tomato/include/SDL3/SDL_hints.h
Green Sky 852f2a6343 Squashed 'external/sdl/SDL/' changes from 399bc709b7..0d7df16812
0d7df16812 Timers are a required platform feature
518b070aa9 Fixed drop event coordinate conversion
3ca8cee874 Sync SDL3 wiki -> header
8bf74280e0 docs: Note SDL_UpdateWindowSurfaceRects can update beyond specified areas.
9408299bad Set the number of audio devices to 0 if audio hasn't been initialized
be0ba78c56 Convert the coordinates in drop events as well (thanks @Dragon-Baroque!)
e6c8872fdc Fixed bug #7614: Segmentation Fault in SDL_BlitSurface
ce0e0675de Fixed bug #8301 - Software renderer draws long lines incorrectly / SDL_RENDERLINEMETHOD_GEOMETRY
6e48d4532c Added raw input device handle for WM_INPUT mouse button handling
cf5e0637b5 Touchpads already have their right/left buttons swapped in raw input
fb2d7ed83e Restore window minimum and maximum size if it is recreated
915afae514 Remove force using one thread
64a3e2d17d Remove ps2_driver from workflow
464a41411e Sync SDL3 wiki -> header
4f3d4bd110 wayland: Add the ability to import and wrap external surfaces
99f6bcf504 Sync SDL3 wiki -> header
3a4ac15a27 Make Xbox GDK code public (and fix some GDK code rot) (#8844)
649556befa win32: Let windows manage the floating state unless explicitly overridden
d4a9748740 win32: Fix test failures
101f903bb1 testgeometry: allow to use arrows to move the triangle
4033a0a83b Prevent ASAN warning: like SDL_triangle.c:305:30: runtime error: left shift of negative value -672 (even if the value was correctly computed)
f0b9c7f0f0 Let Windows track floating window state
98be55894e Moved window state change handling from WM_WINDOWPOSCHANGING to WM_WINDOWPOSCHANGED
7efeb36131 Pass the frame DPI to WIN_AdjustWindowRectForHWND()
e4ee1cade7 Revert "SDL_windowsevents.c: fixed -Werror=unused-variable"
f8cce4ead4 SDL_windowsevents.c: fixed -Werror=unused-variable
277fded7ba Refactor AdjustWindowRectEx() into WIN_AdjustWindowRectForHWND()
312160935d Removed deprecated use of __IPHONEOS__ (thanks @Dragon-Baroque!)
483155bbf9 Fixed borderless window client area calculation
cf0d1d7234 Fixed ASAN warning, runtime error: left shift of 160 by 24 places cannot be represented in type 'int'
0c6b070761 Capture debug macros off by default
b5bc64aa55 Fixed pause key on Windows (thanks Mikhail!)
d766f68cb3 Fix compile error with XInputOnGameInput.h
ec2159d492 tests: Clean up the window creation properties in the Wayland custom surface example
9a77813df0 WinMain is specified by the Win32 API as having extern "C" linkage
6407e0cc37 Added attribution for GIP protocol handling (thanks @medusalix!)
3a219caf3d wayland: Restore accidentally removed line of code
ccae9c1ef6 Only initialize audio drivers that have been requested
590d0bec6f Revert "Make sure new windows have mouse and keyboard focus if there's no windowing system"
5948ea997f Make sure new windows have mouse and keyboard focus if there's no windowing system
05d18aab1c Sync SDL3 wiki -> header
4b6df89238 wayland: Add a property to allow creation of a wl_egl_window object even if OpenGL is not enabled
f7dd0f9491 wayland: Allow the creation of roleless window surfaces for custom application use
4417250d0d wayland: Remove the registry from the window properties
392796e49c wayland: Eliminate redundant protocol checks
82f2c4d581 render: Renamed SDL_GetTextureRenderer to SDL_GetRendererFromTexture.
95066ce2a0 Sync SDL3 wiki -> header
df438a3170 opengl: OpenGL renderers need to support texture target in properties.
8e7c0b34d7 test: If SDL_CreateRenderer() fails, say why
022ff075b9 test: When listing test-cases, say which ones are disabled
44adab7dfd Sync SDL3 wiki -> header
059fb560ba gamepad: Clarify range and direction of axes
4942027117 Sync SDL3 wiki -> header
e056f52f7d include: Remove string literals from properties documentation.
e8c595af5c Sync SDL3 wiki -> header
adef35b9ec include: Attempt to make new properties documentation wiki bridge friendly.
