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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * # CategoryHints
- *
- * Official documentation for SDL configuration variables
- *
- * This file contains functions to set and get configuration hints, as well as
- * listing each of them alphabetically.
- *
- * The convention for naming hints is SDL_HINT_X, where "SDL_X" is the
- * environment variable that can be used to override the default.
- *
- * In general these hints are just that - they may or may not be supported or
- * applicable on any given platform, but they provide a way for an application
- * or user to give the library a hint as to how they would like the library to
- * work.
- */
- #ifndef SDL_hints_h_
- #define SDL_hints_h_
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_begin_code.h>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * Specify the behavior of Alt+Tab while the keyboard is grabbed.
- *
- * By default, SDL emulates Alt+Tab functionality while the keyboard is
- * grabbed and your window is full-screen. This prevents the user from getting
- * stuck in your application if you've enabled keyboard grab.
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will not handle Alt+Tab. Your application is responsible for
- * handling Alt+Tab while the keyboard is grabbed.
- * - "1": SDL will minimize your window when Alt+Tab is pressed (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
- /**
- * A variable to control whether the SDL activity is allowed to be re-created.
- *
- * If this hint is true, the activity can be recreated on demand by the OS,
- * and Java static data and C++ static data remain with their current values.
- * If this hint is false, then SDL will call exit() when you return from your
- * main function and the application will be terminated and then started fresh
- * each time.
- *
- * The variable can be set to the following values:
- *
- * - "0": The application starts fresh at each launch. (default)
- * - "1": The application activity can be recreated by the OS.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY"
- /**
- * A variable to control whether the event loop will block itself when the app
- * is paused.
- *
- * The variable can be set to the following values:
- *
- * - "0": Non blocking.
- * - "1": Blocking. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
- /**
- * A variable to control whether SDL will pause audio in background.
- *
- * The variable can be set to the following values:
- *
- * - "0": Not paused, requires that SDL_HINT_ANDROID_BLOCK_ON_PAUSE be set to
- * "0"
- * - "1": Paused. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
- /**
- * A variable to control whether we trap the Android back button to handle it
- * manually.
- *
- * This is necessary for the right mouse button to work on some Android
- * devices, or to be able to trap the back button for use in your code
- * reliably. If this hint is true, the back button will show up as an
- * SDL_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP pair with a keycode of
- * SDL_SCANCODE_AC_BACK.
- *
- * The variable can be set to the following values:
- *
- * - "0": Back button will be handled as usual for system. (default)
- * - "1": Back button will be trapped, allowing you to handle the key press
- * manually. (This will also let right mouse click work on systems where the
- * right mouse button functions as back.)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
- /**
- * A variable setting the app ID string.
- *
- * This string is used by desktop compositors to identify and group windows
- * together, as well as match applications with associated desktop settings
- * and icons.
- *
- * On Wayland this corresponds to the "app ID" window property and on X11 this
- * corresponds to the WM_CLASS property. Windows inherit the value of this
- * hint at creation time. Changing this hint after a window has been created
- * will not change the app ID or class of existing windows.
- *
- * For *nix platforms, this string should be formatted in reverse-DNS notation
- * and follow some basic rules to be valid:
- *
- * - The application ID must be composed of two or more elements separated by
- * a period (.) character.
- * - Each element must contain one or more of the alphanumeric characters
- * (A-Z, a-z, 0-9) plus underscore (_) and hyphen (-) and must not start
- * with a digit. Note that hyphens, while technically allowed, should not be
- * used if possible, as they are not supported by all components that use
- * the ID, such as D-Bus. For maximum compatibility, replace hyphens with an
- * underscore.
- * - The empty string is not a valid element (ie: your application ID may not
- * start or end with a period and it is not valid to have two periods in a
- * row).
- * - The entire ID must be less than 255 characters in length.
- *
- * Examples of valid app ID strings:
- *
- * - org.MyOrg.MyApp
- * - com.your_company.your_app
- *
- * Desktops such as GNOME and KDE require that the app ID string matches your
- * application's .desktop file name (e.g. if the app ID string is
- * 'org.MyOrg.MyApp', your application's .desktop file should be named
- * 'org.MyOrg.MyApp.desktop').
- *
- * If you plan to package your application in a container such as Flatpak, the
- * app ID should match the name of your Flatpak container as well.
- *
- * If not set, SDL will attempt to use the application executable name. If the
- * executable name cannot be retrieved, the generic string "SDL_App" will be
- * used.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_APP_ID "SDL_APP_ID"
- /**
- * Specify an application name.
- *
- * This hint lets you specify the application name sent to the OS when
- * required. For example, this will often appear in volume control applets for
- * audio streams, and in lists of applications which are inhibiting the
- * screensaver. You should use a string that describes your program ("My Game
- * 2: The Revenge")
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: probably the application's name or "SDL Application" if SDL
- * doesn't have any better information.
- *
- * Note that, for audio streams, this can be overridden with
- * SDL_HINT_AUDIO_DEVICE_APP_NAME.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_APP_NAME "SDL_APP_NAME"
- /**
- * A variable controlling whether controllers used with the Apple TV generate
- * UI events.
- *
- * When UI events are generated by controller input, the app will be
- * backgrounded when the Apple TV remote's menu button is pressed, and when
- * the pause or B buttons on gamepads are pressed.
- *
- * More information about properly making use of controllers for the Apple TV
- * can be found here:
- * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
- *
- * The variable can be set to the following values:
- *
- * - "0": Controller input does not generate UI events. (default)
- * - "1": Controller input generates UI events.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
- /**
- * A variable controlling whether the Apple TV remote's joystick axes will
- * automatically match the rotation of the remote.
- *
- * The variable can be set to the following values:
- *
- * - "0": Remote orientation does not affect joystick axes. (default)
- * - "1": Joystick axes are based on the orientation of the remote.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
- /**
- * A variable controlling the audio category on iOS and macOS.
- *
- * The variable can be set to the following values:
- *
- * - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be
- * muted by the phone mute switch (default)
- * - "playback": Use the AVAudioSessionCategoryPlayback category.
- *
- * For more information, see Apple's documentation:
- * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
- *
- * This hint should be set before an audio device is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
- /**
- * Specify an application name for an audio device.
- *
- * Some audio backends (such as PulseAudio) allow you to describe your audio
- * stream. Among other things, this description might show up in a system
- * control panel that lets the user adjust the volume on specific audio
- * streams instead of using one giant master volume slider.
- *
- * This hints lets you transmit that information to the OS. The contents of
- * this hint are used while opening an audio device. You should use a string
- * that describes your program ("My Game 2: The Revenge")
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
- * set. Otherwise, it'll probably the application's name or "SDL Application"
- * if SDL doesn't have any better information.
- *
- * This hint should be set before an audio device is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
- /**
- * Specify an application icon name for an audio device.
- *
- * Some audio backends (such as Pulseaudio and Pipewire) allow you to set an
- * XDG icon name for your application. Among other things, this icon might
- * show up in a system control panel that lets the user adjust the volume on
- * specific audio streams instead of using one giant master volume slider.
- * Note that this is unrelated to the icon used by the windowing system, which
- * may be set with SDL_SetWindowIcon (or via desktop file on Wayland).
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default, "applications-games", which is likely to be installed. See
- * https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html
- * and
- * https://specifications.freedesktop.org/icon-naming-spec/icon-naming-spec-latest.html
- * for the relevant XDG icon specs.
- *
- * This hint should be set before an audio device is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME "SDL_AUDIO_DEVICE_APP_ICON_NAME"
- /**
- * A variable controlling device buffer size.
- *
- * This hint is an integer > 0, that represents the size of the device's
- * buffer in sample frames (stereo audio data in 16-bit format is 4 bytes per
- * sample frame, for example).
- *
- * SDL3 generally decides this value on behalf of the app, but if for some
- * reason the app needs to dictate this (because they want either lower
- * latency or higher throughput AND ARE WILLING TO DEAL WITH what that might
- * require of the app), they can specify it.
- *
- * SDL will try to accommodate this value, but there is no promise you'll get
- * the buffer size requested. Many platforms won't honor this request at all,
- * or might adjust it.
- *
- * This hint should be set before an audio device is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES"
- /**
- * Specify an audio stream name for an audio device.
- *
- * Some audio backends (such as PulseAudio) allow you to describe your audio
- * stream. Among other things, this description might show up in a system
- * control panel that lets the user adjust the volume on specific audio
- * streams instead of using one giant master volume slider.
- *
- * This hints lets you transmit that information to the OS. The contents of
- * this hint are used while opening an audio device. You should use a string
- * that describes your what your program is playing ("audio stream" is
- * probably sufficient in many cases, but this could be useful for something
- * like "team chat" if you have a headset playing VoIP audio separately).
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: "audio stream" or something similar.
- *
- * Note that while this talks about audio streams, this is an OS-level
- * concept, so it applies to a physical audio device in this case, and not an
- * SDL_AudioStream, nor an SDL logical audio device.
- *
- * This hint should be set before an audio device is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
- /**
- * Specify an application role for an audio device.
- *
- * Some audio backends (such as Pipewire) allow you to describe the role of
- * your audio stream. Among other things, this description might show up in a
- * system control panel or software for displaying and manipulating media
- * playback/recording graphs.
- *
- * This hints lets you transmit that information to the OS. The contents of
- * this hint are used while opening an audio device. You should use a string
- * that describes your what your program is playing (Game, Music, Movie,
- * etc...).
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: "Game" or something similar.
- *
- * Note that while this talks about audio streams, this is an OS-level
- * concept, so it applies to a physical audio device in this case, and not an
- * SDL_AudioStream, nor an SDL logical audio device.
- *
- * This hint should be set before an audio device is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
- /**
- * A variable that specifies an audio backend to use.
- *
- * By default, SDL will try all available audio backends in a reasonable order
- * until it finds one that can work, but this hint allows the app or user to
- * force a specific driver, such as "pipewire" if, say, you are on PulseAudio
- * but want to try talking to the lower level instead.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER"
- /**
- * A variable that causes SDL to not ignore audio "monitors".
- *
- * This is currently only used by the PulseAudio driver.
- *
- * By default, SDL ignores audio devices that aren't associated with physical
- * hardware. Changing this hint to "1" will expose anything SDL sees that
- * appears to be an audio source or sink. This will add "devices" to the list
- * that the user probably doesn't want or need, but it can be useful in
- * scenarios where you want to hook up SDL to some sort of virtual device,
- * etc.
