| | |
| | | /* |
| | | Simple DirectMedia Layer |
| | | Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org> |
| | | Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> |
| | | |
| | | This software is provided 'as-is', without any express or implied |
| | | warranty. In no event will the authors be held liable for any damages |
| | |
| | | * to how they would like the library to work. |
| | | */ |
| | | |
| | | #ifndef _SDL_hints_h |
| | | #define _SDL_hints_h |
| | | #ifndef SDL_hints_h_ |
| | | #define SDL_hints_h_ |
| | | |
| | | #include "SDL_stdinc.h" |
| | | |
| | |
| | | * "opengl" |
| | | * "opengles2" |
| | | * "opengles" |
| | | * "metal" |
| | | * "software" |
| | | * |
| | | * The default varies by platform, but it's the first one in the list that |
| | |
| | | #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. |
| | | * |
| | | * This variable does not have any effect on the Direct3D 9 based renderer. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Disable Debug Layer use |
| | | * "1" - Enable Debug Layer use |
| | | * |
| | | * By default, SDL does not use Direct3D Debug Layer. |
| | | */ |
| | | #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" |
| | | |
| | | /** |
| | | * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen |
| | | * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen |
| | | * |
| | | * By default letterbox is used |
| | | */ |
| | | #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" |
| | | |
| | | /** |
| | | * \brief A variable controlling the scaling quality |
| | | * |
| | | * This variable can be set to the following values: |
| | |
| | | * By default SDL does not sync screen surface updates with vertical refresh. |
| | | */ |
| | | #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the screensaver is enabled. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Disable screensaver |
| | | * "1" - Enable screensaver |
| | | * |
| | | * By default SDL will disable the screensaver. |
| | | */ |
| | | #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the X11 VidMode extension should be used. |
| | |
| | | #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Disable _NET_WM_PING |
| | | * "1" - Enable _NET_WM_PING |
| | | * |
| | | * By default SDL will use _NET_WM_PING, but for applications that know they |
| | | * will not always be able to respond to ping requests in a timely manner they can |
| | | * turn it off to avoid the window manager thinking the app is hung. |
| | | * The hint is checked in CreateWindow. |
| | | */ |
| | | #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Disable _NET_WM_BYPASS_COMPOSITOR |
| | | * "1" - Enable _NET_WM_BYPASS_COMPOSITOR |
| | | * |
| | | * By default SDL will use _NET_WM_BYPASS_COMPOSITOR |
| | | * |
| | | */ |
| | | #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) |
| | | * "1" - The window frame is interactive when the cursor is hidden |
| | | * |
| | | * By default SDL will allow interaction with the window frame when the cursor is hidden |
| | | */ |
| | | #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" |
| | | |
| | | /** |
| | | * \brief A variable to specify custom icon resource id from RC file on Windows platform |
| | | */ |
| | | #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" |
| | | #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the windows message loop is processed by SDL |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - The window message loop is not run |
| | | * "1" - The window message loop is processed in SDL_PumpEvents() |
| | | * |
| | | * By default SDL will process the windows message loop |
| | | */ |
| | | #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether grabbing input grabs the keyboard |
| | | * |
| | | * This variable can be set to the following values: |
| | |
| | | #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" |
| | | |
| | | /** |
| | | * \brief Minimize your SDL_Window if it loses key focus when in Fullscreen mode. Defaults to true. |
| | | * \brief A variable setting the double click time, in milliseconds. |
| | | */ |
| | | #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
| | | |
| | | /** |
| | | * \brief A variable setting the double click radius, in pixels. |
| | | */ |
| | | #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
| | | |
| | | /** |
| | | * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode |
| | | */ |
| | | #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" |
| | | |
| | | /** |
| | | * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode |
| | | */ |
| | | #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether relative mouse mode is implemented using mouse warping |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Relative mouse mode uses raw input |
| | | * "1" - Relative mouse mode uses mouse warping |
| | | * |
| | | * By default SDL will use raw input for relative mouse mode |
| | | */ |
| | | #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" |
| | | |
| | | /** |
| | | * \brief Allow mouse click events when clicking to focus an SDL window |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Ignore mouse clicks that activate a window |
| | | * "1" - Generate events for mouse clicks that activate a window |
| | | * |
| | | * By default SDL will ignore mouse clicks that activate a window |