4ffec098b7 Sync SDL3 wiki -> header
9bc7cfc755 render: Added SDL_GetTextureRenderer().
7eae08cfc4 Removed SDL_GL_BindTexture() and SDL_GL_UnbindTexture()
4d5bffc323 Sync SDL3 wiki -> header
1a13dae219 Added constant definitions for SDL properties
3deefa6b43 Updated documentation for SDL_HINT_SHUTDOWN_DBUS_ON_QUIT
2348e8b6a2 Add hint to make SDL handle dbus_shutdown()
d3daba791a Don't try to send the PS third-party feature request to the Logitech G815 keyboard
014a63b4b5 Renamed ShowTextInput/HideTextInput to ShowScreenKeyboard/HideScreenKeyboard on Android
3a9a52fe6c updateKeyboard should use the SDL window's screen instead of the view window's screen, which may be nil.
e100992c17 Added mapping for the RX Gamepad, e.g. Pandora Box 7
139a0931a3 Fix memory barriers on ARMv5
21c80ac843 Added a practical example of confirm/cancel gamepad button handling
787a15f760 Fix Mac child windows that are created hidden showing if their parent window is shown
d6b1fc9576 Add SDL_MAC_REGISTER_ACTIVATION_HANDLERS hint to allow disabling the normal application startup/activation/deactivation handlers
7c5e694022 Ignore a new warning in Visual Studio 2022
73d02184d7 docs: Add Wayland to the SysWM migration example
c03c01e9b2 Make sure we get mouse events as soon as possible
5cbdeab799 Rename SDL_mslibc_x64.asm -> SDL_mslibc_x64.masm
ed62d6e7de cocoa: Set the titled flag on fullscreen space windows
b4b5dbd92f testcontroller.c: fixed warnings.
31851a50d2 Fixed dropping raw input because of mixing GetRawInputBuffer() and WM_INPUT handling
987744aae8 Fix Duplicated includes
2b369a14ab Fixed allocation and alignment of raw input buffers
bec1b8f849 Add basic rumble support to Steam Deck
8fe4a45edf Use GetRawInputBuffer() instead processing raw input one at a time
87b8f09657 Fixed warning: no previous prototype for function 'SDL_PrivateGetGamepadButtonFromString' [-Wmissing-prototypes]
c2951655ff Fixed warning: missing field 'window' initializer [-Wmissing-field-initializers]
5b3ee51c6c Updated copyright for 2024
a7b79c483c Remove unused 'window' variable from -[Cocoa_WindowListener windowWillExitFullScreen]
dd2d809407 AndroidShowToast: make OneShotTask members private final
44c2f344d6 Fixed build
2faae8457d The C standard defines a boolean expression as a signed integer value.
e3d50619f8 Fixed fatal error: SDL_pen.h: No such file or directory
dfe1a37bab Fixed error: 'static' is not at beginning of declaration [-Werror=old-style-declaration]
423b1fafcd Fixed warning C4047: 'function': '__x_ABI_CWindows_CGaming_CInput_CIRawGameController **' differs in levels of indirection from '__x_ABI_CWindows_CGaming_CInput_CIRawGameController *'
7681695875 Revert "Fixed signed/unsigned warnings with Visual Studio when comparing SDL_bool with boolean expressions"
8f94102b04 tests: Use unsigned format specifiers for printing flags
5d0c893723 wayland: Remove bitfield specifiers from boolean values
530b41d531 Fixed warnings in SDL_pen.c
9906d6d3bc Fixed warning C4244: '=': conversion from 'SDL_bool' to 'Uint8', possible loss of data
ebd7f9adbd Fixed warning C4245: 'initializing': conversion from 'int' to 'Uint32', signed/unsigned mismatch in SDL_video.c
dc1c27885e Fixed warning C4389: '!=': signed/unsigned mismatch in SDL_blit.c
e813c72b3c Fixed warning C4245: 'return': conversion from 'int' to 'SDL_JoystickID', signed/unsigned mismatch
dce626f469 Fixed warning C4244: 'function': conversion from 'int' to 'Uint16', possible loss of data
7f376277e5 Fixed warning C4244: 'initializing': conversion from 'SDL_bool' to 'Uint8', possible loss of data
61db102da9 Fixed signed/unsigned warnings with Visual Studio when comparing SDL_bool with boolean expressions
d71454da17 Store the surface properties in the reserved pointer of a surface
b6a92c113f wayland: Don't apply old libdecor window dimensions
39e24e52c8 Fixed example of creating a window with properties