- *
- * The variable can be set to the following values:
- *
- * - "0": Audio monitor devices will be ignored. (default)
- * - "1": Audio monitor devices will show up in the device list.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
- /**
- * A variable controlling whether SDL updates joystick state when getting
- * input events.
- *
- * The variable can be set to the following values:
- *
- * - "0": You'll call SDL_UpdateJoysticks() manually.
- * - "1": SDL will automatically call SDL_UpdateJoysticks(). (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
- /**
- * A variable controlling whether SDL updates sensor state when getting input
- * events.
- *
- * The variable can be set to the following values:
- *
- * - "0": You'll call SDL_UpdateSensors() manually.
- * - "1": SDL will automatically call SDL_UpdateSensors(). (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
- /**
- * Prevent SDL from using version 4 of the bitmap header when saving BMPs.
- *
- * The bitmap header version 4 is required for proper alpha channel support
- * and SDL will use it when required. Should this not be desired, this hint
- * can force the use of the 40 byte header version which is supported
- * everywhere.
- *
- * The variable can be set to the following values:
- *
- * - "0": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
- * BMP file with an alpha mask. SDL will use the bitmap header version 4 and
- * set the alpha mask accordingly. (default)
- * - "1": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
- * BMP file without an alpha mask. The alpha channel data will be in the
- * file, but applications are going to ignore it.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
- /**
- * A variable that decides what camera backend to use.
- *
- * By default, SDL will try all available camera backends in a reasonable
- * order until it finds one that can work, but this hint allows the app or
- * user to force a specific target, such as "directshow" if, say, you are on
- * Windows Media Foundations but want to try DirectShow instead.
- *
- * The default value is unset, in which case SDL will try to figure out the
- * best camera backend on your behalf. This hint needs to be set before
- * SDL_Init() is called to be useful.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_CAMERA_DRIVER "SDL_CAMERA_DRIVER"
- /**
- * A variable that limits what CPU features are available.
- *
- * By default, SDL marks all features the current CPU supports as available.
- * This hint allows to limit these to a subset.
- *
- * When the hint is unset, or empty, SDL will enable all detected CPU
- * features.
- *
- * The variable can be set to a comma separated list containing the following
- * items:
- *
- * - "all"
- * - "altivec"
- * - "sse"
- * - "sse2"
- * - "sse3"
- * - "sse41"
- * - "sse42"
- * - "avx"
- * - "avx2"
- * - "avx512f"
- * - "arm-simd"
- * - "neon"
- * - "lsx"
- * - "lasx"
- *
- * The items can be prefixed by '+'/'-' to add/remove features.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_CPU_FEATURE_MASK "SDL_CPU_FEATURE_MASK"
- /**
- * A variable controlling whether DirectInput should be used for controllers.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable DirectInput detection.
- * - "1": Enable DirectInput detection. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_DIRECTINPUT "SDL_JOYSTICK_DIRECTINPUT"
- /**
- * A variable that specifies a dialog backend to use.
- *
- * By default, SDL will try all available dialog backends in a reasonable
- * order until it finds one that can work, but this hint allows the app or
- * user to force a specific target.
- *
- * If the specified target does not exist or is not available, the
- * dialog-related function calls will fail.
- *
- * This hint currently only applies to platforms using the generic "Unix"
- * dialog implementation, but may be extended to more platforms in the future.
- * Note that some Unix and Unix-like platforms have their own implementation,
- * such as macOS and Haiku.
- *
- * The variable can be set to the following values:
- *
- * - NULL: Select automatically (default, all platforms)
- * - "portal": Use XDG Portals through DBus (Unix only)
- * - "zenity": Use the Zenity program (Unix only)
- *
- * More options may be added in the future.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_FILE_DIALOG_DRIVER "SDL_FILE_DIALOG_DRIVER"
- /**
- * Override for SDL_GetDisplayUsableBounds().
- *
- * If set, this hint will override the expected results for
- * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
- * to do this, but this allows an embedded system to request that some of the
- * screen be reserved for other uses when paired with a well-behaved
- * application.
- *
- * The contents of this hint must be 4 comma-separated integers, the first is
- * the bounds x, then y, width and height, in that order.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
- /**
- * Disable giving back control to the browser automatically when running with
- * asyncify.
- *
- * With -s ASYNCIFY, SDL calls emscripten_sleep during operations such as
- * refreshing the screen or polling events.
- *
- * This hint only applies to the emscripten platform.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable emscripten_sleep calls (if you give back browser control
- * manually or use asyncify for other purposes).
- * - "1": Enable emscripten_sleep calls. (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
- /**
- * Specify the CSS selector used for the "default" window/canvas.
- *
- * This hint only applies to the emscripten platform.
- *
- * The default value is "#canvas"
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR"
- /**
- * Override the binding element for keyboard inputs for Emscripten builds.
- *
- * This hint only applies to the emscripten platform.
- *
- * The variable can be one of:
- *
- * - "#window": the javascript window object (default)
- * - "#document": the javascript document object
- * - "#screen": the javascript window.screen object
- * - "#canvas": the WebGL canvas element
- * - any other string without a leading # sign applies to the element on the
- * page with that ID.
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
- /**
- * A variable that controls whether the on-screen keyboard should be shown
- * when text input is active.
- *
- * The variable can be set to the following values:
- *
- * - "auto": The on-screen keyboard will be shown if there is no physical
- * keyboard attached. (default)
- * - "0": Do not show the on-screen keyboard.
- * - "1": Show the on-screen keyboard, if available.
- *
- * This hint must be set before SDL_StartTextInput() is called
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
- /**
- * A variable controlling verbosity of the logging of SDL events pushed onto
- * the internal queue.
- *
- * The variable can be set to the following values, from least to most
- * verbose:
- *
- * - "0": Don't log any events. (default)
- * - "1": Log most events (other than the really spammy ones).
- * - "2": Include mouse and finger motion events.
- *
- * This is generally meant to be used to debug SDL itself, but can be useful
- * for application developers that need better visibility into what is going
- * on in the event queue. Logged events are sent through SDL_Log(), which
- * means by default they appear on stdout on most platforms or maybe
- * OutputDebugString() on Windows, and can be funneled by the app with
- * SDL_SetLogOutputFunction(), etc.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
- /**
- * A variable controlling whether raising the window should be done more
- * forcefully.
- *
- * The variable can be set to the following values:
- *
- * - "0": Honor the OS policy for raising windows. (default)
- * - "1": Force the window to be raised, overriding any OS policy.
- *
- * At present, this is only an issue under MS Windows, which makes it nearly
- * impossible to programmatically move a window to the foreground, for
- * "security" reasons. See http://stackoverflow.com/a/34414846 for a
- * discussion.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_FORCE_RAISEWINDOW "SDL_FORCE_RAISEWINDOW"
- /**
- * A variable controlling how 3D acceleration is used to accelerate the SDL
- * screen surface.
- *
- * SDL can try to accelerate the SDL screen surface by using streaming
- * textures with a 3D rendering engine. This variable controls whether and how
- * this is done.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable 3D acceleration
- * - "1": Enable 3D acceleration, using the default renderer. (default)
- * - "X": Enable 3D acceleration, using X where X is one of the valid
- * rendering drivers. (e.g. "direct3d", "opengl", etc.)
- *
- * This hint should be set before calling SDL_GetWindowSurface()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
- /**
- * A variable that lets you manually hint extra gamecontroller db entries.
- *
- * The variable should be newline delimited rows of gamecontroller config
- * data, see SDL_gamepad.h
- *
- * You can update mappings after SDL is initialized with
- * SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
- /**
- * A variable that lets you provide a file with extra gamecontroller db
- * entries.
- *
- * The file should contain lines of gamecontroller config data, see
- * SDL_gamepad.h
- *
- * You can update mappings after SDL is initialized with
- * SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
- /**
- * A variable that overrides the automatic controller type detection.
- *
- * The variable should be comma separated entries, in the form: VID/PID=type
- *
- * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
- *
- * This hint affects what low level protocol is used with the HIDAPI driver.
- *
- * The variable can be set to the following values:
- *
- * - "Xbox360"
- * - "XboxOne"
- * - "PS3"
- * - "PS4"
- * - "PS5"
- * - "SwitchPro"
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
- /**
- * A variable containing a list of devices to skip when scanning for game
- * controllers.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
- /**
- * If set, all devices will be skipped when scanning for game controllers
- * except for the ones listed in this variable.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
- /**
- * A variable that controls whether the device's built-in accelerometer and
- * gyro should be used as sensors for gamepads.
- *
- * The variable can be set to the following values:
- *
- * - "0": Sensor fusion is disabled
- * - "1": Sensor fusion is enabled for all controllers that lack sensors
- *
- * Or the variable can be a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint should be set before a gamepad is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION"
- /**
- * This variable sets the default text of the TextInput window on GDK
- * platforms.
- *
- * This hint is available only if SDL_GDK_TEXTINPUT defined.
- *
- * This hint should be set before calling SDL_StartTextInput()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT "SDL_GDK_TEXTINPUT_DEFAULT_TEXT"
- /**
- * This variable sets the description of the TextInput window on GDK
- * platforms.
- *
- * This hint is available only if SDL_GDK_TEXTINPUT defined.
- *
- * This hint should be set before calling SDL_StartTextInput()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION"
- /**
- * This variable sets the maximum input length of the TextInput window on GDK
- * platforms.
- *
- * The value must be a stringified integer, for example "10" to allow for up
- * to 10 characters of text input.
- *
- * This hint is available only if SDL_GDK_TEXTINPUT defined.
- *
- * This hint should be set before calling SDL_StartTextInput()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH"
- /**
- * This variable sets the input scope of the TextInput window on GDK
- * platforms.
- *
- * Set this hint to change the XGameUiTextEntryInputScope value that will be
- * passed to the window creation function. The value must be a stringified
- * integer, for example "0" for XGameUiTextEntryInputScope::Default.
- *
- * This hint is available only if SDL_GDK_TEXTINPUT defined.
- *
- * This hint should be set before calling SDL_StartTextInput()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE"
- /**
- * This variable sets the title of the TextInput window on GDK platforms.
- *
- * This hint is available only if SDL_GDK_TEXTINPUT defined.
- *
- * This hint should be set before calling SDL_StartTextInput()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE"
- /**
- * A variable to control whether SDL_hid_enumerate() enumerates all HID
- * devices or only controllers.