| | | */ |
| | | #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether touch events should generate synthetic mouse events |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Touch events will not generate mouse events |
| | | * "1" - Touch events will generate mouse events |
| | | * |
| | | * By default SDL will generate mouse events for touch events |
| | | */ |
| | | #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
| | | |
| | | /** |
| | | * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. |
| | | * |
| | | */ |
| | | #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
| | | |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the idle timer is disabled on iOS. |
| | |
| | | * this is problematic. This functionality can be disabled by setting this |
| | | * hint. |
| | | * |
| | | * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() |
| | | * accomplish the same thing on iOS. They should be preferred over this hint. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Enable idle timer |
| | | * "1" - Disable idle timer |
| | |
| | | #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" |
| | | |
| | | /** |
| | | * \brief A variable controlling which orientations are allowed on iOS. |
| | | * \brief 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. |
| | |
| | | */ |
| | | #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether controllers used with the Apple TV |
| | | * generate UI events. |
| | | * |
| | | * When UI events are generated by controller input, the app will be |
| | | * backgrounded when the Apple TV remote's menu button is pressed, and when the |
| | | * pause or B buttons on gamepads are pressed. |
| | | * |
| | | * More information about properly making use of controllers for the Apple TV |
| | | * can be found here: |
| | | * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Controller input does not generate UI events (the default). |
| | | * "1" - Controller input generates UI events. |
| | | */ |
| | | #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the Apple TV remote's joystick axes |
| | | * will automatically match the rotation of the remote. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Remote orientation does not affect joystick axes (the default). |
| | | * "1" - Joystick axes are based on the orientation of the remote. |
| | | */ |
| | | #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the home indicator bar on iPhone X |
| | | * should be hidden. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - The indicator bar is not hidden (default for windowed applications) |
| | | * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) |
| | | * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) |
| | | */ |
| | | #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the Android / iOS built-in |
| | | * accelerometer should be listed as a joystick device. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - The accelerometer is not listed as a joystick |
| | | * "1" - The accelerometer is available as a 3 axis joystick (the default). |
| | | */ |
| | | #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the Android / tvOS remotes |
| | | * should be listed as joystick devices, instead of sending keyboard events. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Remotes send enter/escape/arrow key events |
| | | * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). |
| | | */ |
| | | #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" |
| | | |
| | | /** |
| | | * \brief A variable that lets you disable the detection and use of Xinput gamepad devices |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - Disable XInput timer (only uses direct input) |
| | | * "1" - Enable XInput timer (the default) |
| | | * "0" - Disable XInput detection (only uses direct input) |
| | | * "1" - Enable XInput detection (the default) |
| | | */ |
| | | #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
| | | |
| | | /** |
| | | * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. |
| | | * |
| | | * This hint is for backwards compatibility only and will be removed in SDL 2.1 |
| | | * |
| | | * The default value is "0". This hint must be set before SDL_Init() |
| | | */ |
| | | #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" |
| | | |
| | | /** |
| | | * \brief A variable that lets you manually hint extra gamecontroller db entries |
| | | * \brief A variable that lets you manually hint extra gamecontroller db entries. |
| | | * |
| | | * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h |
| | | * |
| | |
| | | */ |
| | | #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
| | | |
| | | /** |
| | | * \brief A variable containing a list of devices to skip when scanning for game controllers. |
| | | * |
| | | * The format of the string is a comma separated list of USB VID/PID pairs |
| | | * in hexadecimal form, e.g. |
| | | * |
| | | * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| | | * |
| | | * The variable can also take the form of @file, in which case the named |
| | | * file will be loaded and interpreted as the value of the variable. |
| | | */ |
| | | #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
| | | |
| | | /** |
| | | * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. |