dc450ba908 Added an example of creating a window with position
ce4fe32ce3 Added documentation for getting the X11 display from an SDL window
327d31a5d9 Added documentation for getting the NSWindow from an SDL window
3976bbef2a Added documentation for getting the X11 window from an SDL window
ffb8515c21 Use the Valve code name for the Steam Deck controller
43c40d30a2 Added comment for the BDA Pro Ex controller
61704b5862 Removed an assertion it's possible to hit
c24b33d8d9 Fixed building with older Windows SDK
70ba3f2830 Report the D-Pad for HIDAPI gamepads as a hat
ce329d60e4 Added support for alpha blending using palette alpha
9c3e831e33 uikit: Send fullscreen enter/leave events
5df3eac925 Sync SDL3 wiki -> header
0dfdf1f3f2 Fixed crash if joystick functions are passed a NULL joystick
4ce935b910 Fix static build with libdecor 0.2.0
5d6d149862 Allow passing in `extrainfo` value to `GetMouseMessageSource()`
e0df963ef0 Fix wrong bit count in comment
c2a55cd2c5 Add missing `(void)` in functions params
a3c8f2f6cb Consolidate mouse-touch event checking logic
d747daf03d Use correct touch check flag
a961066d0b Add basic touch/finger support to `testpen.c`
a3b5eb07b2 Removed extern "C" linkage from main() declaration
50e309bb17 Include SDL_events.h in SDL_main.h
cae657140c Add Access Controller
74418e1aa8 Made the cursor list check a compile time assert instead of a runtime one
d6fb0d91d8 Added testpen to the Visual Studio solution
bbdd41f287 Fix windows touch using wrong axis for normalisation
a28ac29aa0 Add missing cursor types
6daf2e943f Try SDL_UDEV_deviceclass to detect joysticks even if in a container
1bf78ed544 We get a resize event when the view enters fullscreen mode on iOS
e3b5999bb4 Use the application requested size to determine automatic orientation on iOS
278e3f9184 Whoops, fixed setting fullscreen flag
69e60e0f1b Fixed setting fullscreen mode on iOS
0e5ea3cc4b Fixed infinite recursion when adding an accelerometer as joystick on iOS
c3d84c3342 Record the initial input report mode and only restore simple mode if that's what we started with
10a8b750a0 Use common generic syscond for platforms with no cond implementation
4914e5bb78 PS2 use WaitSemaEx for waiting for semaphore with timeout
bb0e0ae080 Added a runtime check for BLUETOOTH_CONNECT in addition to BLUETOOTH (thanks @perepujal!)
312f98c2a1 Make sure the string is terminated, fixed invalid read in SDL_PrivateParseGamepadConfigString()
199f7cc3b1 x11: Ignore border extents when the border hint is unset
07e9603398 Sync SDL3 wiki -> header
ffd82fb7c4 Add scaleMode to SDL_SoftStretch(), remove SDL_SoftStretchLinear().
5dba04b29b Remove SDL_{Set,Get}SurfaceScale(). Add Scale parameter to SDL_BlitSurfaceScaled() and SDL_BlitSurfaceScaledUnchecked() (see #8732)
e66896406d cocoa: Set appropriate flags on fullscreen spaces windows
57fcb9044c video: Remove more assumptions about window state in the video layer
cb90653695 win32: use USER_DEFAULT_SCREEN_DPI instead of explicit 96 value
a2e05480d6 Use crc16 return value when calculating GUID
2ad50e9675 Make the SDL3 surface ABI compatible with SDL2
f72d6a7fd9 Use more verbose names for properties, to match upcoming public property names
1f1ee6f77c Use the original manufacturer and product strings for the joystick CRC
4bb5e1f0f9 Added migration notes for migrating Steam Input support from SDL2 to SDL3
56f111dffc Fix compilation / same as sdl2-compat
72c366bf3d Fixed whitespace
3152b98e87 win32: minor fixup in WIN_UpdateKeymap()
2c4360ce8f Sync SDL3 wiki -> header
c981a597dc Added Steam Input API support for game controllers
a8f4f40d08 Sync more Steam Controller header definitions for the Steam Deck
e6e54b22c8 Ignore all surface comparison output files in the testautomation directory
9d13be743b Make sure we're rendering whenever the activity might be visible, even if we don't have focus.