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL_hid_enumerate() will enumerate all HID devices.
- * - "1": SDL_hid_enumerate() will only enumerate controllers. (default)
- *
- * By default SDL will only enumerate controllers, to reduce risk of hanging
- * or crashing on devices with bad drivers and avoiding macOS keyboard capture
- * permission prompts.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS"
- /**
- * A variable containing a list of devices to ignore in SDL_hid_enumerate().
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * For example, to ignore the Shanwan DS3 controller and any Valve controller,
- * you might use the string "0x2563/0x0523,0x28de/0x0000"
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
- /**
- * A variable describing what IME UI elements the application can display.
- *
- * By default IME UI is handled using native components by the OS where
- * possible, however this can interfere with or not be visible when exclusive
- * fullscreen mode is used.
- *
- * The variable can be set to a comma separated list containing the following
- * items:
- *
- * - "none" or "0": The application can't render any IME elements, and native
- * UI should be used. (default)
- * - "composition": The application handles SDL_EVENT_TEXT_EDITING events and
- * can render the composition text.
- * - "candidates": The application handles SDL_EVENT_TEXT_EDITING_CANDIDATES
- * and can render the candidate list.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_IME_IMPLEMENTED_UI "SDL_IME_IMPLEMENTED_UI"
- /**
- * A variable controlling whether the home indicator bar on iPhone X should be
- * hidden.
- *
- * The variable can be set to the following values:
- *
- * - "0": The indicator bar is not hidden. (default for windowed applications)
- * - "1": The indicator bar is hidden and is shown when the screen is touched
- * (useful for movie playback applications).
- * - "2": The indicator bar is dim and the first swipe makes it visible and
- * the second swipe performs the "home" action. (default for fullscreen
- * applications)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
- /**
- * A variable that lets you enable joystick (and gamecontroller) events even
- * when your app is in the background.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable joystick & gamecontroller input events when the application
- * is in the background. (default)
- * - "1": Enable joystick & gamecontroller input events when the application
- * is in the background.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
- /**
- * A variable containing a list of arcade stick style controllers.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES"
- /**
- * A variable containing a list of devices that are not arcade stick style
- * controllers.
- *
- * This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in
- * device list.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
- /**
- * A variable containing a list of devices that should not be considered
- * joysticks.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES"
- /**
- * A variable containing a list of devices that should be considered
- * joysticks.
- *
- * This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in
- * device list.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"
- /**
- * A variable containing a comma separated list of devices to open as
- * joysticks.
- *
- * This variable is currently only used by the Linux joystick driver.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
- /**
- * A variable containing a list of flightstick style controllers.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of @file, in which case the named file
- * will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES"
- /**
- * A variable containing a list of devices that are not flightstick style
- * controllers.
- *
- * This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in
- * device list.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED"
- /**
- * A variable containing a list of devices known to have a GameCube form
- * factor.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES"
- /**
- * A variable containing a list of devices known not to have a GameCube form
- * factor.
- *
- * This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in
- * device list.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"
- /**
- * A variable controlling whether the HIDAPI joystick drivers should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI drivers are not used.
- * - "1": HIDAPI drivers are used. (default)
- *
- * This variable is the default for all drivers, but can be overridden by the
- * hints for specific drivers below.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
- /**
- * A variable controlling whether Nintendo Switch Joy-Con controllers will be
- * combined into a single Pro-like controller when using the HIDAPI driver.
- *
- * The variable can be set to the following values:
- *
- * - "0": Left and right Joy-Con controllers will not be combined and each
- * will be a mini-gamepad.
- * - "1": Left and right Joy-Con controllers will be combined into a single
- * controller. (default)
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
- /**
- * A variable controlling whether the HIDAPI driver for Nintendo GameCube
- * controllers should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
- /**
- * A variable controlling whether rumble is used to implement the GameCube
- * controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2).
- *
- * This is useful for applications that need full compatibility for things
- * like ADSR envelopes. - Stop is implemented by setting low_frequency_rumble
- * to 0 and high_frequency_rumble >0 - Rumble is both at any arbitrary value -
- * StopHard is implemented by setting both low_frequency_rumble and
- * high_frequency_rumble to 0
- *
- * The variable can be set to the following values:
- *
- * - "0": Normal rumble behavior is behavior is used. (default)
- * - "1": Proper GameCube controller rumble behavior is used.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE"
- /**
- * A variable controlling whether the HIDAPI driver for Nintendo Switch
- * Joy-Cons should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
- /**
- * A variable controlling whether the Home button LED should be turned on when
- * a Nintendo Switch Joy-Con controller is opened.
- *
- * The variable can be set to the following values:
- *
- * - "0": home button LED is turned off
- * - "1": home button LED is turned on
- *
- * By default the Home button LED state is not changed. This hint can also be
- * set to a floating point value between 0.0 and 1.0 which controls the
- * brightness of the Home button LED.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
- /**
- * A variable controlling whether the HIDAPI driver for Amazon Luna
- * controllers connected via Bluetooth should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
- /**
- * A variable controlling whether the HIDAPI driver for Nintendo Online
- * classic controllers should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
- /**
- * A variable controlling whether the HIDAPI driver for PS3 controllers should
- * be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on
- * other platforms.
- *
- * For official Sony driver (sixaxis.sys) use
- * SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER. See
- * https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
- /**
- * A variable controlling whether the Sony driver (sixaxis.sys) for PS3
- * controllers (Sixaxis/DualShock 3) should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": Sony driver (sixaxis.sys) is not used.
- * - "1": Sony driver (sixaxis.sys) is used.
- *
- * The default value is 0.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER"
- /**
- * A variable controlling whether the HIDAPI driver for PS4 controllers should
- * be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
- /**
- * A variable controlling the update rate of the PS4 controller over Bluetooth
- * when using the HIDAPI driver.
- *
- * This defaults to 4 ms, to match the behavior over USB, and to be more
- * friendly to other Bluetooth devices and older Bluetooth hardware on the
- * computer. It can be set to "1" (1000Hz), "2" (500Hz) and "4" (250Hz)
- *
- * This hint can be set anytime, but only takes effect when extended input
- * reports are enabled.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL"
- /**
- * A variable controlling whether extended input reports should be used for
- * PS4 controllers when using the HIDAPI driver.
- *
- * The variable can be set to the following values:
- *
- * - "0": extended reports are not enabled. (default)
- * - "1": extended reports are enabled.
- *
- * Extended input reports allow rumble on Bluetooth PS4 controllers, but break
- * DirectInput handling for applications that don't use SDL.
- *
- * Once extended reports are enabled, they can not be disabled without power
- * cycling the controller.
- *
- * For compatibility with applications written for versions of SDL prior to
- * the introduction of PS5 controller support, this value will also control
- * the state of extended reports on PS5 controllers when the
- * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
- *
- * This hint can be enabled anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
- /**
- * A variable controlling whether the HIDAPI driver for PS5 controllers should
- * be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
- /**
- * A variable controlling whether the player LEDs should be lit to indicate
- * which player is associated with a PS5 controller.
- *
- * The variable can be set to the following values:
- *
- * - "0": player LEDs are not enabled.
- * - "1": player LEDs are enabled. (default)
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
- /**
- * A variable controlling whether extended input reports should be used for
- * PS5 controllers when using the HIDAPI driver.
- *
- * The variable can be set to the following values:
- *
- * - "0": extended reports are not enabled. (default)
- * - "1": extended reports.
- *
- * Extended input reports allow rumble on Bluetooth PS5 controllers, but break
- * DirectInput handling for applications that don't use SDL.
- *
- * Once extended reports are enabled, they can not be disabled without power
- * cycling the controller.
- *
- * For compatibility with applications written for versions of SDL prior to
- * the introduction of PS5 controller support, this value defaults to the
- * value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
- *
- * This hint can be enabled anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
- /**
- * A variable controlling whether the HIDAPI driver for NVIDIA SHIELD
- * controllers should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
- /**
- * A variable controlling whether the HIDAPI driver for Google Stadia
- * controllers should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
- /**
- * A variable controlling whether the HIDAPI driver for Bluetooth Steam
- * Controllers should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used. (default)
- * - "1": HIDAPI driver is used for Steam Controllers, which requires
- * Bluetooth access and may prompt the user for permission on iOS and
- * Android.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
- /**
- * A variable controlling whether the HIDAPI driver for the Steam Deck builtin
- * controller should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK"
- /**
- * A variable controlling whether the HIDAPI driver for Nintendo Switch
- * controllers should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
- /**
- * A variable controlling whether the Home button LED should be turned on when
- * a Nintendo Switch Pro controller is opened.
- *
- * The variable can be set to the following values:
- *
- * - "0": Home button LED is turned off.
- * - "1": Home button LED is turned on.
- *
- * By default the Home button LED state is not changed. This hint can also be
- * set to a floating point value between 0.0 and 1.0 which controls the
- * brightness of the Home button LED.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
- /**
- * A variable controlling whether the player LEDs should be lit to indicate
- * which player is associated with a Nintendo Switch controller.
- *
- * The variable can be set to the following values:
- *
- * - "0": Player LEDs are not enabled.
- * - "1": Player LEDs are enabled. (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
- /**
- * A variable controlling whether Nintendo Switch Joy-Con controllers will be
- * in vertical mode when using the HIDAPI driver.
- *
- * The variable can be set to the following values:
- *
- * - "0": Left and right Joy-Con controllers will not be in vertical mode.
- * (default)
- * - "1": Left and right Joy-Con controllers will be in vertical mode.
- *
- * This hint should be set before opening a Joy-Con controller.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
- /**
- * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U
- * controllers should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE
- * for now.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
- /**
- * A variable controlling whether the player LEDs should be lit to indicate
- * which player is associated with a Wii controller.
- *
- * The variable can be set to the following values:
- *
- * - "0": Player LEDs are not enabled.
- * - "1": Player LEDs are enabled. (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
- /**
- * A variable controlling whether the HIDAPI driver for XBox controllers
- * should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is "0" on Windows, otherwise the value of
- * SDL_HINT_JOYSTICK_HIDAPI
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
- /**
- * A variable controlling whether the HIDAPI driver for XBox 360 controllers
- * should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
- /**
- * A variable controlling whether the player LEDs should be lit to indicate
- * which player is associated with an Xbox 360 controller.
- *
- * The variable can be set to the following values:
- *
- * - "0": Player LEDs are not enabled.
