  1582. SDL_HINT_JOYSTICK_ROG_CHAKRAM = 'SDL_JOYSTICK_ROG_CHAKRAM';
  1583. {/**
  1584. * \brief A variable controlling whether a separate thread should be used
  1585. * for handling joystick detection and raw input messages on Windows
  1586. *
  1587. * This variable can be set to the following values:
  1588. * "0" - A separate thread is not used (the default)
  1589. * "1" - A separate thread is used for handling raw input messages
  1590. *
  1591. */}
  1592. SDL_HINT_JOYSTICK_THREAD = 'SDL_JOYSTICK_THREAD';
  1593. {/**
  1594. * \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it.
  1595. * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
  1596. *
  1597. * This variable can be set to the following values:
  1598. * "0" - don't allow topmost
  1599. * "1" - allow topmost
  1600. */}
  1601. SDL_HINT_ALLOW_TOPMOST = 'SDL_ALLOW_TOPMOST';
  1602. {/**
  1603. * \brief A variable that controls the timer resolution, in milliseconds.
  1604. *
  1605. * The higher resolution the timer, the more frequently the CPU services
  1606. * timer interrupts, and the more precise delays are, but this takes up
  1607. * power and CPU time. This hint is only used on Windows 7 and earlier.
  1608. *
  1609. * See this blog post for more information:
  1610. * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
  1611. *
  1612. * If this variable is set to "0", the system timer resolution is not set.
  1613. *
  1614. * The default value is "1". This hint may be set at any time.
  1615. */}
  1616. SDL_HINT_TIMER_RESOLUTION = 'SDL_TIMER_RESOLUTION';
  1617. {/**
  1618. * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
  1619. *
  1620. * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
  1621. * that require special handling by the application. This hint exists to let SDL know that
  1622. * the app is prepared to handle said restrictions.
  1623. *
  1624. * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
  1625. * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
  1626. * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
  1627. * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
  1628. * * Refer to the man pages for more information.
  1629. *
  1630. * This variable can be set to the following values:
  1631. * "0" - default platform specific behaviour
  1632. * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
  1633. */}
  1634. SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL = 'SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL';
  1635. {/**
  1636. * \brief A string specifying additional information to use with SDL_SetThreadPriority.
  1637. *
  1638. * By default SDL_SetThreadPriority will make appropriate system changes in order to
  1639. * apply a thread priority. For example on systems using pthreads the scheduler policy
  1640. * is changed automatically to a policy that works well with a given priority.
  1641. * Code which has specific requirements can override SDL's default behavior with this hint.
  1642. *
  1643. * pthread hint values are "current", "other", "fifo" and "rr".
  1644. * Currently no other platform hint values are defined but may be in the future.
  1645. *
  1646. * \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
  1647. * configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
  1648. * after calling SDL_SetThreadPriority().
  1649. */}
  1650. SDL_HINT_THREAD_PRIORITY_POLICY = 'SDL_THREAD_PRIORITY_POLICY';
  1651. {/**
  1652. * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
  1653. *
  1654. * Use this hint in case you need to set SDL's threads stack size to other than the default.
  1655. * This is specially useful if you build SDL against a non glibc libc library (such as musl) which
  1656. * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
  1657. * Support for this hint is currently available only in the pthread, Windows, and PSP backend.
  1658. */}
  1659. SDL_HINT_THREAD_STACK_SIZE = 'SDL_THREAD_STACK_SIZE';
  1660. {/**
  1661. * \brief A variable controlling whether touch events should generate synthetic mouse events
  1662. *
  1663. * This variable can be set to the following values:
  1664. * "0" - Touch events will not generate mouse events
  1665. * "1" - Touch events will generate mouse events
  1666. *
  1667. * By default SDL will generate mouse events for touch events
  1668. */}
  1669. SDL_HINT_TOUCH_MOUSE_EVENTS = 'SDL_TOUCH_MOUSE_EVENTS';
  1670. {**
  1671. * \brief A variable controlling which touchpad should generate synthetic mouse events
  1672. *
  1673. * This variable can be set to the following values:
  1674. * "0" - Only front touchpad should generate mouse events. Default
  1675. * "1" - Only back touchpad should generate mouse events.