69ec0322d3 win32: Make leaving fullscreen when the window already isn't fullscreen a no-op
8f79e0b7f8 win32: Fix high-DPI debug logging
a4496f7dcf Update doc: SDL_SoftStretch() and SDL_SoftStretchLinear() #8667
43309d38ed joystick: Extract 0x02a9 and 0x0291 PIDs into separate defines.
84a0d5f623 Added SDL_SetSurfaceScaleMode() and SDL_GetSurfaceScaleMode() to control scale mode using SDL_BlitSurfaceScaled()
4d5949dcf6 Added a controller name for the Steam virtual gamepad
695846f2ed Pass through the name of the controller for the XInput mapping
1745289b1b x11: Don't move the window when restoring and ensure that resize and position events are sent when entering or leaving fullscreen
08a7ca4d53 XInput: Use XInputGetCapabilitiesEx instead of fragile GuessXInputDevice
7f75178908 Verify that the %p format specifier works for 64-bit pointers
72b7acfe8a Don't create a TLS error buffer if we're just clearing the error
240e7747c8 Fix #8702: Add SDL_hidapi_steamdeck.c to Xcode target
b937c54b66 win32: Set all size and position variables for external windows
8c285828e5 Fixed return value for SDL_UDEV_AddCallback()
cbf9012c74 Fixed build
5547007915 Added test for inverted cursor
0ab13f2498 joystick: fixup for Wireless Xbox 360 Controller VID/PID detection in WGI backend.
627d134b9e Add support for monochrome cursors with inverted pixels under Windows.
21879faf48 wayland: Handle mouse focus when receiving touch events
58a5f5cbe8 Allow sendCommand() to be overridden by derived classes
e6d8ef1a5b Revert "Back out Steam virtual gamepad changes"
b0e7b7db6f Don't unload graphics libraries until after the window has been destroyed.
69288038ed Refactor away some additional integer types.
f3048e3cd2 Add new file to vcxproj files.
5a21febecb Add new steam deck HIDAPI controller to controller database.
67d44c1017 Disable lizard mode while steam deck HID device is opened.
6dd6827343 Translate steam deck HID reports to SDL events.
94f621e030 Implement steam deck HIDAPI initialization.
c1a7d0f96e Add steam deck detection and HIDAPI driver scaffold.
0baee3e676 Reversed test to be easier to read, more efficient, and match other code
bddbd1e317 cocoa: Check the resizable flag along with zoomed status when resizing
835c733f4d video: Only sync when programmatically entering/exiting fullscreen
c790572674 Use existing XUSB driver software PID 0x02a1 instead of PID 0x02fe
581d1cab25 You should call present when using a software renderer as well.
5173b0c2cc Make built-in joystick device lists extendable by using hints
34eb24ebc4 Back out Steam virtual gamepad changes
7529d25b2b Use the Steam virtual gamepad slot as the gamepad player index
445f08a0fb Print the gamepad player index when opening a gamepad
17723381da Sort Steam virtual gamepads by Steam controller slot
f3d8a2def5 audio: Fixed resource leak in unlikely failure case during device add.
63ae84e140 x11: Improve sync algorithm
7e5511d3cd x11: Move unrelated variables out of XFixes #ifdef
3c5e9e6112 We can wait up to 500ms in onNativeSurfaceDestroyed(), so wait at least that long in onDestroy()
53cda988f4 Clear any errors from a previous run
a197efe3a7 pen: fix leak caused by pen subsystem
fbb0914b78 wayland+x11: free system cursors when quiting video
7484d02a2e testshape: use SDL_test to create multiple windows
20250aecc5 Sync SDL3 wiki -> header
4fd778119b video: Implement asynchronous windowing
ace385a134 Revert "Fixed warning C33010: Unchecked lower bound for enum scancode used as index."
e482f00a17 SDL_string.c (SDL_vsscanf): fix gcc build
f00ecf5f19 Fixed building with older Windows SDK
7ca43995a1 Fixed warning C4028: formal parameter 1 different from declaration
aab7432f5f Fixed analyze warnings for SDL_dynapi_procs.h
c484140f56 Fixed warning C33010: Unchecked lower bound for enum scancode used as index.