- * - "1": Player LEDs are enabled. (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
- /**
- * A variable controlling whether the HIDAPI driver for XBox 360 wireless
- * controllers should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
- /**
- * A variable controlling whether the HIDAPI driver for XBox One controllers
- * should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": HIDAPI driver is not used.
- * - "1": HIDAPI driver is used.
- *
- * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX.
- *
- * This hint should be set before enumerating controllers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
- /**
- * A variable controlling whether the Home button LED should be turned on when
- * an Xbox One controller is opened.
- *
- * The variable can be set to the following values:
- *
- * - "0": Home button LED is turned off.
- * - "1": Home button LED is turned on.
- *
- * By default the Home button LED state is not changed. This hint can also be
- * set to a floating point value between 0.0 and 1.0 which controls the
- * brightness of the Home button LED. The default brightness is 0.4.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
- /**
- * A variable controlling whether IOKit should be used for controller
- * handling.
- *
- * The variable can be set to the following values:
- *
- * - "0": IOKit is not used.
- * - "1": IOKit is used. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT"
- /**
- * A variable controlling whether to use the classic /dev/input/js* joystick
- * interface or the newer /dev/input/event* joystick interface on Linux.
- *
- * The variable can be set to the following values:
- *
- * - "0": Use /dev/input/event* (default)
- * - "1": Use /dev/input/js*
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_LINUX_CLASSIC "SDL_JOYSTICK_LINUX_CLASSIC"
- /**
- * A variable controlling whether joysticks on Linux adhere to their
- * HID-defined deadzones or return unfiltered values.
- *
- * The variable can be set to the following values:
- *
- * - "0": Return unfiltered joystick axis values. (default)
- * - "1": Return axis values with deadzones taken into account.
- *
- * This hint should be set before a controller is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_LINUX_DEADZONES "SDL_JOYSTICK_LINUX_DEADZONES"
- /**
- * 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.
- *
- * The variable can be set to the following values:
- *
- * - "0": Only map hat axis inputs to digital hat outputs if the input axes
- * appear to actually be digital. (default)
- * - "1": Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as
- * digital hats.
- *
- * This hint should be set before a controller is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS "SDL_JOYSTICK_LINUX_DIGITAL_HATS"
- /**
- * A variable controlling whether digital hats on Linux will apply deadzones
- * to their underlying input axes or use unfiltered values.
- *
- * The variable can be set to the following values:
- *
- * - "0": Return digital hat values based on unfiltered input axis values.
- * - "1": Return digital hat values with deadzones on the input axes taken
- * into account. (default)
- *
- * This hint should be set before a controller is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES "SDL_JOYSTICK_LINUX_HAT_DEADZONES"
- /**
- * A variable controlling whether GCController should be used for controller
- * handling.
- *
- * The variable can be set to the following values:
- *
- * - "0": GCController is not used.
- * - "1": GCController is used. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI"
- /**
- * A variable controlling whether the RAWINPUT joystick drivers should be used
- * for better handling XInput-capable devices.
- *
- * The variable can be set to the following values:
- *
- * - "0": RAWINPUT drivers are not used.
- * - "1": RAWINPUT drivers are used. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
- /**
- * A variable controlling whether the RAWINPUT driver should pull correlated
- * data from XInput.
- *
- * The variable can be set to the following values:
- *
- * - "0": RAWINPUT driver will only use data from raw input APIs.
- * - "1": RAWINPUT driver will also pull data from XInput and
- * Windows.Gaming.Input, providing better trigger axes, guide button
- * presses, and rumble support for Xbox controllers. (default)
- *
- * This hint should be set before a gamepad is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
- /**
- * A variable controlling whether the ROG Chakram mice should show up as
- * joysticks.
- *
- * The variable can be set to the following values:
- *
- * - "0": ROG Chakram mice do not show up as joysticks. (default)
- * - "1": ROG Chakram mice show up as joysticks.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
- /**
- * A variable controlling whether a separate thread should be used for
- * handling joystick detection and raw input messages on Windows.
- *
- * The variable can be set to the following values:
- *
- * - "0": A separate thread is not used. (default)
- * - "1": A separate thread is used for handling raw input messages.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
- /**
- * A variable containing a list of throttle style controllers.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES"
- /**
- * A variable containing a list of devices that are not throttle style
- * controllers.
- *
- * This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in
- * device list.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED"
- /**
- * A variable controlling whether Windows.Gaming.Input should be used for
- * controller handling.
- *
- * The variable can be set to the following values:
- *
- * - "0": WGI is not used.
- * - "1": WGI is used. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
- /**
- * A variable containing a list of wheel style controllers.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES"
- /**
- * A variable containing a list of devices that are not wheel style
- * controllers.
- *
- * This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device
- * list.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED"
- /**
- * A variable containing a list of devices known to have all axes centered at
- * zero.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint should be set before a controller is opened.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
- /**
- * A variable that controls keycode representation in keyboard events.
- *
- * This variable is a comma separated set of options for translating keycodes
- * in events:
- *
- * - "none": Keycode options are cleared, this overrides other options.
- * - "hide_numpad": The numpad keysyms will be translated into their
- * non-numpad versions based on the current NumLock state. For example,
- * SDLK_KP_4 would become SDLK_4 if SDL_KMOD_NUM is set in the event
- * modifiers, and SDLK_LEFT if it is unset.
- * - "french_numbers": The number row on French keyboards is inverted, so
- * pressing the 1 key would yield the keycode SDLK_1, or '1', instead of
- * SDLK_AMPERSAND, or '&'
- * - "latin_letters": For keyboards using non-Latin letters, such as Russian
- * or Thai, the letter keys generate keycodes as though it had an en_US
- * layout. e.g. pressing the key associated with SDL_SCANCODE_A on a Russian
- * keyboard would yield 'a' instead of 'ф'.
- *
- * The default value for this hint is "french_numbers"
- *
- * Some platforms like Emscripten only provide modified keycodes and the
- * options are not used.
- *
- * These options do not affect the return value of SDL_GetKeyFromScancode() or
- * SDL_GetScancodeFromKey(), they just apply to the keycode included in key
- * events.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_KEYCODE_OPTIONS "SDL_KEYCODE_OPTIONS"
- /**
- * A variable that controls what KMSDRM device to use.
- *
- * SDL might open something like "/dev/dri/cardNN" to access KMSDRM
- * functionality, where "NN" is a device index number. SDL makes a guess at
- * the best index to use (usually zero), but the app or user can set this hint
- * to a number between 0 and 99 to force selection.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
- /**
- * A variable that controls whether SDL requires DRM master access in order to
- * initialize the KMSDRM video backend.
- *
- * The DRM subsystem has a concept of a "DRM master" which is a DRM client
- * that has the ability to set planes, set cursor, etc. When SDL is DRM
- * master, it can draw to the screen using the SDL rendering APIs. Without DRM
- * master, SDL is still able to process input and query attributes of attached
- * displays, but it cannot change display state or draw to the screen
- * directly.
- *
- * In some cases, it can be useful to have the KMSDRM backend even if it
- * cannot be used for rendering. An app may want to use SDL for input
- * processing while using another rendering API (such as an MMAL overlay on
- * Raspberry Pi) or using its own code to render to DRM overlays that SDL
- * doesn't support.
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will allow usage of the KMSDRM backend without DRM master.
- * - "1": SDL Will require DRM master to use the KMSDRM backend. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
- /**
- * A variable controlling the default SDL log levels.
- *
- * This variable is a comma separated set of category=level tokens that define
- * the default logging levels for SDL applications.
- *
- * The category can be a numeric category, one of "app", "error", "assert",
- * "system", "audio", "video", "render", "input", "test", or `*` for any
- * unspecified category.
- *
- * The level can be a numeric level, one of "verbose", "debug", "info",
- * "warn", "error", "critical", or "quiet" to disable that category.
- *
- * You can omit the category if you want to set the logging level for all
- * categories.
- *
- * If this hint isn't set, the default log levels are equivalent to:
- *
- * `app=info,assert=warn,test=verbose,*=error`
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_LOGGING "SDL_LOGGING"
- /**
- * A variable controlling whether to force the application to become the
- * foreground process when launched on macOS.
- *
- * The variable can be set to the following values:
- *
- * - "0": The application is brought to the foreground when launched.
- * (default)
- * - "1": The application may remain in the background when launched.
- *
- * This hint should be set before applicationDidFinishLaunching() is called.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
- /**
- * A variable that determines whether Ctrl+Click should generate a right-click
- * event on macOS.
- *
- * The variable can be set to the following values:
- *
- * - "0": Ctrl+Click does not generate a right mouse button click event.
- * (default)
- * - "1": Ctrl+Click generated a right mouse button click event.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
- /**
- * A variable controlling whether dispatching OpenGL context updates should
- * block the dispatching thread until the main thread finishes processing on
- * macOS.
- *
- * The variable can be set to the following values:
- *
- * - "0": Dispatching OpenGL context updates will block the dispatching thread
- * until the main thread finishes processing. (default)
- * - "1": Dispatching OpenGL context updates will allow the dispatching thread
- * to continue execution.
- *
- * Generally you want the default, but if you have OpenGL code in a background
- * thread on a Mac, and the main thread hangs because it's waiting for that
- * background thread, but that background thread is also hanging because it's
- * waiting for the main thread to do an update, this might fix your issue.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
- /**
- * Request SDL_AppIterate() be called at a specific rate.
- *
- * This number is in Hz, so "60" means try to iterate 60 times per second.
- *
- * On some platforms, or if you are using SDL_main instead of SDL_AppIterate,
- * this hint is ignored. When the hint can be used, it is allowed to be
- * changed at any time.
- *
- * This defaults to 60, and specifying NULL for the hint's value will restore
- * the default.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE"
- /**
- * A variable controlling whether the mouse is captured while mouse buttons
- * are pressed.
- *
- * The variable can be set to the following values:
- *
- * - "0": The mouse is not captured while mouse buttons are pressed.
- * - "1": The mouse is captured while mouse buttons are pressed.
- *
- * By default the mouse is captured while mouse buttons are pressed so if the
- * mouse is dragged outside the window, the application continues to receive
- * mouse events until the button is released.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
- /**
- * A variable setting the double click radius, in pixels.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
- /**
- * A variable setting the double click time, in milliseconds.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
- /**
- * Allow mouse click events when clicking to focus an SDL window.