| | | * |
| | | * The format of the string is a comma separated list of USB VID/PID pairs |
| | | * in hexadecimal form, e.g. |
| | | * |
| | | * 0xAAAA/0xBBBB,0xCCCC/0xDDDD |
| | | * |
| | | * The variable can also take the form of @file, in which case the named |
| | | * file will be loaded and interpreted as the value of the variable. |
| | | */ |
| | | #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" |
| | | |
| | | /** |
| | | * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. |
| | |
| | | * "0" - Disable joystick & gamecontroller input events when the |
| | | * application is in the background. |
| | | * "1" - Enable joystick & gamecontroller input events when the |
| | | * application is in the backgroumd. |
| | | * application is in the background. |
| | | * |
| | | * The default value is "0". This hint may be set at any time. |
| | | */ |
| | | #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the HIDAPI joystick drivers should be used. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - HIDAPI drivers are not used |
| | | * "1" - HIDAPI drivers are used (the default) |
| | | * |
| | | * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. |
| | | */ |
| | | #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
| | | |
| | | /** |
| | | * \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it. |
| | | * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - HIDAPI driver is not used |
| | | * "1" - HIDAPI driver is used |
| | | * |
| | | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| | | */ |
| | | #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - extended reports are not enabled (the default) |
| | | * "1" - extended reports |
| | | * |
| | | * Extended input reports allow rumble on Bluetooth PS4 controllers, but |
| | | * break DirectInput handling for applications that don't use SDL. |
| | | * |
| | | * Once extended reports are enabled, they can not be disabled without |
| | | * power cycling the controller. |
| | | */ |
| | | #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - HIDAPI driver is not used |
| | | * "1" - HIDAPI driver is used |
| | | * |
| | | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| | | */ |
| | | #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - HIDAPI driver is not used |
| | | * "1" - HIDAPI driver is used |
| | | * |
| | | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| | | */ |
| | | #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
| | | |
| | | /** |
| | | * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - HIDAPI driver is not used |
| | | * "1" - HIDAPI driver is used |
| | | * |
| | | * The default is the value of SDL_HINT_JOYSTICK_HIDAPI |
| | | */ |
| | | #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
| | | |
| | | /** |
| | | * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - Do not scan for Steam Controllers |
| | | * "1" - Scan for Steam Controllers (the default) |
| | | * |
| | | * The default value is "1". This hint must be set before initializing the joystick subsystem. |
| | | */ |
| | | #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" |
| | | |
| | | |
| | | /** |
| | | * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. |
| | | * This is a debugging aid for developers and not expected to be used by end users. The default is "1" |
| | | * |
| | | * This variable can be set to the following values: |
| | |
| | | * "1" - allow topmost |
| | | */ |
| | | #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" |
| | | |
| | | |
| | | /** |
| | | * \brief A variable that controls the timer resolution, in milliseconds. |
| | |
| | | |
| | | |
| | | /** |
| | | * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac) |
| | | * \brief A variable describing the content orientation on QtWayland-based platforms. |
| | | * |
| | | * On QtWayland platforms, windows are rotated client-side to allow for custom |
| | | * transitions. In order to correctly position overlays (e.g. volume bar) and |
| | | * gestures (e.g. events view, close/minimize gestures), the system needs to |
| | | * know in which orientation the application is currently drawing its contents. |
| | | * |
| | | * This does not cause the window to be rotated or resized, the application |
| | | * needs to take care of drawing the content in the right orientation (the |
| | | * framebuffer is always in portrait mode). |
| | | * |
| | | * This variable can be one of the following values: |
| | | * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" |
| | | */ |
| | | #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" |
| | | |
| | | /** |
| | | * \brief Flags to set on QtWayland windows to integrate with the native window manager. |
| | | * |
| | | * On QtWayland platforms, this hint controls the flags to set on the windows. |
| | | * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. |
| | | * |
| | | * This variable is a space-separated list of the following values (empty = no flags): |
| | | * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" |
| | | */ |
| | | #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" |
| | | |
| | | /** |
| | | * \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size |
| | | * |
| | | * Use this hint in case you need to set SDL's threads stack size to other than the default. |