02a116217d Fixed Arithmetic overflow: Using operator '-' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '-' to avoid overflow (io.2).
91da942b33 Fixed warning C28251: Inconsistent annotation for 'SDL_RWvprintf_REAL': this instance has no annotations.
b8840801cc Fixed analyze warnings in SDL_xinputhaptic.c
8e0d728c67 Fixed warning C26451: Arithmetic overflow: Using operator '-' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '-' to avoid overflow (io.2).
6a736d7766 Fixed warning C6340: Mismatch on sign: 'unsigned char' passed as _Param_(2) when some signed type is required in call to 'SDL_SetError_REAL'.
1fcc75ba81 Fixed warning C6340: Mismatch on sign: 'unsigned char' passed as _Param_(4) when some signed type is required in call to 'SDL_snprintf_REAL'.
7f2e16db8b Fixed warning C6340: Mismatch on sign: 'const unsigned short' passed as _Param_(2) when some signed type is required in call to 'SDL_SetError_REAL'.
163de8e697 Fixed warning C6001: Using uninitialized memory 'rdi'.
e29393e407 Fixed warning C6001: Using uninitialized memory 'devName'.
0f34ca2e71 Fixed analyze warnings in SDL_xinputjoystick.c
2b5c7db645 Fixed analyze warnings in SDL_render_d3d12.c
a28769759b Fixed warning C26052: Potentially unconstrained access using expression '(signed char *)info'
6ee34380f4 Fixed warning C6011: Dereferencing NULL pointer 'viewport'.
230581f4a8 Fixed warning C26451: Arithmetic overflow: Using operator '+' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '+' to avoid overflow (io.2).
3775d9be4b Fixed warning C28251: Inconsistent annotation for 'SDL_LogMessageV_REAL': this instance has no annotations.
b512182222 Fixed warning C6340: Mismatch on sign: 'unsigned int' passed as _Param_(2) when some signed type is required in call to 'SDL_SetError_REAL'.
8a82f7e837 Fixed warning C33005: VARIANT '&valueX' was provided as an _In_ or _InOut_ parameter but was not initialized
fda039e6f8 Fixed analyzer warnings for SDL_string.c
22f44aefe7 Fixed warning C6340: Mismatch on sign: 'int' passed as _Param_(3) when some unsigned type is required in call to 'SDL_sscanf_REAL'.
eab2d97d07 Fixed warning C26451: Arithmetic overflow: Using operator '*' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '*' to avoid overflow (io.2).
41bfcad5d7 Fixed warning C6340: Mismatch on sign: 'unsigned short' passed as _Param_(2) when some signed type is required in call to 'SDL_SetError_REAL'.
54dc73aa88 Fixed warning C6386: Buffer overrun while writing to 'palette_saved_alpha':  the writable size is 'sizeof(Uint8)*((palette_saved_alpha_ncolors))' bytes, but '2' bytes might be written.
0dad56354c Fixed warning C6326: Potential comparison of a constant with another constant.
c9b243fb56 Fixed warning C6263: Using _alloca in a loop: this can quickly overflow stack.
4ccc53edfe Fixed warning C6011: Dereferencing NULL pointer 'display'.
3db4695ac7 warning C6340: Mismatch on sign: 'unsigned int' passed as _Param_(3) when some signed type is required in call to 'SDL_LogDebug_REAL'.
c7d81d936a Fixed warning C6031: Return value ignored: 'GetKeyboardState'.
69b9d44bdc Fixed warning C26451: Arithmetic overflow: Using operator '-' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '-' to avoid overflow (io.2).
a9b87ee201 Fixed warning C28159: Consider using 'GetTickCount64' instead of 'GetTickCount'. Reason: GetTickCount overflows roughly every 49 days.  Code that does not take that into account can loop indefinitely.  GetTickCount64 operates on 64 bit values and does not have that problem
21f273ecc7 Fixed warning C6255: _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead.
0c4cb3d153 Fixed warning C26451: Arithmetic overflow: Using operator '<<' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '<<' to avoid overflow (io.2).
06f8f9a891 Fixed warning C6326: Potential comparison of a constant with another constant.