- *
- * The variable can be set to the following values:
- *
- * - "0": Ignore mouse clicks that activate a window. (default)
- * - "1": Generate events for mouse clicks that activate a window.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
- /**
- * A variable setting the speed scale for mouse motion, in floating point,
- * when the mouse is not in relative mode.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
- /**
- * A variable controlling whether relative mouse mode constrains the mouse to
- * the center of the window.
- *
- * Constraining to the center of the window works better for FPS games and
- * when the application is running over RDP. Constraining to the whole window
- * works better for 2D games and increases the chance that the mouse will be
- * in the correct position when using high DPI mice.
- *
- * The variable can be set to the following values:
- *
- * - "0": Relative mouse mode constrains the mouse to the window.
- * - "1": Relative mouse mode constrains the mouse to the center of the
- * window. (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
- /**
- * A variable controlling whether relative mouse mode is implemented using
- * mouse warping.
- *
- * The variable can be set to the following values:
- *
- * - "0": Relative mouse mode uses raw input. (default)
- * - "1": Relative mouse mode uses mouse warping.
- *
- * This hint can be set anytime relative mode is not currently enabled.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
- /**
- * A variable setting the scale for mouse motion, in floating point, when the
- * mouse is in relative mode.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
- /**
- * A variable controlling whether the system mouse acceleration curve is used
- * for relative mouse motion.
- *
- * The variable can be set to the following values:
- *
- * - "0": Relative mouse motion will be unscaled. (default)
- * - "1": Relative mouse motion will be scaled using the system mouse
- * acceleration curve.
- *
- * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the
- * system speed scale.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
- /**
- * A variable controlling whether a motion event should be generated for mouse
- * warping in relative mode.
- *
- * The variable can be set to the following values:
- *
- * - "0": Warping the mouse will not generate a motion event in relative mode
- * - "1": Warping the mouse will generate a motion event in relative mode
- *
- * By default warping the mouse will not generate motion events in relative
- * mode. This avoids the application having to filter out large relative
- * motion due to warping.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
- /**
- * A variable controlling whether the hardware cursor stays visible when
- * relative mode is active.
- *
- * This variable can be set to the following values: "0" - The cursor will be
- * hidden while relative mode is active (default) "1" - The cursor will remain
- * visible while relative mode is active
- *
- * Note that for systems without raw hardware inputs, relative mode is
- * implemented using warping, so the hardware cursor will visibly warp between
- * frames if this is enabled on those systems.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE"
- /**
- * Controls how often SDL issues cursor confinement commands to the operating
- * system while relative mode is active, in case the desired confinement state
- * became out-of-sync due to interference from other running programs.
- *
- * The variable can be integers representing miliseconds between each refresh.
- * A value of zero means SDL will not automatically refresh the confinement.
- * The default value varies depending on the operating system, this variable
- * might not have any effects on inapplicable platforms such as those without
- * a cursor.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_RELATIVE_CLIP_INTERVAL "SDL_MOUSE_RELATIVE_CLIP_INTERVAL"
- /**
- * A variable controlling whether mouse events should generate synthetic touch
- * events.
- *
- * The variable can be set to the following values:
- *
- * - "0": Mouse events will not generate touch events. (default for desktop
- * platforms)
- * - "1": Mouse events will generate touch events. (default for mobile
- * platforms, such as Android and iOS)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
- /**
- * Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms.
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a
- * signal, convert it into an SDL_EVENT_QUIT event. (default)
- * - "1": SDL will not install a signal handler at all.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
- /**
- * A variable controlling what driver to use for OpenGL ES contexts.
- *
- * On some platforms, currently Windows and X11, OpenGL drivers may support
- * creating contexts with an OpenGL ES profile. By default SDL uses these
- * profiles, when available, otherwise it attempts to load an OpenGL ES
- * library, e.g. that provided by the ANGLE project. This variable controls
- * whether SDL follows this default behaviour or will always load an OpenGL ES
- * library.
- *
- * Circumstances where this is useful include - Testing an app with a
- * particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those
- * from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses
- * at link time by linking with the OpenGL ES library instead of querying them
- * at run time with SDL_GL_GetProcAddress().
- *
- * Caution: for an application to work with the default behaviour across
- * different OpenGL drivers it must query the OpenGL ES function addresses at
- * run time using SDL_GL_GetProcAddress().
- *
- * This variable is ignored on most platforms because OpenGL ES is native or
- * not supported.
- *
- * The variable can be set to the following values:
- *
- * - "0": Use ES profile of OpenGL, if available. (default)
- * - "1": Load OpenGL ES library using the default library names.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
- /**
- * A variable controlling which orientations are allowed on iOS/Android.
- *
- * In some circumstances it is necessary to be able to explicitly control
- * which UI orientations are allowed.
- *
- * This variable is a space delimited list of the following values:
- *
- * - "LandscapeLeft"
- * - "LandscapeRight"
- * - "Portrait"
- * - "PortraitUpsideDown"
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_ORIENTATIONS "SDL_ORIENTATIONS"
- /**
- * A variable controlling whether pen mouse button emulation triggers only
- * when the pen touches the tablet surface.
- *
- * The variable can be set to the following values:
- *
- * - "0": The pen reports mouse button press/release immediately when the pen
- * button is pressed/released, and the pen tip touching the surface counts
- * as left mouse button press.
- * - "1": Mouse button presses are sent when the pen first touches the tablet
- * (analogously for releases). Not pressing a pen button simulates mouse
- * button 1, pressing the first pen button simulates mouse button 2 etc.; it
- * is not possible to report multiple buttons as pressed at the same time.
- * (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_PEN_DELAY_MOUSE_BUTTON "SDL_PEN_DELAY_MOUSE_BUTTON"
- /**
- * A variable controlling whether to treat pen movement as separate from mouse
- * movement.
- *
- * By default, pens report both SDL_MouseMotionEvent and SDL_PenMotionEvent
- * updates (analogously for button presses). This hint allows decoupling mouse
- * and pen updates.
- *
- * This variable toggles between the following behaviour:
- *
- * - "0": Pen acts as a mouse with mouse ID SDL_PEN_MOUSEID. (default) Use
- * case: client application is not pen aware, user wants to use pen instead
- * of mouse to interact.
- * - "1": Pen reports mouse clicks and movement events but does not update
- * SDL-internal mouse state (buttons pressed, current mouse location). Use
- * case: client application is not pen aware, user frequently alternates
- * between pen and "real" mouse.
- * - "2": Pen reports no mouse events. Use case: pen-aware client application
- * uses this hint to allow user to toggle between pen+mouse mode ("2") and
- * pen-only mode ("1" or "0").
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_PEN_NOT_MOUSE "SDL_PEN_NOT_MOUSE"
- /**
- * A variable controlling the use of a sentinel event when polling the event
- * queue.
- *
- * When polling for events, SDL_PumpEvents is used to gather new events from
- * devices. If a device keeps producing new events between calls to
- * SDL_PumpEvents, a poll loop will become stuck until the new events stop.
- * This is most noticeable when moving a high frequency mouse.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable poll sentinels.
- * - "1": Enable poll sentinels. (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
- /**
- * Override for SDL_GetPreferredLocales().
- *
- * If set, this will be favored over anything the OS might report for the
- * user's preferred locales. Changing this hint at runtime will not generate a
- * SDL_EVENT_LOCALE_CHANGED event (but if you can change the hint, you can
- * push your own event, if you want).
- *
- * The format of this hint is a comma-separated list of language and locale,
- * combined with an underscore, as is a common format: "en_GB". Locale is
- * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
- /**
- * A variable that decides whether to send SDL_EVENT_QUIT when closing the
- * last window.
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will not send an SDL_EVENT_QUIT event when the last window is
- * requesting to close. Note that in this case, there are still other
- * legitimate reasons one might get an SDL_EVENT_QUIT event: choosing "Quit"
- * from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc.
- * - "1": SDL will send a quit event when the last window is requesting to
- * close. (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
- /**
- * A variable controlling whether the Direct3D device is initialized for
- * thread-safe operations.
- *
- * The variable can be set to the following values:
- *
- * - "0": Thread-safety is not enabled. (default)
- * - "1": Thread-safety is enabled.
- *
- * This hint should be set before creating a renderer.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
- /**
- * A variable controlling whether to enable Direct3D 11+'s Debug Layer.
- *
- * This variable does not have any effect on the Direct3D 9 based renderer.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable Debug Layer use. (default)
- * - "1": Enable Debug Layer use.
- *
- * This hint should be set before creating a renderer.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
- /**
- * A variable controlling whether to enable Vulkan Validation Layers.
- *
- * This variable can be set to the following values:
- *
- * - "0": Disable Validation Layer use
- * - "1": Enable Validation Layer use
- *
- * By default, SDL does not use Vulkan Validation Layers.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_RENDER_VULKAN_DEBUG "SDL_RENDER_VULKAN_DEBUG"
- /**
- * A variable specifying which render driver to use.
- *
- * If the application doesn't pick a specific renderer to use, this variable
- * specifies the name of the preferred renderer. If the preferred renderer
- * can't be initialized, the normal default renderer is used.
- *
- * This variable is case insensitive and can be set to the following values:
- *
- * - "direct3d"
- * - "direct3d11"
- * - "direct3d12"
- * - "opengl"
- * - "opengles2"
- * - "opengles"
- * - "metal"
- * - "vulkan"
- * - "software"
- *
- * The default varies by platform, but it's the first one in the list that is
- * available on the current platform.
- *
- * This hint should be set before creating a renderer.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
- /**
- * A variable controlling how the 2D render API renders lines.
- *
- * The variable can be set to the following values:
- *
- * - "0": Use the default line drawing method (Bresenham's line algorithm)
- * - "1": Use the driver point API using Bresenham's line algorithm (correct,
- * draws many points)
- * - "2": Use the driver line API (occasionally misses line endpoints based on
- * hardware driver quirks
- * - "3": Use the driver geometry API (correct, draws thicker diagonal lines)
- *
- * This hint should be set before creating a renderer.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
- /**
- * A variable controlling whether the Metal render driver select low power
- * device over default one.
- *
- * The variable can be set to the following values:
- *
- * - "0": Use the preferred OS device. (default)
- * - "1": Select a low power device.
- *
- * This hint should be set before creating a renderer.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
- /**
- * A variable controlling whether updates to the SDL screen surface should be
- * synchronized with the vertical refresh, to avoid tearing.
- *
- * This hint overrides the application preference when creating a renderer.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable vsync. (default)
- * - "1": Enable vsync.