| | | * This is specially useful if you build SDL against a non glibc libc library (such as musl) which |
| | | * provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). |
| | | * Support for this hint is currently available only in the pthread, Windows, and PSP backend. |
| | | * |
| | | * Instead of this hint, in 2.0.9 and later, you can use |
| | | * SDL_CreateThreadWithStackSize(). This hint only works with the classic |
| | | * SDL_CreateThread(). |
| | | */ |
| | | #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" |
| | | |
| | | /** |
| | | * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) |
| | | */ |
| | | #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" |
| | | |
| | | /** |
| | | * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac |
| | | * |
| | | * If present, holding ctrl while left clicking will generate a right click |
| | | * event when on Mac. |
| | | */ |
| | | #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" |
| | | |
| | | /** |
| | | * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries |
| | | * |
| | | * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It |
| | | * can use two different sets of binaries, those compiled by the user from source |
| | | * or those provided by the Chrome browser. In the later case, these binaries require |
| | | * that SDL loads a DLL providing the shader compiler. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "d3dcompiler_46.dll" - default, best for Vista or later. |
| | | * "d3dcompiler_43.dll" - for XP support. |
| | | * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. |
| | | * |
| | | */ |
| | | #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
| | | |
| | | /** |
| | | * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). |
| | | * |
| | | * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has |
| | | * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly |
| | | * created SDL_Window: |
| | | * |
| | | * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is |
| | | * needed for example when sharing an OpenGL context across multiple windows. |
| | | * |
| | | * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for |
| | | * OpenGL rendering. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should |
| | | * share a pixel format with. |
| | | */ |
| | | #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" |
| | | |
| | | /** |
| | | * \brief A URL to a WinRT app's privacy policy |
| | | * |
| | | * All network-enabled WinRT apps must make a privacy policy available to its |
| | | * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be |
| | | * be available in the Windows Settings charm, as accessed from within the app. |
| | | * SDL provides code to add a URL-based link there, which can point to the app's |
| | | * privacy policy. |
| | | * |
| | | * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL |
| | | * before calling any SDL_Init() functions. The contents of the hint should |
| | | * be a valid URL. For example, "http://www.example.com". |
| | | * |
| | | * The default value is "", which will prevent SDL from adding a privacy policy |
| | | * link to the Settings charm. This hint should only be set during app init. |
| | | * |
| | | * The label text of an app's "Privacy Policy" link may be customized via another |
| | | * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
| | | * |
| | | * Please note that on Windows Phone, Microsoft does not provide standard UI |
| | | * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL |
| | | * will not get used on that platform. Network-enabled phone apps should display |
| | | * their privacy policy through some other, in-app means. |
| | | */ |
| | | #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" |
| | | |
| | | /** \brief Label text for a WinRT app's privacy policy link |
| | | * |
| | | * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, |
| | | * Microsoft mandates that this policy be available via the Windows Settings charm. |
| | | * SDL provides code to add a link there, with its label text being set via the |
| | | * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. |
| | | * |
| | | * Please note that a privacy policy's contents are not set via this hint. A separate |
| | | * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the |
| | | * policy. |
| | | * |
| | | * The contents of this hint should be encoded as a UTF8 string. |
| | | * |
| | | * The default value is "Privacy Policy". This hint should only be set during app |
| | | * initialization, preferably before any calls to SDL_Init(). |
| | | * |
| | | * For additional information on linking to a privacy policy, see the documentation for |
| | | * SDL_HINT_WINRT_PRIVACY_POLICY_URL. |
| | | */ |
| | | #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" |
| | | |
| | | /** \brief Allows back-button-press events on Windows Phone to be marked as handled |
| | | * |
| | | * Windows Phone devices typically feature a Back button. When pressed, |
| | | * the OS will emit back-button-press events, which apps are expected to |
| | | * handle in an appropriate manner. If apps do not explicitly mark these |
| | | * events as 'Handled', then the OS will invoke its default behavior for |
| | | * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to |