3e54061fa8 Fixed warning C6011: Dereferencing NULL pointer 'SDL_disabled_events[hi]'.
226f8fde09 Fixed warning C28182: Dereferencing NULL pointer. 'streams[j]' contains the same NULL value as 'stream' did.
fe6b3ab0b0 Fixed warning C6031: Return value ignored: 'CLSIDFromString'.
f3b0149756 Fixed warning C26451: Arithmetic overflow: Using operator '*' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '*' to avoid overflow (io.2).
6cfce101fb Don't call the property cleanup function if setting the property fails
14380ec48a Fixed signed/unsigned comparison warning
ac0751a652 Added SDL_strnstr()
7c71e72193 SDL_render: Call InvalidateCachedState to initialise some of driverdata values (eg '*_dirty' to 1). At the earliest place, immediatly after driverdata is set. (Doing it in SDL_render.c, after creation, would be too late, because there're renderers that already use/change those values in the CreateRender() function).
058213366b Make sure we use alpha of 0 when clearing a transparent window with no content
ecd56bb8f0 Removed SDL_GetErrorMsg(), trivially implemented in application code
66e532fa61 Handle out of memory errors without any allocation
579681a372 fixed SDL_SCANCODE_LEFT array position in scancodes_windows.h
675423f096 Sync SDL3 wiki -> header
744a29b88f WGI: Cleanup code a bit (#8647)
e4582e6edc Sync SDL3 wiki -> header
df0fd55891 wikiheaders.pl: README files are no longer in Windows endline format.
1072b6e86e docs: fixed typo
f184dea16c uikit: Patched to compile.
447b508a77 error: SDL's allocators now call SDL_OutOfMemory on error.
70b65d4170 cocoa: Resync modifier keypressed on NSEventTypeFlagsChanged event.
d1b831e232 include: Clarified documentation for two functions.
daa38dc793 touch: Replace GetNumTouchDevices/GetTouchDevice with a single function.
dd47da8a5c gamepad: Replace GetNumMappings/GetMappingByIndex with a single function.
dfee3f9e92 render: Replaced SDL_RenderFlush with SDL_FlushRenderer.
eef5c53668 docs: Moved CREDITS and INSTALL to markdown format.
f32575dfab docs: Convert everything to Unix-style endlines.
c5daf8adb1 testcontroller: Don't query the mapping list until after they are available.
df05d5eff4 Fix scroll wheel handling in testmouse
63d4bd4e57 SDL_SendKeyboardText: remove workaround from 1e12d7c, fix use of iscntrl
fea6e7afb1 cmake: copy sources to binary directory in separate target
9faa7977bd UWP: Add support for supplementary Unicode characters input
7b628ea4d5 Win32: Simplify Unicode text input code
411c70abb1 Fix the target membership of SDL_pen.h (thanks kanjitalk755!)
3e6513c773 document the purpose of SDL_SetTextInputRect
1e12d7cfb6 Make sure we don't pass UTF-8 to SDL_iscntrl()
9a206adbee UWP: Use Windows.UI.Core.CoreDispatcher.AcceleratorKeyActivated event for keyboard
309ea2d5f9 UWP: Simplify Win32 scan code to SDL scan code mapping
acc5bb89f8 [Win32] Better keyboard button mapping to SDL scan codes
6b28065e9e Reformat Win32 scan code table
7e86b6aef2 Win32: Fix keymap for keyboard layouts that can print UTF-16 surrogates and ligatures
08c6ac1b16 test: SDLTest_PrintEvent now reports key event mod state.
571e9796b9 Fixed the GameCube HIDAPI controller mapping
dd984dcd9f Removed HIDAPI controller mappings
3817f5126e cocoa: Use `-[NSApplicationDelegate applicationSupportsSecureRestorableState]`.
c5b0ff77d7 test: testwm2 now displays keyboard mod state.
5772e00c3f cmake: disable oss by default on OpenBSD, not FreeBSD
ceac93ade2 Set framebuffer_srgb_capable to the actual value obtained (#8634)
ed3fad1880 cmake: disable oss by default on Linux, NetBSD and FreeBSD
6bb40f1d8d SDL_VideoCapture: allow add/remove device at runtime on linux
f0e47f8ee0 Added support for the NACON Revolution 5 Pro controller
2f806c89b5 initial import of hidapi netbsd uhid native backend from mainstream
1b284cd415 X11 pen detection: fix misclassification due to improper init
c4ca64deaf ci: do 'brew update' & don't run dependent checks on installed things
d486de6349 cmake: fixed iconv detection test program
42a8139fd6 render: Clip bresenham lines against a real viewport thing.