  1676. * "2" - Both touchpads should generate mouse events.
  1677. *
  1678. * By default SDL will generate mouse events for all touch devices
  1679. *}
  1680. SDL_HINT_VITA_TOUCH_MOUSE_DEVICE = 'SDL_HINT_VITA_TOUCH_MOUSE_DEVICE';
  1681. {/**
  1682. * \brief A variable controlling whether the Android / tvOS remotes
  1683. * should be listed as joystick devices, instead of sending keyboard events.
  1684. *
  1685. * This variable can be set to the following values:
  1686. * "0" - Remotes send enter/escape/arrow key events
  1687. * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
  1688. */}
  1689. SDL_HINT_TV_REMOTE_AS_JOYSTICK = 'SDL_TV_REMOTE_AS_JOYSTICK';
  1690. {/**
  1691. * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
  1692. */}
  1693. SDL_HINT_VIDEO_HIGHDPI_DISABLED = 'SDL_VIDEO_HIGHDPI_DISABLED';
  1694. {**
  1695. * \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.
  1696. *
  1697. * This variable can be set to the following values:
  1698. * "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
  1699. * "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
  1700. *}
  1701. SDL_HINT_LINUX_DIGITAL_HATS = 'SDL_LINUX_DIGITAL_HATS';
  1702. {**
  1703. * \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
  1704. *
  1705. * This variable can be set to the following values:
  1706. * "0" - Return digital hat values based on unfiltered input axis values
  1707. * "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
  1708. *}
  1709. SDL_HINT_LINUX_HAT_DEADZONES = 'SDL_LINUX_HAT_DEADZONES';
  1710. {/**
  1711. * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
  1712. *
  1713. * This variable can be set to the following values:
  1714. * "0" - Use /dev/input/event*
  1715. * "1" - Use /dev/input/js*
  1716. *
  1717. * By default the /dev/input/event* interfaces are used
  1718. */}
  1719. SDL_HINT_LINUX_JOYSTICK_CLASSIC = 'SDL_LINUX_JOYSTICK_CLASSIC';
  1720. {/**
  1721. * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
  1722. *
  1723. * This variable can be set to the following values:
  1724. * "0" - Return unfiltered joystick axis values (the default)
  1725. * "1" - Return axis values with deadzones taken into account
  1726. */}
  1727. SDL_HINT_LINUX_JOYSTICK_DEADZONES = 'SDL_LINUX_JOYSTICK_DEADZONES';
  1728. {/**
  1729. * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
  1730. *
  1731. * If present, holding ctrl while left clicking will generate a right click
  1732. * event when on Mac.
  1733. */}
  1734. SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK = 'SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK';
  1735. {**
  1736. * \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
  1737. *
  1738. * This variable can be set to the following values:
  1739. * "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
  1740. * "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
  1741. *
  1742. * Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
  1743. * hangs because it's waiting for that background thread, but that background thread is also hanging because it's
  1744. * waiting for the main thread to do an update, this might fix your issue.
  1745. *
  1746. * This hint only applies to macOS.
  1747. *
  1748. * This hint is available since SDL 2.24.0.
  1749. *}
  1750. SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH = 'SDL_MAC_OPENGL_ASYNC_DISPATCH';
  1751. {/**
  1752. * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
  1753. *
  1754. * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
  1755. * can use two different sets of binaries, those compiled by the user from source
  1756. * or those provided by the Chrome browser. In the later case, these binaries require
  1757. * that SDL loads a DLL providing the shader compiler.
  1758. *
  1759. * This variable can be set to the following values:
  1760. * "d3dcompiler_46.dll" - default, best for Vista or later.
  1761. * "d3dcompiler_43.dll" - for XP support.
  1762. * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
  1763. *
  1764. */}
  1765. SDL_HINT_VIDEO_WIN_D3DCOMPILER = 'SDL_VIDEO_WIN_D3DCOMPILER';
  1766. {/**
  1767. * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
  1768. *
  1769. * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
  1770. * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
  1771. * created SDL_Window:
  1772. *
  1773. * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
  1774. * needed for example when sharing an OpenGL context across multiple windows.
  1775. *
  1776. * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
  1777. * OpenGL rendering.