| | | * terminate the app (and attempt to switch to the previous app, or to the |
| | | * device's home screen). |
| | | * |
| | | * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL |
| | | * to mark back-button-press events as Handled, if and when one is sent to |
| | | * the app. |
| | | * |
| | | * Internally, Windows Phone sends back button events as parameters to |
| | | * special back-button-press callback functions. Apps that need to respond |
| | | * to back-button-press events are expected to register one or more |
| | | * callback functions for such, shortly after being launched (during the |
| | | * app's initialization phase). After the back button is pressed, the OS |
| | | * will invoke these callbacks. If the app's callback(s) do not explicitly |
| | | * mark the event as handled by the time they return, or if the app never |
| | | * registers one of these callback, the OS will consider the event |
| | | * un-handled, and it will apply its default back button behavior (terminate |
| | | * the app). |
| | | * |
| | | * SDL registers its own back-button-press callback with the Windows Phone |
| | | * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN |
| | | * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which |
| | | * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. |
| | | * If the hint's value is set to "1", the back button event's Handled |
| | | * property will get set to 'true'. If the hint's value is set to something |
| | | * else, or if it is unset, SDL will leave the event's Handled property |
| | | * alone. (By default, the OS sets this property to 'false', to note.) |
| | | * |
| | | * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a |
| | | * back button is pressed, or can set it in direct-response to a back button |
| | | * being pressed. |
| | | * |
| | | * In order to get notified when a back button is pressed, SDL apps should |
| | | * register a callback function with SDL_AddEventWatch(), and have it listen |
| | | * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. |
| | | * (Alternatively, SDL_KEYUP events can be listened-for. Listening for |
| | | * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON |
| | | * set by such a callback, will be applied to the OS' current |
| | | * back-button-press event. |
| | | * |
| | | * More details on back button behavior in Windows Phone apps can be found |
| | | * at the following page, on Microsoft's developer site: |
| | | * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx |
| | | */ |
| | | #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" |
| | | |
| | | /** |
| | | * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. |
| | | * |
| | | * This hint only applies to Mac OS X. |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and |
| | | * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" |
| | | * button on their titlebars). |
| | | * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and |
| | | * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" |
| | | * button on their titlebars). |
| | | * |
| | | * The default value is "1". Spaces are disabled regardless of this hint if |
| | | * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before |
| | | * any windows are created. |
| | | */ |
| | | #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
| | | |
| | | /** |
| | | * \brief When set don't force the SDL app to become a foreground process |
| | | * |
| | | * This hint only applies to Mac OS X. |
| | | * |
| | | */ |
| | | #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
| | | |
| | | /** |
| | | * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. |
| | | * |
| | | * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. |
| | | * |
| | | * If both hints were set then SDL_RWFromFile() will look into expansion files |
| | | * after a given relative path was not found in the internal storage and assets. |
| | | * |
| | | * By default this hint is not set and the APK expansion files are not searched. |
| | | */ |
| | | #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" |
| | | |
| | | /** |
| | | * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. |
| | | * |
| | | * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. |
| | | * |
| | | * If both hints were set then SDL_RWFromFile() will look into expansion files |
| | | * after a given relative path was not found in the internal storage and assets. |
| | | * |
| | | * By default this hint is not set and the APK expansion files are not searched. |
| | | */ |
| | | #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" |
| | | |
| | | /** |
| | | * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - SDL_TEXTEDITING events are sent, and it is the application's |
| | | * responsibility to render the text from these events and |
| | | * differentiate it somehow from committed text. (default) |
| | | * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, |
| | | * and text that is being composed will be rendered in its own UI. |
| | | */ |
| | | #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" |
| | | |
| | | /** |
| | | * \brief A variable to control whether mouse and touch events are to be treated together or separately |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - Mouse events will be handled as touch events, and touch will raise fake mouse |