4a40a272bd render: Patched to compile.
983f178b7d render: Clip lines before Bresenham algorithm generates points.
db7f6425d0 rect: Avoid numeric overflow on massive lines in SDL_IntersectRectAndLine.
e548044a82 ci: add NetBSD to test matrix
dd5b8db3a6 SDL_hidapi requires libusb >= 1.0.16
6ba90f7775 render: Batching is always enabled now!
b24d6bd59a opengl: Creating a texture trashes the cached `texturing` state, fix it.
dcf04559db render: GL-based renderers should treat adaptive vsync as vsync being enabled.
74a2542564 x11: Deal with difference in GLX_EXT_swap_control_tear behavior.
08fac5b1b2 SDL_PenModifyForWacomID: return zero as axis_flags upon failure.
aaba01aee4 hidapi: syncing with mainstream:
5730eb67f0 add HAVE_GCC_DIAGNOSTIC_PRAGMA to SDL_internal.h, use it
42c8366fdc revise iconv detection:
a45b371de0 cmake: create and install SDL3::Jar target for Android
53544cabaa psp: fix copy/paste error from SDL2 in PSP_VideoQuit().
6cde96f9a0 psp: Hook up event subsystem init/quit.
e9659f5738 Removed some function declarations that don't actually exist.
3264e64738 SDL_RunApp: Make sure argc/argv are stable if the caller didn't define them.
eca79e38db Removed test shape images
81fc7ded78 Removed the window shape API for SDL 3.0
45938bbfa5 Corrected comment
059e550e98 Fix 3DS Analog Values (#8581)
dbf14df80f Fix joysticks returning invalid device IDs
d2db3f3993 ci: cache android ndk archive
d6291d4d42 alloca: use alloca from <stdlib.h> on NetBSD
f26a93211f SDL_bsdjoystick: fix -Wundef warning on FreeBSD
d1def7f033 cmake: add openbsd wscons sources to build, if supported
86d77bbcc5 kmsdrm: restrict KMSDRM_ReleaseVT/KMSDRM_AcquireVT to SDL_INPUT_LINUXEV
94ad1a4ae4 SDL_bsdjoystick.c: fix -Wundef warning.
e761770c24 No, this wasn't right
b7d7e54895 Fixed uninitialized variable
119e02f314 Always use 'm' for controllers provided by the MFI joystick driver
75df4cc5c2 Don't tickle PS4 Bluetooth controllers in simple mode
0d431015bf Extract BMP magic into separate define
0413f6fc49 Use SDL_iscntrl() call instead of manual code that is doing the same (#8593)
fd91178d7f Make size cursors be double arrows on Wayland
5e9b0820f3 Add cursors for X11/Wayland window resizing
91e122316c Use SDL_small_alloc() instead of SDL_stack_alloc() in CreateMaskBitmap()
b76f8de298 Hit testing tweaks for X11 and Wayland (#8582)
5b1c68c2f3 testshader: Don't make local variables with the same name as GL entry points.
30a2291d59 Fixed compatibility with sdl2-compat (thanks @sezero!)