  1778. *
  1779. * This variable can be set to the following values:
  1780. * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
  1781. * share a pixel format with.
  1782. */}
  1783. SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT = 'SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT';
  1784. {**
  1785. * \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
  1786. *
  1787. * This variable can be set to the following values:
  1788. * "0" - Don't add any graphics flags to the SDL_WindowFlags
  1789. * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
  1790. *
  1791. * By default SDL will not make the foreign window compatible with OpenGL.
  1792. *}
  1793. SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL = 'SDL_VIDEO_FOREIGN_WINDOW_OPENGL';
  1794. {**
  1795. * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
  1796. *
  1797. * This variable can be set to the following values:
  1798. * "0" - Don't add any graphics flags to the SDL_WindowFlags
  1799. * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
  1800. *
  1801. * By default SDL will not make the foreign window compatible with Vulkan.
  1802. *}
  1803. SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN = 'SDL_VIDEO_FOREIGN_WINDOW_VULKAN';
  1804. {/**
  1805. * \brief A URL to a WinRT app's privacy policy
  1806. *
  1807. * All network-enabled WinRT apps must make a privacy policy available to its
  1808. * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
  1809. * be available in the Windows Settings charm, as accessed from within the app.
  1810. * SDL provides code to add a URL-based link there, which can point to the app's
  1811. * privacy policy.
  1812. *
  1813. * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
  1814. * before calling any SDL_Init() functions. The contents of the hint should
  1815. * be a valid URL. For example, "http://www.example.com".
  1816. *
  1817. * The default value is "", which will prevent SDL from adding a privacy policy
  1818. * link to the Settings charm. This hint should only be set during app init.
  1819. *
  1820. * The label text of an app's "Privacy Policy" link may be customized via another
  1821. * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
  1822. *
  1823. * Please note that on Windows Phone, Microsoft does not provide standard UI
  1824. * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
  1825. * will not get used on that platform. Network-enabled phone apps should display
  1826. * their privacy policy through some other, in-app means.
  1827. */}
  1828. SDL_HINT_WINRT_PRIVACY_POLICY_URL = 'SDL_WINRT_PRIVACY_POLICY_URL';
  1829. {/**
  1830. * \brief Label text for a WinRT app's privacy policy link
  1831. *
  1832. * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
  1833. * Microsoft mandates that this policy be available via the Windows Settings charm.
  1834. * SDL provides code to add a link there, with its label text being set via the
  1835. * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
  1836. *
  1837. * Please note that a privacy policy's contents are not set via this hint. A separate
  1838. * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
  1839. * policy.
  1840. *
  1841. * The contents of this hint should be encoded as a UTF8 string.
  1842. *
  1843. * The default value is "Privacy Policy". This hint should only be set during app
  1844. * initialization, preferably before any calls to SDL_Init().
  1845. *
  1846. * For additional information on linking to a privacy policy, see the documentation for
  1847. * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
  1848. */}
  1849. SDL_HINT_WINRT_PRIVACY_POLICY_LABEL = 'SDL_WINRT_PRIVACY_POLICY_LABEL';
  1850. {/**
  1851. * \brief Allows back-button-press events on Windows Phone to be marked as handled
  1852. *
  1853. * Windows Phone devices typically feature a Back button. When pressed,
  1854. * the OS will emit back-button-press events, which apps are expected to
  1855. * handle in an appropriate manner. If apps do not explicitly mark these
  1856. * events as 'Handled', then the OS will invoke its default behavior for
  1857. * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
  1858. * terminate the app (and attempt to switch to the previous app, or to the
  1859. * device's home screen).
  1860. *
  1861. * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
  1862. * to mark back-button-press events as Handled, if and when one is sent to
  1863. * the app.
  1864. *
  1865. * Internally, Windows Phone sends back button events as parameters to
  1866. * special back-button-press callback functions. Apps that need to respond
  1867. * to back-button-press events are expected to register one or more
  1868. * callback functions for such, shortly after being launched (during the
  1869. * app's initialization phase). After the back button is pressed, the OS
  1870. * will invoke these callbacks. If the app's callback(s) do not explicitly
  1871. * mark the event as handled by the time they return, or if the app never
  1872. * registers one of these callback, the OS will consider the event
  1873. * un-handled, and it will apply its default back button behavior (terminate
  1874. * the app).