- *
- * This hint should be set before creating a renderer.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
- /**
- * A variable to control whether the return key on the soft keyboard should
- * hide the soft keyboard on Android and iOS.
- *
- * The variable can be set to the following values:
- *
- * - "0": The return key will be handled as a key event. (default)
- * - "1": The return key will hide the keyboard.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
- /**
- * A variable containing a list of ROG gamepad capable mice.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- *
- * \sa SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED
- */
- #define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE"
- /**
- * A variable containing a list of devices that are not ROG gamepad capable
- * mice.
- *
- * This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list.
- *
- * The format of the string is a comma separated list of USB VID/PID pairs in
- * hexadecimal form, e.g.
- *
- * `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
- *
- * The variable can also take the form of "@file", in which case the named
- * file will be loaded and interpreted as the value of the variable.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED"
- /**
- * A variable controlling which Dispmanx layer to use on a Raspberry PI.
- *
- * Also known as Z-order. The variable can take a negative or positive value.
- * The default is 10000.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
- /**
- * Specify an "activity name" for screensaver inhibition.
- *
- * Some platforms, notably Linux desktops, list the applications which are
- * inhibiting the screensaver or other power-saving features.
- *
- * This hint lets you specify the "activity name" sent to the OS when
- * SDL_DisableScreenSaver() is used (or the screensaver is automatically
- * disabled). The contents of this hint are used when the screensaver is
- * disabled. You should use a string that describes what your program is doing
- * (and, therefore, why the screensaver is disabled). For example, "Playing a
- * game" or "Watching a video".
- *
- * Setting this to "" or leaving it unset will have SDL use a reasonable
- * default: "Playing a game" or something similar.
- *
- * This hint should be set before calling SDL_DisableScreenSaver()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
- /**
- * A variable controlling whether SDL calls dbus_shutdown() on quit.
- *
- * This is useful as a debug tool to validate memory leaks, but shouldn't ever
- * be set in production applications, as other libraries used by the
- * application might use dbus under the hood and this can cause crashes if
- * they continue after SDL_Quit().
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will not call dbus_shutdown() on quit. (default)
- * - "1": SDL will call dbus_shutdown() on quit.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT"
- /**
- * A variable that specifies a backend to use for title storage.
- *
- * By default, SDL will try all available storage backends in a reasonable
- * order until it finds one that can work, but this hint allows the app or
- * user to force a specific target, such as "pc" if, say, you are on Steam but
- * want to avoid SteamRemoteStorage for title data.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_STORAGE_TITLE_DRIVER "SDL_STORAGE_TITLE_DRIVER"
- /**
- * A variable that specifies a backend to use for user storage.
- *
- * By default, SDL will try all available storage backends in a reasonable
- * order until it finds one that can work, but this hint allows the app or
- * user to force a specific target, such as "pc" if, say, you are on Steam but
- * want to avoid SteamRemoteStorage for user data.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_STORAGE_USER_DRIVER "SDL_STORAGE_USER_DRIVER"
- /**
- * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as
- * realtime.
- *
- * On some platforms, like Linux, a realtime priority thread may be subject to
- * restrictions that require special handling by the application. This hint
- * exists to let SDL know that the app is prepared to handle said
- * restrictions.
- *
- * On Linux, SDL will apply the following configuration to any thread that
- * becomes realtime:
- *
- * - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
- * - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
- * - Exceeding this limit will result in the kernel sending SIGKILL to the
- * app, refer to the man pages for more information.
- *
- * The variable can be set to the following values:
- *
- * - "0": default platform specific behaviour
- * - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling
- * policy
- *
- * This hint should be set before calling SDL_SetThreadPriority()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
- /**
- * A string specifying additional information to use with
- * SDL_SetThreadPriority.
- *
- * By default SDL_SetThreadPriority will make appropriate system changes in
- * order to apply a thread priority. For example on systems using pthreads the
- * scheduler policy is changed automatically to a policy that works well with
- * a given priority. Code which has specific requirements can override SDL's
- * default behavior with this hint.
- *
- * pthread hint values are "current", "other", "fifo" and "rr". Currently no
- * other platform hint values are defined but may be in the future.
- *
- * On Linux, the kernel may send SIGKILL to realtime tasks which exceed the
- * distro configured execution budget for rtkit. This budget can be queried
- * through RLIMIT_RTTIME after calling SDL_SetThreadPriority().
- *
- * This hint should be set before calling SDL_SetThreadPriority()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
- /**
- * A variable that controls the timer resolution, in milliseconds.
- *
- * The higher resolution the timer, the more frequently the CPU services timer
- * interrupts, and the more precise delays are, but this takes up power and
- * CPU time. This hint is only used on Windows.
- *
- * See this blog post for more information:
- * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
- *
- * The default value is "1".
- *
- * If this variable is set to "0", the system timer resolution is not set.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
- /**
- * A variable controlling whether touch events should generate synthetic mouse
- * events.
- *
- * The variable can be set to the following values:
- *
- * - "0": Touch events will not generate mouse events.
- * - "1": Touch events will generate mouse events. (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
- /**
- * A variable controlling whether trackpads should be treated as touch
- * devices.
- *
- * On macOS (and possibly other platforms in the future), SDL will report
- * touches on a trackpad as mouse input, which is generally what users expect
- * from this device; however, these are often actually full multitouch-capable
- * touch devices, so it might be preferable to some apps to treat them as
- * such.
- *
- * The variable can be set to the following values:
- *
- * - "0": Trackpad will send mouse events. (default)
- * - "1": Trackpad will send touch events.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
- /**
- * A variable controlling whether the Android / tvOS remotes should be listed
- * as joystick devices, instead of sending keyboard events.
- *
- * The variable can be set to the following values:
- *
- * - "0": Remotes send enter/escape/arrow key events.
- * - "1": Remotes are available as 2 axis, 2 button joysticks. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
- /**
- * A variable controlling whether the screensaver is enabled.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable screensaver. (default)
- * - "1": Enable screensaver.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
- /**
- * Tell the video driver that we only want a double buffer.
- *
- * By default, most lowlevel 2D APIs will use a triple buffer scheme that
- * wastes no CPU time on waiting for vsync after issuing a flip, but
- * introduces a frame of latency. On the other hand, using a double buffer
- * scheme instead is recommended for cases where low latency is an important
- * factor because we save a whole frame of latency.
- *
- * We do so by waiting for vsync immediately after issuing a flip, usually
- * just after eglSwapBuffers call in the backend's *_SwapWindow function.
- *
- * This hint is currently supported on the following drivers:
- *
- * - Raspberry Pi (raspberrypi)
- * - Wayland (wayland)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
- /**
- * A variable that specifies a video backend to use.
- *
- * By default, SDL will try all available video backends in a reasonable order
- * until it finds one that can work, but this hint allows the app or user to
- * force a specific target, such as "x11" if, say, you are on Wayland but want
- * to try talking to the X server instead.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER"
- /**
- * If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.
- *
- * The variable can be set to one of the following values:
- *
- * - "0": Do not fall back to eglGetDisplay.
- * - "1": Fall back to eglGetDisplay if eglGetPlatformDisplay fails. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK"
- /**
- * A variable controlling whether the OpenGL context should be created with
- * EGL.
- *
- * The variable can be set to the following values:
- *
- * - "0": Use platform-specific GL context creation API (GLX, WGL, CGL, etc).
- * (default)
- * - "1": Use EGL
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL"
- /**
- * A variable that specifies the policy for fullscreen Spaces on macOS.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
- * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their
- * titlebars).
- * - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and
- * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their
- * titlebars). (default)
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
- /**
- * A variable controlling whether fullscreen windows are minimized when they
- * lose focus.
- *
- * The variable can be set to the following values:
- *
- * - "0": Fullscreen windows will not be minimized when they lose focus.
- * (default)
- * - "1": Fullscreen windows are minimized when they lose focus.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
- /**
- * A variable controlling whether all window operations will block until
- * complete.
- *
- * Window systems that run asynchronously may not have the results of window
- * operations that resize or move the window applied immediately upon the
- * return of the requesting function. Setting this hint will cause such
- * operations to block after every call until the pending operation has
- * completed. Setting this to '1' is the equivalent of calling
- * SDL_SyncWindow() after every function call.
- *
- * Be aware that amount of time spent blocking while waiting for window
- * operations to complete can be quite lengthy, as animations may have to
- * complete, which can take upwards of multiple seconds in some cases.
- *
- * The variable can be set to the following values:
- *
- * - "0": Window operations are non-blocking. (default)
- * - "1": Window operations will block until completed.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS"
- /**
- * A variable controlling whether the libdecor Wayland backend is allowed to
- * be used.
- *
- * libdecor is used over xdg-shell when xdg-decoration protocol is
- * unavailable.
- *
- * The variable can be set to the following values:
- *
- * - "0": libdecor use is disabled.
- * - "1": libdecor use is enabled. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
- /**
- * Enable or disable hidden mouse pointer warp emulation, needed by some older
- * games.
- *
- * Wayland requires the pointer confinement protocol to warp the mouse, but
- * that is just a hint that the compositor is free to ignore, and warping the
- * the pointer to or from regions outside of the focused window is prohibited.
- * When this hint is set and the pointer is hidden, SDL will emulate mouse
- * warps using relative mouse mode. This is required for some older games
- * (such as Source engine games), which warp the mouse to the centre of the
- * screen rather than using relative mouse motion. Note that relative mouse
- * mode may have different mouse acceleration behaviour than pointer warps.
- *
- * The variable can be set to the following values:
- *
- * - "0": Attempts to warp the mouse will be made, if the appropriate protocol
- * is available.
- * - "1": Some mouse warps will be emulated by forcing relative mouse mode.
- *
- * If not set, this is automatically enabled unless an application uses
- * relative mouse mode directly.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
- /**
- * A variable controlling whether video mode emulation is enabled under
- * Wayland.
- *
- * When this hint is set, a standard set of emulated CVT video modes will be
- * exposed for use by the application. If it is disabled, the only modes
- * exposed will be the logical desktop size and, in the case of a scaled
- * desktop, the native display resolution.
- *
- * The variable can be set to the following values:
- *
- * - "0": Video mode emulation is disabled.
- * - "1": Video mode emulation is enabled. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
- /**
- * A variable controlling how modes with a non-native aspect ratio are
- * displayed under Wayland.
- *
- * When this hint is set, the requested scaling will be used when displaying
- * fullscreen video modes that don't match the display's native aspect ratio.