| | | * events. This is the behaviour of SDL <= 2.0.3. (default) |
| | | * "1" - Mouse events will be handled separately from pure touch events. |
| | | * |
| | | * The value of this hint is used at runtime, so it can be changed at any time. |
| | | */ |
| | | #define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH" |
| | | |
| | | /** |
| | | * \brief A variable to control whether we trap the Android back button to handle it manually. |
| | | * This is necessary for the right mouse button to work on some Android devices, or |
| | | * to be able to trap the back button for use in your code reliably. If set to true, |
| | | * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of |
| | | * SDL_SCANCODE_AC_BACK. |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - Back button will be handled as usual for system. (default) |
| | | * "1" - Back button will be trapped, allowing you to handle the key press |
| | | * manually. (This will also let right mouse click work on systems |
| | | * where the right mouse button functions as back.) |
| | | * |
| | | * The value of this hint is used at runtime, so it can be changed at any time. |
| | | */ |
| | | #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" |
| | | |
| | | /** |
| | | * \brief A variable to control whether the return key on the soft keyboard |
| | | * should hide the soft keyboard on Android and iOS. |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) |
| | | * "1" - The return key will hide the keyboard. |
| | | * |
| | | * The value of this hint is used at runtime, so it can be changed at any time. |
| | | */ |
| | | #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" |
| | | |
| | | /** |
| | | * \brief override the binding element for keyboard inputs for Emscripten builds |
| | | * |
| | | * This hint only applies to the emscripten platform |
| | | * |
| | | * The variable can be one of |
| | | * "#window" - The javascript window object (this is the default) |
| | | * "#document" - The javascript document object |
| | | * "#screen" - the javascript window.screen object |
| | | * "#canvas" - the WebGL canvas element |
| | | * any other string without a leading # sign applies to the element on the page with that ID. |
| | | */ |
| | | #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
| | | |
| | | /** |
| | | * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. |
| | | * |
| | | * This hint only applies to Unix-like platforms. |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - SDL will install a SIGINT and SIGTERM handler, and when it |
| | | * catches a signal, convert it into an SDL_QUIT event. |
| | | * "1" - SDL will not install a signal handler at all. |
| | | */ |
| | | #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
| | | |
| | | /** |
| | | * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - SDL will generate a window-close event when it sees Alt+F4. |
| | | * "1" - SDL will only do normal key handling for Alt+F4. |
| | | */ |
| | | #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" |
| | | |
| | | /** |
| | | * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. |
| | | * |
| | | * The bitmap header version 4 is required for proper alpha channel support and |
| | | * SDL will use it when required. Should this not be desired, this hint can |
| | | * force the use of the 40 byte header version which is supported everywhere. |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - Surfaces with a colorkey or an alpha channel are saved to a |
| | | * 32-bit BMP file with an alpha mask. SDL will use the bitmap |
| | | * header version 4 and set the alpha mask accordingly. |
| | | * "1" - Surfaces with a colorkey or an alpha channel are saved to a |
| | | * 32-bit BMP file without an alpha mask. The alpha channel data |
| | | * will be in the file, but applications are going to ignore it. |
| | | * |
| | | * The default value is "0". |
| | | */ |
| | | #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" |
| | | |
| | | /** |
| | | * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. |
| | | * The 0x406D1388 Exception is a trick used to inform Visual Studio of a |
| | | * thread's name, but it tends to cause problems with other debuggers, |
| | | * and the .NET runtime. Note that SDL 2.0.6 and later will still use |
| | | * the (safer) SetThreadDescription API, introduced in the Windows 10 |
| | | * Creators Update, if available. |
| | | * |
| | | * The variable can be set to the following values: |
| | | * "0" - SDL will raise the 0x406D1388 Exception to name threads. |
| | | * This is the default behavior of SDL <= 2.0.4. |
| | | * "1" - SDL will not raise this exception, and threads will be unnamed. (default) |
| | | * This is necessary with .NET languages or debuggers that aren't Visual Studio. |
| | | */ |
| | | #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" |
| | | |
| | | /** |
| | | * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI |
| | | * |
| | | * Also known as Z-order. The variable can take a negative or positive value. |
| | | * The default is 10000. |
| | | */ |
| | | #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
| | | |
| | | /** |
| | | * \brief Tell the video driver that we only want a double buffer. |
| | | * |
| | | * By default, most lowlevel 2D APIs will use a triple buffer scheme that |