  1875. *
  1876. * SDL registers its own back-button-press callback with the Windows Phone
  1877. * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
  1878. * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
  1879. * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
  1880. * If the hint's value is set to "1", the back button event's Handled
  1881. * property will get set to 'true'. If the hint's value is set to something
  1882. * else, or if it is unset, SDL will leave the event's Handled property
  1883. * alone. (By default, the OS sets this property to 'false', to note.)
  1884. *
  1885. * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
  1886. * back button is pressed, or can set it in direct-response to a back button
  1887. * being pressed.
  1888. *
  1889. * In order to get notified when a back button is pressed, SDL apps should
  1890. * register a callback function with SDL_AddEventWatch(), and have it listen
  1891. * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
  1892. * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
  1893. * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
  1894. * set by such a callback, will be applied to the OS' current
  1895. * back-button-press event.
  1896. *
  1897. * More details on back button behavior in Windows Phone apps can be found
  1898. * at the following page, on Microsoft's developer site:
  1899. * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
  1900. */}
  1901. SDL_HINT_WINRT_HANDLE_BACK_BUTTON = 'SDL_WINRT_HANDLE_BACK_BUTTON';
  1902. {/**
  1903. * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
  1904. *
  1905. * This hint only applies to Mac OS X.
  1906. *
  1907. * The variable can be set to the following values:
  1908. * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
  1909. * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
  1910. * button on their titlebars).
  1911. * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
  1912. * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
  1913. * button on their titlebars).
  1914. *
  1915. * The default value is "1". Spaces are disabled regardless of this hint if
  1916. * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
  1917. * any windows are created.
  1918. */}
  1919. SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES = 'SDL_VIDEO_MAC_FULLSCREEN_SPACES';
  1920. {/**
  1921. * \brief When set don't force the SDL app to become a foreground process
  1922. *
  1923. * This hint only applies to Mac OS X.
  1924. *
  1925. */}
  1926. SDL_HINT_MAC_BACKGROUND_APP = 'SDL_MAC_BACKGROUND_APP';
  1927. {/**
  1928. * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
  1929. *
  1930. * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
  1931. *
  1932. * If both hints were set then SDL_RWFromFile() will look into expansion files
  1933. * after a given relative path was not found in the internal storage and assets.
  1934. *
  1935. * By default this hint is not set and the APK expansion files are not searched.
  1936. */}
  1937. SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION = 'SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION';
  1938. {/**
  1939. * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
  1940. *
  1941. * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
  1942. *
  1943. * If both hints were set then SDL_RWFromFile() will look into expansion files
  1944. * after a given relative path was not found in the internal storage and assets.
  1945. *
  1946. * By default this hint is not set and the APK expansion files are not searched.
  1947. */}
  1948. SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION = 'SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION';
  1949. {/**
  1950. * \brief A variable to control whether the event loop will block itself when the app is paused.
  1951. *
  1952. * The variable can be set to the following values:
  1953. * "0" - Non blocking.
  1954. * "1" - Blocking. (default)
  1955. *
  1956. * The value should be set before SDL is initialized.
  1957. */}
  1958. SDL_HINT_ANDROID_BLOCK_ON_PAUSE = 'SDL_ANDROID_BLOCK_ON_PAUSE';
  1959. {/**
  1960. * \brief A variable to control whether SDL will pause audio in background
  1961. * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
  1962. *
  1963. * The variable can be set to the following values:
  1964. * "0" - Non paused.
  1965. * "1" - Paused. (default)
  1966. *
  1967. * The value should be set before SDL is initialized.
  1968. */}
  1969. SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO = 'SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO';
  1970. {/**
  1971. * \brief A variable to control whether we trap the Android back button to handle it manually.
  1972. * This is necessary for the right mouse button to work on some Android devices, or
  1973. * to be able to trap the back button for use in your code reliably. If set to true,
  1974. * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
  1975. * SDL_SCANCODE_AC_BACK.
  1976. *
  1977. * The variable can be set to the following values:
  1978. * "0" - Back button will be handled as usual for system. (default)
  1979. * "1" - Back button will be trapped, allowing you to handle the key press
  1980. * manually. (This will also let right mouse click work on systems
  1981. * where the right mouse button functions as back.)