- * This is contingent on compositor viewport support.
- *
- * The variable can be set to the following values:
- *
- * - "aspect" - Video modes will be displayed scaled, in their proper aspect
- * ratio, with black bars.
- * - "stretch" - Video modes will be scaled to fill the entire display.
- * (default)
- * - "none" - Video modes will be displayed as 1:1 with no scaling.
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING"
- /**
- * A variable controlling whether the libdecor Wayland backend is preferred
- * over native decorations.
- *
- * When this hint is set, libdecor will be used to provide window decorations,
- * even if xdg-decoration is available. (Note that, by default, libdecor will
- * use xdg-decoration itself if available).
- *
- * The variable can be set to the following values:
- *
- * - "0": libdecor is enabled only if server-side decorations are unavailable.
- * (default)
- * - "1": libdecor is always enabled if available.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
- /**
- * A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling.
- *
- * This must be set before initializing the video subsystem.
- *
- * When this hint is set, Wayland windows that are not flagged as being
- * DPI-aware will be output with scaling designed to force 1:1 pixel mapping.
- *
- * This is intended to allow legacy applications to be displayed without
- * desktop scaling being applied, and has issues with certain display
- * configurations, as this forces the window to behave in a way that Wayland
- * desktops were not designed to accommodate:
- *
- * - Rounding errors can result with odd window sizes and/or desktop scales,
- * which can cause the window contents to appear slightly blurry.
- * - The window may be unusably small on scaled desktops.
- * - The window may jump in size when moving between displays of different
- * scale factors.
- * - Displays may appear to overlap when using a multi-monitor setup with
- * scaling enabled.
- * - Possible loss of cursor precision due to the logical size of the window
- * being reduced.
- *
- * New applications should be designed with proper DPI awareness handling
- * instead of enabling this.
- *
- * The variable can be set to the following values:
- *
- * - "0": Windows will be scaled normally.
- * - "1": Windows will be forced to scale to achieve 1:1 output.
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY"
- /**
- * A variable specifying which shader compiler to preload when using the
- * Chrome ANGLE binaries.
- *
- * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can
- * use two different sets of binaries, those compiled by the user from source
- * or those provided by the Chrome browser. In the later case, these binaries
- * require that SDL loads a DLL providing the shader compiler.
- *
- * The variable can be set to the following values:
- *
- * - "d3dcompiler_46.dll" - best for Vista or later. (default)
- * - "d3dcompiler_43.dll" - for XP support.
- * - "none" - do not load any library, useful if you compiled ANGLE from
- * source and included the compiler in your binaries.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
- /**
- * A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint
- * should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable _NET_WM_BYPASS_COMPOSITOR.
- * - "1": Enable _NET_WM_BYPASS_COMPOSITOR. (default)
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
- /**
- * A variable controlling whether the X11 _NET_WM_PING protocol should be
- * supported.
- *
- * By default SDL will use _NET_WM_PING, but for applications that know they
- * will not always be able to respond to ping requests in a timely manner they
- * can turn it off to avoid the window manager thinking the app is hung.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable _NET_WM_PING.
- * - "1": Enable _NET_WM_PING. (default)
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
- /**
- * A variable forcing the content scaling factor for X11 displays.
- *
- * The variable can be set to a floating point value in the range 1.0-10.0f
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR"
- /**
- * A variable forcing the visual ID chosen for new X11 windows.
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
- /**
- * A variable controlling whether the X11 XRandR extension should be used.
- *
- * The variable can be set to the following values:
- *
- * - "0": Disable XRandR.
- * - "1": Enable XRandR. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
- /**
- * A variable controlling which touchpad should generate synthetic mouse
- * events.
- *
- * The variable can be set to the following values:
- *
- * - "0": Only front touchpad should generate mouse events. (default)
- * - "1": Only back touchpad should generate mouse events.
- * - "2": Both touchpads should generate mouse events.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_VITA_TOUCH_MOUSE_DEVICE"
- /**
- * A variable controlling how the fact chunk affects the loading of a WAVE
- * file.
- *
- * The fact chunk stores information about the number of samples of a WAVE
- * file. The Standards Update from Microsoft notes that this value can be used
- * to 'determine the length of the data in seconds'. This is especially useful
- * for compressed formats (for which this is a mandatory chunk) if they
- * produce multiple sample frames per block and truncating the block is not
- * allowed. The fact chunk can exactly specify how many sample frames there
- * should be in this case.
- *
- * Unfortunately, most application seem to ignore the fact chunk and so SDL
- * ignores it by default as well.
- *
- * The variable can be set to the following values:
- *
- * - "truncate" - Use the number of samples to truncate the wave data if the
- * fact chunk is present and valid.
- * - "strict" - Like "truncate", but raise an error if the fact chunk is
- * invalid, not present for non-PCM formats, or if the data chunk doesn't
- * have that many samples.
- * - "ignorezero" - Like "truncate", but ignore fact chunk if the number of
- * samples is zero.
- * - "ignore" - Ignore fact chunk entirely. (default)
- *
- * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
- /**
- * A variable controlling how the size of the RIFF chunk affects the loading
- * of a WAVE file.
- *
- * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
- * file) is not always reliable. In case the size is wrong, it's possible to
- * just ignore it and step through the chunks until a fixed limit is reached.
- *
- * Note that files that have trailing data unrelated to the WAVE file or
- * corrupt files may slow down the loading process without a reliable
- * boundary. By default, SDL stops after 10000 chunks to prevent wasting time.
- * Use the environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
- *
- * The variable can be set to the following values:
- *
- * - "force" - Always use the RIFF chunk size as a boundary for the chunk
- * search.
- * - "ignorezero" - Like "force", but a zero size searches up to 4 GiB.
- * (default)
- * - "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB.
- * - "maximum" - Search for chunks until the end of file. (not recommended)
- *
- * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
- /**
- * A variable controlling how a truncated WAVE file is handled.
- *
- * A WAVE file is considered truncated if any of the chunks are incomplete or
- * the data chunk size is not a multiple of the block size. By default, SDL
- * decodes until the first incomplete block, as most applications seem to do.
- *
- * The variable can be set to the following values:
- *
- * - "verystrict" - Raise an error if the file is truncated.
- * - "strict" - Like "verystrict", but the size of the RIFF chunk is ignored.
- * - "dropframe" - Decode until the first incomplete sample frame.
- * - "dropblock" - Decode until the first incomplete block. (default)
- *
- * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
- /**
- * A variable controlling whether the window is activated when the
- * SDL_RaiseWindow function is called.
- *
- * The variable can be set to the following values:
- *
- * - "0": The window is not activated when the SDL_RaiseWindow function is
- * called.
- * - "1": The window is activated when the SDL_RaiseWindow function is called.
- * (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED"
- /**
- * A variable controlling whether the window is activated when the
- * SDL_ShowWindow function is called.
- *
- * The variable can be set to the following values:
- *
- * - "0": The window is not activated when the SDL_ShowWindow function is
- * called.
- * - "1": The window is activated when the SDL_ShowWindow function is called.
- * (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN"
- /**
- * If set to "0" then never set the top-most flag on an SDL Window even if the
- * application requests it.
- *
- * This is a debugging aid for developers and not expected to be used by end
- * users.
- *
- * The variable can be set to the following values:
- *
- * - "0": don't allow topmost
- * - "1": allow topmost (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOW_ALLOW_TOPMOST "SDL_WINDOW_ALLOW_TOPMOST"
- /**
- * A variable controlling whether the window frame and title bar are
- * interactive when the cursor is hidden.
- *
- * The variable can be set to the following values:
- *
- * - "0": The window frame is not interactive when the cursor is hidden (no
- * move, resize, etc).
- * - "1": The window frame is interactive when the cursor is hidden. (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
- /**
- * A variable controlling whether SDL generates window-close events for Alt+F4
- * on Windows.
- *
- * The variable can be set to the following values:
- *
- * - "0": SDL will only do normal key handling for Alt+F4.
- * - "1": SDL will generate a window-close event when it sees Alt+F4.
- * (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 "SDL_WINDOWS_CLOSE_ON_ALT_F4"
- /**
- * A variable controlling whether menus can be opened with their keyboard
- * shortcut (Alt+mnemonic).
- *
- * If the mnemonics are enabled, then menus can be opened by pressing the Alt
- * key and the corresponding mnemonic (for example, Alt+F opens the File
- * menu). However, in case an invalid mnemonic is pressed, Windows makes an
- * audible beep to convey that nothing happened. This is true even if the
- * window has no menu at all!
- *
- * Because most SDL applications don't have menus, and some want to use the
- * Alt key for other purposes, SDL disables mnemonics (and the beeping) by
- * default.
- *
- * Note: This also affects keyboard events: with mnemonics enabled, when a
- * menu is opened from the keyboard, you will not receive a KEYUP event for
- * the mnemonic key, and *might* not receive one for Alt.
- *
- * The variable can be set to the following values:
- *
- * - "0": Alt+mnemonic does nothing, no beeping. (default)
- * - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
- /**
- * A variable controlling whether the windows message loop is processed by
- * SDL.
- *
- * The variable can be set to the following values:
- *
- * - "0": The window message loop is not run.
- * - "1": The window message loop is processed in SDL_PumpEvents(). (default)
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
- /**
- * A variable controlling whether raw keyboard events are used on Windows.
- *
- * The variable can be set to the following values:
- *
- * - "0": The Windows message loop is used for keyboard events. (default)
- * - "1": Low latency raw keyboard events are used.
- *
- * This hint can be set anytime.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOWS_RAW_KEYBOARD "SDL_WINDOWS_RAW_KEYBOARD"
- /**
- * A variable controlling whether SDL uses Critical Sections for mutexes on
- * Windows.
- *
- * On Windows 7 and newer, Slim Reader/Writer Locks are available. They offer
- * better performance, allocate no kernel resources and use less memory. SDL
- * will fall back to Critical Sections on older OS versions or if forced to by
- * this hint.
- *
- * The variable can be set to the following values:
- *
- * - "0": Use SRW Locks when available, otherwise fall back to Critical
- * Sections. (default)
- * - "1": Force the use of Critical Sections in all cases.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
- /**
- * A variable controlling whether SDL uses Kernel Semaphores on Windows.
- *
- * Kernel Semaphores are inter-process and require a context switch on every
- * interaction. On Windows 8 and newer, the WaitOnAddress API is available.