| | | * wastes no CPU time on waiting for vsync after issuing a flip, but |
| | | * introduces a frame of latency. On the other hand, using a double buffer |
| | | * scheme instead is recommended for cases where low latency is an important |
| | | * factor because we save a whole frame of latency. |
| | | * We do so by waiting for vsync immediately after issuing a flip, usually just |
| | | * after eglSwapBuffers call in the backend's *_SwapWindow function. |
| | | * |
| | | * Since it's driver-specific, it's only supported where possible and |
| | | * implemented. Currently supported the following drivers: |
| | | * - KMSDRM (kmsdrm) |
| | | * - Raspberry Pi (raspberrypi) |
| | | */ |
| | | #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
| | | |
| | | /** |
| | | * \brief A variable controlling what driver to use for OpenGL ES contexts. |
| | | * |
| | | * On some platforms, currently Windows and X11, OpenGL drivers may support |
| | | * creating contexts with an OpenGL ES profile. By default SDL uses these |
| | | * profiles, when available, otherwise it attempts to load an OpenGL ES |
| | | * library, e.g. that provided by the ANGLE project. This variable controls |
| | | * whether SDL follows this default behaviour or will always load an |
| | | * OpenGL ES library. |
| | | * |
| | | * Circumstances where this is useful include |
| | | * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, |
| | | * or emulator, e.g. those from ARM, Imagination or Qualcomm. |
| | | * - Resolving OpenGL ES function addresses at link time by linking with |
| | | * the OpenGL ES library instead of querying them at run time with |
| | | * SDL_GL_GetProcAddress(). |
| | | * |
| | | * Caution: for an application to work with the default behaviour across |
| | | * different OpenGL drivers it must query the OpenGL ES function |
| | | * addresses at run time using SDL_GL_GetProcAddress(). |
| | | * |
| | | * This variable is ignored on most platforms because OpenGL ES is native |
| | | * or not supported. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * "0" - Use ES profile of OpenGL, if available. (Default when not set.) |
| | | * "1" - Load OpenGL ES library using the default library names. |
| | | * |
| | | */ |
| | | #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
| | | |
| | | /** |
| | | * \brief A variable controlling speed/quality tradeoff of audio resampling. |
| | | * |
| | | * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) |
| | | * to handle audio resampling. There are different resampling modes available |
| | | * that produce different levels of quality, using more CPU. |
| | | * |
| | | * If this hint isn't specified to a valid setting, or libsamplerate isn't |
| | | * available, SDL will use the default, internal resampling algorithm. |
| | | * |
| | | * Note that this is currently only applicable to resampling audio that is |
| | | * being written to a device for playback or audio being read from a device |
| | | * for capture. SDL_AudioCVT always uses the default resampler (although this |
| | | * might change for SDL 2.1). |
| | | * |
| | | * This hint is currently only checked at audio subsystem initialization. |
| | | * |
| | | * This variable can be set to the following values: |
| | | * |
| | | * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) |
| | | * "1" or "fast" - Use fast, slightly higher quality resampling, if available |
| | | * "2" or "medium" - Use medium quality resampling, if available |
| | | * "3" or "best" - Use high quality resampling, if available |
| | | */ |
| | | #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" |
| | | |
| | | /** |
| | | * \brief A variable controlling the audio category on iOS and Mac OS X |
| | | * |
| | | * This variable can be set to the following values: |
| | | * |
| | | * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) |
| | | * "playback" - Use the AVAudioSessionCategoryPlayback category |
| | | * |
| | | * For more information, see Apple's documentation: |
| | | * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html |
| | | */ |
| | | #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
| | | |
| | | /** |
| | | * \brief An enumeration of hint priorities |
| | |
| | | extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); |
| | | |
| | | /** |
| | | * \brief Get a hint |
| | | * |
| | | * \return The boolean value of a hint variable. |
| | | */ |
| | | extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); |
| | | |
| | | /** |
| | | * \brief type definition of the hint callback function. |
| | | */ |
| | | typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); |
| | | |
| | | /** |
| | | * \brief Add a function to watch a particular hint |
| | | * |
| | | * \param name The hint to watch |
| | | * \param callback The function to call when the hint value changes |
| | | * \param userdata A pointer to pass to the callback function |
| | | */ |
| | | typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); |
| | | extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, |
| | | SDL_HintCallback callback, |
| | | void *userdata); |
| | |
| | | #endif |
| | | #include "close_code.h" |
| | | |
| | | #endif /* _SDL_hints_h */ |
| | | #endif /* SDL_hints_h_ */ |
| | | |
| | | /* vi: set ts=4 sw=4 expandtab: */ |