  1982. *
  1983. * The value of this hint is used at runtime, so it can be changed at any time.
  1984. */}
  1985. SDL_HINT_ANDROID_TRAP_BACK_BUTTON = 'SDL_ANDROID_TRAP_BACK_BUTTON';
  1986. {/**
  1987. * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
  1988. *
  1989. * The variable can be set to the following values:
  1990. * "0" - SDL_TEXTEDITING events are sent, and it is the application's
  1991. * responsibility to render the text from these events and
  1992. * differentiate it somehow from committed text. (default)
  1993. * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
  1994. * and text that is being composed will be rendered in its own UI.
  1995. */}
  1996. SDL_HINT_IME_INTERNAL_EDITING = 'SDL_IME_INTERNAL_EDITING';
  1997. {/**
  1998. * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
  1999. *
  2000. * The variable can be set to the following values:
  2001. * "0" - Native UI components are not display. (default)
  2002. * "1" - Native UI components are displayed.
  2003. */}
  2004. SDL_HINT_IME_SHOW_UI = 'SDL_IME_SHOW_UI';
  2005. {**
  2006. * \brief A variable to control if extended IME text support is enabled.
  2007. * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
  2008. * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
  2009. *
  2010. * The variable can be set to the following values:
  2011. * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
  2012. * "1" - Modern behavior.
  2013. *}
  2014. SDL_HINT_IME_SUPPORT_EXTENDED_TEXT = 'SDL_IME_SUPPORT_EXTENDED_TEXT';
  2015. {/**
  2016. * \brief A variable to control whether mouse and touch events are to be treated together or separately
  2017. *
  2018. * The variable can be set to the following values:
  2019. * "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
  2020. * events. This is the behaviour of SDL <= 2.0.3. (default)
  2021. * "1" - Mouse events will be handled separately from pure touch events.
  2022. *
  2023. * NOTE: This hint is no longer supported on SDL >= 2.0.10.
  2024. * Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
  2025. * for generating synthetic touch/mouse events.
  2026. */}
  2027. SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH = 'SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH'
  2028. 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.';
  2029. {/**
  2030. * \brief Disable giving back control to the browser automatically
  2031. * when running with asyncify
  2032. *
  2033. * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
  2034. * such as refreshing the screen or polling events.
  2035. *
  2036. * This hint only applies to the emscripten platform
  2037. *
  2038. * The variable can be set to the following values:
  2039. * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
  2040. * "1" - Enable emscripten_sleep calls (the default)
  2041. */}
  2042. SDL_HINT_EMSCRIPTEN_ASYNCIFY = 'SDL_EMSCRIPTEN_ASYNCIFY';
  2043. {/**
  2044. * \brief override the binding element for keyboard inputs for Emscripten builds
  2045. *
  2046. * This hint only applies to the emscripten platform
  2047. *
  2048. * The variable can be one of
  2049. * "#window" - The javascript window object (this is the default)
  2050. * "#document" - The javascript document object
  2051. * "#screen" - the javascript window.screen object
  2052. * "#canvas" - the WebGL canvas element
  2053. * any other string without a leading # sign applies to the element on the page with that ID.
  2054. */}
  2055. SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT = 'SDL_EMSCRIPTEN_KEYBOARD_ELEMENT';
  2056. {/**
  2057. * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
  2058. *
  2059. * This hint only applies to Unix-like platforms.
  2060. *
  2061. * The variable can be set to the following values:
  2062. * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
  2063. * catches a signal, convert it into an SDL_QUIT event.
  2064. * "1" - SDL will not install a signal handler at all.
  2065. */}
  2066. SDL_HINT_NO_SIGNAL_HANDLERS = 'SDL_NO_SIGNAL_HANDLERS';
  2067. {**
  2068. * \brief A variable that decides whether to send SDL_QUIT when closing the final window.
  2069. *
  2070. * By default, SDL sends an SDL_QUIT event when there is only one window
  2071. * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
  2072. * apps would also take the loss of this window as a signal to terminate the
  2073. * program.