- * Using that and atomics to implement semaphores increases performance. SDL
- * will fall back to Kernel Objects on older OS versions or if forced to by
- * this hint.
- *
- * The variable can be set to the following values:
- *
- * - "0": Use Atomics and WaitOnAddress API when available, otherwise fall
- * back to Kernel Objects. (default)
- * - "1": Force the use of Kernel Objects in all cases.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
- /**
- * A variable to specify custom icon resource id from RC file on Windows
- * platform.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
- #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
- /**
- * A variable controlling whether SDL uses the D3D9Ex API introduced in
- * Windows Vista, instead of normal D3D9.
- *
- * Direct3D 9Ex contains changes to state management that can eliminate device
- * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may
- * require some changes to your application to cope with the new behavior, so
- * this is disabled by default.
- *
- * For more information on Direct3D 9Ex, see:
- *
- * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
- * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
- *
- * The variable can be set to the following values:
- *
- * - "0": Use the original Direct3D 9 API. (default)
- * - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex
- * is unavailable)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
- /**
- * A variable controlling whether SDL will clear the window contents when the
- * WM_ERASEBKGND message is received.
- *
- * The variable can be set to the following values:
- *
- * - "0"/"never": Never clear the window.
- * - "1"/"initial": Clear the window when the first WM_ERASEBKGND event fires.
- * (default)
- * - "2"/"always": Clear the window on every WM_ERASEBKGND event.
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE "SDL_WINDOWS_ERASE_BACKGROUND_MODE"
- /**
- * A variable controlling whether back-button-press events on Windows Phone to
- * be marked as handled.
- *
- * Windows Phone devices typically feature a Back button. When pressed, the OS
- * will emit back-button-press events, which apps are expected to handle in an
- * appropriate manner. If apps do not explicitly mark these events as
- * 'Handled', then the OS will invoke its default behavior for unhandled
- * back-button-press events, which on Windows Phone 8 and 8.1 is to terminate
- * the app (and attempt to switch to the previous app, or to the device's home
- * screen).
- *
- * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL to
- * mark back-button-press events as Handled, if and when one is sent to the
- * app.
- *
- * Internally, Windows Phone sends back button events as parameters to special
- * back-button-press callback functions. Apps that need to respond to
- * back-button-press events are expected to register one or more callback
- * functions for such, shortly after being launched (during the app's
- * initialization phase). After the back button is pressed, the OS will invoke
- * these callbacks. If the app's callback(s) do not explicitly mark the event
- * as handled by the time they return, or if the app never registers one of
- * these callback, the OS will consider the event un-handled, and it will
- * apply its default back button behavior (terminate the app).
- *
- * SDL registers its own back-button-press callback with the Windows Phone OS.
- * This callback will emit a pair of SDL key-press events (SDL_EVENT_KEY_DOWN
- * and SDL_EVENT_KEY_UP), each with a scancode of SDL_SCANCODE_AC_BACK, after
- * which it will check the contents of the hint,
- * SDL_HINT_WINRT_HANDLE_BACK_BUTTON. If the hint's value is set to "1", the
- * back button event's Handled property will get set to 'true'. If the hint's
- * value is set to something else, or if it is unset, SDL will leave the
- * event's Handled property alone. (By default, the OS sets this property to
- * 'false', to note.)
- *
- * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
- * back button is pressed, or can set it in direct-response to a back button
- * being pressed.
- *
- * In order to get notified when a back button is pressed, SDL apps should
- * register a callback function with SDL_AddEventWatch(), and have it listen
- * for SDL_EVENT_KEY_DOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
- * (Alternatively, SDL_EVENT_KEY_UP events can be listened-for. Listening for
- * either event type is suitable.) Any value of
- * SDL_HINT_WINRT_HANDLE_BACK_BUTTON set by such a callback, will be applied
- * to the OS' current back-button-press event.
- *
- * More details on back button behavior in Windows Phone apps can be found at
- * the following page, on Microsoft's developer site:
- * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
- /**
- * A variable specifying the label text for a WinRT app's privacy policy link.
- *
- * Network-enabled WinRT apps must include a privacy policy. On Windows 8,
- * 8.1, and RT, Microsoft mandates that this policy be available via the
- * Windows Settings charm. SDL provides code to add a link there, with its
- * label text being set via the optional hint,
- * SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
- *
- * Please note that a privacy policy's contents are not set via this hint. A
- * separate hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the
- * actual text of the policy.
- *
- * The contents of this hint should be encoded as a UTF8 string.
- *
- * The default value is "Privacy Policy".
- *
- * For additional information on linking to a privacy policy, see the
- * documentation for SDL_HINT_WINRT_PRIVACY_POLICY_URL.
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
- /**
- * A variable specifying the URL to a WinRT app's privacy policy.
- *
- * All network-enabled WinRT apps must make a privacy policy available to its
- * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
- * available in the Windows Settings charm, as accessed from within the app.
- * SDL provides code to add a URL-based link there, which can point to the
- * app's privacy policy.
- *
- * To setup a URL to an app's privacy policy, set
- * SDL_HINT_WINRT_PRIVACY_POLICY_URL before calling any SDL_Init() functions.
- * The contents of the hint should be a valid URL. For example,
- * "http://www.example.com".
- *
- * The default value is "", which will prevent SDL from adding a privacy
- * policy link to the Settings charm. This hint should only be set during app
- * init.
- *
- * The label text of an app's "Privacy Policy" link may be customized via
- * another hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
- *
- * Please note that on Windows Phone, Microsoft does not provide standard UI
- * for displaying a privacy policy link, and as such,
- * SDL_HINT_WINRT_PRIVACY_POLICY_URL will not get used on that platform.
- * Network-enabled phone apps should display their privacy policy through some
- * other, in-app means.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
- /**
- * A variable controlling whether X11 windows are marked as override-redirect.
- *
- * If set, this _might_ increase framerate at the expense of the desktop not
- * working as expected. Override-redirect windows aren't noticed by the window
- * manager at all.
- *
- * You should probably only use this for fullscreen windows, and you probably
- * shouldn't even use it for that. But it's here if you want to try!
- *
- * The variable can be set to the following values:
- *
- * - "0": Do not mark the window as override-redirect. (default)
- * - "1": Mark the window as override-redirect.
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
- /**
- * A variable specifying the type of an X11 window.
- *
- * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to
- * report to the window manager the type of window it wants to create. This
- * might be set to various things if SDL_WINDOW_TOOLTIP or
- * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
- * haven't set a specific type, this hint can be used to specify a custom
- * type. For example, a dock window might set this to
- * "_NET_WM_WINDOW_TYPE_DOCK".
- *
- * This hint should be set before creating a window.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
- /**
- * A variable controlling whether XInput should be used for controller
- * handling.
- *
- * The variable can be set to the following values:
- *
- * - "0": XInput is not enabled.
- * - "1": XInput is enabled. (default)
- *
- * This hint should be set before SDL is initialized.
- *
- * \since This hint is available since SDL 3.0.0.
- */
- #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
- /**
- * An enumeration of hint priorities.
- *
- * \since This enum is available since SDL 3.0.0.
- */
- typedef enum SDL_HintPriority
- {
- SDL_HINT_DEFAULT,
- SDL_HINT_NORMAL,
- SDL_HINT_OVERRIDE
- } SDL_HintPriority;
- /**
- * Set a hint with a specific priority.
- *
- * The priority controls the behavior when setting a hint that already has a
- * value. Hints will replace existing hints of their priority and lower.
- * Environment variables are considered to have override priority.
- *
- * \param name the hint to set.
- * \param value the value of the hint variable.
- * \param priority the SDL_HintPriority level for the hint.
- * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetHint
- * \sa SDL_ResetHint
- * \sa SDL_SetHint
- */
- extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
- const char *value,
- SDL_HintPriority priority);
- /**
- * Set a hint with normal priority.
- *
- * Hints will not be set if there is an existing override hint or environment
- * variable that takes precedence. You can use SDL_SetHintWithPriority() to
- * set the hint with override priority instead.
- *
- * \param name the hint to set.
- * \param value the value of the hint variable.
- * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetHint
- * \sa SDL_ResetHint
- * \sa SDL_SetHintWithPriority
- */
- extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
- const char *value);
- /**
- * Reset a hint to the default value.
- *
- * This will reset a hint to the value of the environment variable, or NULL if
- * the environment isn't set. Callbacks will be called normally with this
- * change.
- *
- * \param name the hint to set.
- * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_SetHint
- * \sa SDL_ResetHints
- */
- extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
- /**
- * Reset all hints to the default values.
- *
- * This will reset all hints to the value of the associated environment
- * variable, or NULL if the environment isn't set. Callbacks will be called
- * normally with this change.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_ResetHint
- */
- extern SDL_DECLSPEC void SDLCALL SDL_ResetHints(void);
- /**
- * Get the value of a hint.
- *
- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
- *
- * \param name the hint to query.
- * \returns the string value of a hint or NULL if the hint isn't set.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_SetHint
- * \sa SDL_SetHintWithPriority
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
- /**
- * Get the boolean value of a hint variable.
- *
- * \param name the name of the hint to get the boolean value from.
- * \param default_value the value to return if the hint does not exist.
- * \returns the boolean value of a hint or the provided default value if the
- * hint does not exist.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetHint
- * \sa SDL_SetHint
- */
- extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
- /**
- * Type definition of the hint callback function.
- *
- * \param userdata what was passed as `userdata` to SDL_AddHintCallback().
- * \param name what was passed as `name` to SDL_AddHintCallback().
- * \param oldValue the previous hint value.
- * \param newValue the new value hint is to be set to.
- *
- * \since This datatype is available since SDL 3.0.0.
- */
- typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
- /**
- * Add a function to watch a particular hint.
- *
- * \param name the hint to watch.
- * \param callback an SDL_HintCallback function that will be called when the
- * hint value changes.
- * \param userdata a pointer to pass to the callback function.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is **NOT** safe to call this function from two threads at
- * once.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_DelHintCallback
- */
- extern SDL_DECLSPEC int SDLCALL SDL_AddHintCallback(const char *name,
- SDL_HintCallback callback,
- void *userdata);
- /**
- * Remove a function watching a particular hint.
- *
- * \param name the hint being watched.
- * \param callback an SDL_HintCallback function that will be called when the
- * hint value changes.
- * \param userdata a pointer being passed to the callback function.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_AddHintCallback
- */
- extern SDL_DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
- SDL_HintCallback callback,
- void *userdata);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_hints_h_ */
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