  2074. *
  2075. * However, it's not unreasonable in some cases to have the program continue
  2076. * to live on, perhaps to create new windows later.
  2077. *
  2078. * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
  2079. * when the final window is requesting to close. Note that in this case,
  2080. * there are still other legitimate reasons one might get an SDL_QUIT
  2081. * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
  2082. * on Unix, etc.
  2083. *
  2084. * The default value is "1". This hint can be changed at any time.
  2085. *
  2086. * This hint is available since SDL 2.0.22. Before then, you always get
  2087. * an SDL_QUIT event when closing the final window.
  2088. *}
  2089. SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE = 'SDL_QUIT_ON_LAST_WINDOW_CLOSE';
  2090. {/**
  2091. * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
  2092. *
  2093. * The variable can be set to the following values:
  2094. * "0" - SDL will generate a window-close event when it sees Alt+F4.
  2095. * "1" - SDL will only do normal key handling for Alt+F4.
  2096. */}
  2097. SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 = 'SDL_WINDOWS_NO_CLOSE_ON_ALT_F4';
  2098. {/**
  2099. * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
  2100. *
  2101. * The bitmap header version 4 is required for proper alpha channel support and
  2102. * SDL will use it when required. Should this not be desired, this hint can
  2103. * force the use of the 40 byte header version which is supported everywhere.
  2104. *
  2105. * The variable can be set to the following values:
  2106. * "0" - Surfaces with a colorkey or an alpha channel are saved to a
  2107. * 32-bit BMP file with an alpha mask. SDL will use the bitmap
  2108. * header version 4 and set the alpha mask accordingly.
  2109. * "1" - Surfaces with a colorkey or an alpha channel are saved to a
  2110. * 32-bit BMP file without an alpha mask. The alpha channel data
  2111. * will be in the file, but applications are going to ignore it.
  2112. *
  2113. * The default value is "0".
  2114. */}
  2115. SDL_HINT_BMP_SAVE_LEGACY_FORMAT = 'SDL_BMP_SAVE_LEGACY_FORMAT';
  2116. {/**
  2117. * \brief Tell SDL not to name threads on Windows.
  2118. *
  2119. * The variable can be set to the following values:
  2120. * "0" - SDL will raise the 0x406D1388 Exception to name threads.
  2121. * This is the default behavior of SDL <= 2.0.4. (default)
  2122. * "1" - SDL will not raise this exception, and threads will be unnamed.
  2123. * For .NET languages this is required when running under a debugger.
  2124. */}
  2125. SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING = 'SDL_WINDOWS_DISABLE_THREAD_NAMING';
  2126. {/**
  2127. * \brief A variable to control whether the return key on the soft keyboard
  2128. * should hide the soft keyboard on Android and iOS.
  2129. *
  2130. * The variable can be set to the following values:
  2131. * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
  2132. * "1" - The return key will hide the keyboard.
  2133. *
  2134. * The value of this hint is used at runtime, so it can be changed at any time.
  2135. */}
  2136. SDL_HINT_RETURN_KEY_HIDES_IME = 'SDL_RETURN_KEY_HIDES_IME';
  2137. {/**
  2138. * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
  2139. *
  2140. * Also known as Z-order. The variable can take a negative or positive value.
  2141. * The default is 10000.
  2142. */}
  2143. SDL_HINT_RPI_VIDEO_LAYER = 'SDL_RPI_VIDEO_LAYER';
  2144. {**
  2145. * \brief A variable that decides what audio backend to use.
  2146. *
  2147. * By default, SDL will try all available audio backends in a reasonable
  2148. * order until it finds one that can work, but this hint allows the app
  2149. * or user to force a specific target, such as "alsa" if, say, you are
  2150. * on PulseAudio but want to try talking to the lower level instead.
  2151. *
  2152. * This functionality has existed since SDL 2.0.0 (indeed, before that)
  2153. * but before 2.0.22 this was an environment variable only. In 2.0.22,
  2154. * it was upgraded to a full SDL hint, so you can set the environment
  2155. * variable as usual or programatically set the hint with SDL_SetHint,
  2156. * which won't propagate to child processes.
  2157. *
  2158. * The default value is unset, in which case SDL will try to figure out
  2159. * the best audio backend on your behalf. This hint needs to be set
  2160. * before SDL_Init() is called to be useful.
  2161. *
  2162. * This hint is available since SDL 2.0.22. Before then, you could set
  2163. * the environment variable to get the same effect.
  2164. *}
  2165. SDL_HINT_AUDIODRIVER = 'SDL_AUDIODRIVER';
  2166. {**
  2167. * \brief A variable that decides what video backend to use.
  2168. *
  2169. * By default, SDL will try all available video backends in a reasonable
  2170. * order until it finds one that can work, but this hint allows the app
  2171. * or user to force a specific target, such as "x11" if, say, you are
  2172. * on Wayland but want to try talking to the X server instead.
  2173. *
  2174. * This functionality has existed since SDL 2.0.0 (indeed, before that)
  2175. * but before 2.0.22 this was an environment variable only. In 2.0.22,
  2176. * it was upgraded to a full SDL hint, so you can set the environment
  2177. * variable as usual or programatically set the hint with SDL_SetHint,
  2178. * which won't propagate to child processes.
  2179. *
  2180. * The default value is unset, in which case SDL will try to figure out
  2181. * the best video backend on your behalf. This hint needs to be set
  2182. * before SDL_Init() is called to be useful.
  2183. *
  2184. * This hint is available since SDL 2.0.22. Before then, you could set
  2185. * the environment variable to get the same effect.
  2186. *}
  2187. SDL_HINT_VIDEODRIVER = 'SDL_VIDEODRIVER';
  2188. {**
  2189. * \brief A variable that decides what KMSDRM device to use.
  2190. *
  2191. * Internally, SDL might open something like "/dev/dri/cardNN" to
  2192. * access KMSDRM functionality, where "NN" is a device index number.
  2193. *
  2194. * SDL makes a guess at the best index to use (usually zero), but the
  2195. * app or user can set this hint to a number between 0 and 99 to
  2196. * force selection.
  2197. *
  2198. * This hint is available since SDL 2.24.0.
  2199. *}
  2200. SDL_HINT_KMSDRM_DEVICE_INDEX = 'SDL_KMSDRM_DEVICE_INDEX';
  2201. {**
  2202. * \brief A variable that treats trackpads as touch devices.
  2203. *
  2204. * On macOS (and possibly other platforms in the future), SDL will report
  2205. * touches on a trackpad as mouse input, which is generally what users
  2206. * expect from this device; however, these are often actually full
  2207. * multitouch-capable touch devices, so it might be preferable to some apps
  2208. * to treat them as such.
  2209. *
  2210. * Setting this hint to true will make the trackpad input report as a
  2211. * multitouch device instead of a mouse. The default is false.
  2212. *
  2213. * Note that most platforms don't support this hint. As of 2.24.0, it
  2214. * only supports MacBooks' trackpads on macOS. Others may follow later.
  2215. *
  2216. * This hint is checked during SDL_Init and can not be changed after.
  2217. *
  2218. * This hint is available since SDL 2.24.0.
  2219. *}
  2220. SDL_HINT_TRACKPAD_IS_TOUCH_ONLY = 'SDL_TRACKPAD_IS_TOUCH_ONLY';
  2221. {/**
  2222. * \brief An enumeration of hint priorities
  2223. */}
  2224. type
  2225. PPSDL_HintPriority = ^PSDL_HintPriority;
  2226. PSDL_HintPriority = ^TSDL_HintPriority;
  2227. TSDL_HintPriority = type Integer;
  2228. const
  2229. SDL_HINT_DEFAULT = TSDL_HintPriority(0);
  2230. SDL_HINT_NORMAL = TSDL_HintPriority(1);
  2231. SDL_HINT_OVERRIDE = TSDL_HintPriority(2);
  2232. {/**
  2233. * \brief Set a hint with a specific priority
  2234. *
  2235. * The priority controls the behavior when setting a hint that already
  2236. * has a value. Hints will replace existing hints of their priority and
  2237. * lower. Environment variables are considered to have override priority.
  2238. *
  2239. * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
  2240. */}
  2241. function SDL_SetHintWithPriority(const name: PAnsiChar; const value: PAnsiChar; priority: TSDL_HintPriority): TSDL_Bool; cdecl;
  2242. external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetHintWithPriority' {$ENDIF} {$ENDIF};
  2243. {/**
  2244. * \brief Set a hint with normal priority
  2245. *
  2246. * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
  2247. */}
  2248. function SDL_SetHint(const name: PAnsiChar; const value: PAnsiChar): TSDL_Bool; cdecl;
  2249. external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetHint' {$ENDIF} {$ENDIF};
  2250. {**
  2251. * Reset a hint to the default value.
  2252. *
  2253. * This will reset a hint to the value of the environment variable,
  2254. * or NIL if the environment isn't set. Callbacks will be called normally
  2255. * with this change.
  2256. *
  2257. * \param name the hint to set
  2258. * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
  2259. *
  2260. * \since This function is available since SDL 2.24.0.
  2261. *}
  2262. function SDL_ResetHint(const name: PAnsiChar): TSDL_Bool; cdecl;
  2263. external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ResetHint' {$ENDIF} {$ENDIF};
  2264. {**
  2265. * Reset all hints to the default values.
  2266. *
  2267. * This will reset all hints to the value of the associated environment
  2268. * variable, or NIL if the environment isn't set. Callbacks will be called
  2269. * normally with this change.
  2270. *
  2271. * \since This function is available since SDL 2.26.0.
  2272. *
  2273. * \sa SDL_GetHint
  2274. * \sa SDL_SetHint
  2275. * \sa SDL_ResetHint
  2276. *}
  2277. procedure SDL_ResetHints(); cdecl;
  2278. external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ResetHints' {$ENDIF} {$ENDIF};
  2279. {/**
  2280. * \brief Get a hint
  2281. *
  2282. * \return The string value of a hint variable.
  2283. */}
  2284. function SDL_GetHint(const name: PAnsiChar): PAnsiChar; cdecl;
  2285. external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetHint' {$ENDIF} {$ENDIF};
  2286. {/**
  2287. * \brief Get a hint
  2288. *
  2289. * \return The boolean value of a hint variable.
  2290. */}
  2291. function SDL_GetHintBoolean(const name: PAnsiChar; default_value: TSDL_Bool): TSDL_Bool; cdecl;
  2292. external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetHintBoolean' {$ENDIF} {$ENDIF};
  2293. {/**
  2294. * \brief Add a function to watch a particular hint
  2295. *
  2296. * \param name The hint to watch
  2297. * \param callback The function to call when the hint value changes
  2298. * \param userdata A pointer to pass to the callback function
  2299. */}
  2300. type
  2301. PPSDL_HintCallback = ^PSDL_HintCallback;
  2302. PSDL_HintCallback = ^TSDL_HintCallback;
  2303. TSDL_HintCallback = procedure(userdata: Pointer; const name: PAnsiChar; const oldValue: PAnsiChar; const newValue: PAnsiChar); cdecl;
  2304. procedure SDL_AddHintCallback(const name: PAnsiChar; callback: TSDL_HintCallback; userdata: Pointer); cdecl;
  2305. external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_AddHintCallback' {$ENDIF} {$ENDIF};
  2306. {/**
  2307. * \brief Remove a function watching a particular hint
  2308. *
  2309. * \param name The hint being watched
  2310. * \param callback The function being called when the hint value changes
  2311. * \param userdata A pointer being passed to the callback function
  2312. */}
  2313. procedure SDL_DelHintCallback(const name: PAnsiChar; callback: TSDL_HintCallback; userdata: Pointer); cdecl;
  2314. external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_DelHintCallback' {$ENDIF} {$ENDIF};
  2315. {**
  2316. * Clear all hints.
  2317. *
  2318. * This function is automatically called during SDL_Quit(), and deletes all
  2319. * callbacks without calling them and frees all memory associated with hints.
  2320. * If you're calling this from application code you probably want to call
  2321. * SDL_ResetHints() instead.
  2322. *
  2323. * This function will be removed from the API the next time we rev the ABI.
  2324. *
  2325. * \since This function is available since SDL 2.0.0.
  2326. *
  2327. * \sa SDL_ResetHints
  2328. *}
  2329. procedure SDL_ClearHints(); cdecl;
  2330. external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ClearHints' {$ENDIF} {$ENDIF};