49d58bc73a Cleanup WIN_CreateCursor() code a bit
4722269fb6 tests: Print window occluded log events
5db781cc3d Use the correct pixel formats for OpenGL ES on big endian
05e7dcf8f8 Support returning <8bpp surfaces in SDL_LoadBMP_RW
773ec1cfcb Extend blitting support for all <8bpp formats
753bbd199e Add SDL_PIXELFORMAT_INDEX2LSB and SDL_PIXELFORMAT_INDEX2MSB
fda69e5e79 Test both MSB and LSB indexed surfaces in testautomation
39870031d1 use format string attributes for functions accepting va_list params, too
666301f9f9 Fixed build with older macOS SDK
238987df3b Always use physicalInputProfile on OS versions that support it
e424dcca4b More fixing the build with older macOS SDKs
4ebb0c6dac Revert "Fixed build"
7abacc9f9f Fixed build
ac1f896f89 Fixed building with older macOS SDK
8043dad369 Fixed build warning
5c8c3931f2 Removed outdated information about SDL_GetWindowWMInfo()
e0d0d140b2 Fixed SDL_GetWindowWMInfo() code example
f61c0f3dc1 SDL_HINT_TV_REMOTE_AS_JOYSTICK should only affect Siri Remotes on Apple TV
51fc134cad Added support for the second generation Siri Remote on Apple TV
bfba9de43a Revert "Map Siri Remote touchpad to D-Pad for consistency with physicalInputProfile mapping"
f2c12fe5f3 Removed TODO.txt
d4448fe3d2 Update virtual joystick test now that we're just using abxy for mappings, for compatibility
f40f272107 Fixed build
34bdd321bf Improved navigation while setting up controller mapping
57e5c7f6ee We'll just use the legacy names for face buttons in the mappings
051ed397d1 Removed testautomation_syswm.c from the Xcode project
fb08c22abf Disable controller state debug messages
2999634f29 Map Siri Remote touchpad to D-Pad for consistency with physicalInputProfile mapping
2ff9255f29 Print the GUID for controllers that don't have a mapping
64939d3586 Switch the menu button on the Apple TV remote to the B button to match UI guidelines
0fe5713964 Improved GCController handling on Apple platforms
aaf54b09a1 Revert "Cleanup WIN_CreateCursor() code a bit"
e923a458ea audio: Protect against race conditions when closing a physical device.
8fa0746d4a audio: Fix postmix state when migrating to new default devices.
078995bbe0 x11: Set the skip taskbar and skip pager atoms on utility windows
a58af6d0d1 wasapi: Reference devices when proxying to management thread.
34392db9c3 Fixed IOS_SupportedHIDDevice() returning SDL_FALSE before initialization
708f18d49e Added SDL_HINT_JOYSTICK_IOKIT and SDL_HINT_JOYSTICK_MFI to control whether the IOKit and GCController drivers should be used for joystick support.
bd4966999b Replacing SDL_SCANCODE_AUDIOMUTE by SDL_SCANCODE_MUTE on Windows
15504da0b8 Fixed mouse wheel scrolling direction on iOS
f5600fd9f4 Fall back to using the physical profile for Apple controllers if they don't match a standard profile
924de4df48 Enable transparent windows when using the D3D11 renderer
1c64366b80 Added SDL_CreateRendererWithProperties() and SDL_CreateTextureWithProperties()
7203641597 Note that the SDL window properties are read-only
e0c45c6c98 Renamed SDL_WINDOW_FOREIGN to SDL_WINDOW_EXTERNAL
229b7b9d50 SDL_CreateWindowWithPosition() and SDL_CreateWindowFrom() have been replaced with SDL_CreateWindowWithProperties()
2c1fbe1967 Revert "Check to make sure the Windows joystick device has buttons and axes"
edd044e901 Fixed the ROG PUGIO II showing up as a game controller
861b1ebd12 properties: Use a mutex instead of an RWLock to guard the hash table
dd8ab67bd9 Sync wiki -> headers.
91460fc13d include: Fixed up documentation in SDL_pen.h
876c97454a Cleanup WIN_CreateCursor() code a bit
8766aa39d6 Sync wiki -> headers.
e5ffd6d8eb include: Removed `\link` and `\endlink` Doxygen tags.
1c4723ac66 SDL_CreateWindowFrom() now takes a set of properties that describe the native window and options.
6afae6681b Allow casting properties of different types
bd269b0f41 Added SDL_SetBooleanProperty() and SDL_GetBooleanProperty()
c47ac5b2df include: Fixed copy/paste error
0efb3d90e0 audio: removed a fixed FIXME comment.
69cae07cc1 cpuinfo: Fix detection of physical memory above 2GB on NetBSD
45fc828c95 move SDL_EVENT_WINDOW_PEN_ENTER and SDL_EVENT_WINDOW_PEN_LEAVE down
0907f345cb Added property types: pointer, string, number, float
7c80ac6df7 API for pressure-sensitive pens + XInput2/Wayland
d3e43668d0 Revert "Sync SDL3 wiki -> header"
43571769f1 Sync SDL3 wiki -> header
843873626c Handle window resizing on the render thread in D3D11 and D3D12
f66f61de01 Fixed missing "0" in the button list
04b6b2979f Re-add SDL_assert() with non boolean ptr syntax (#8530)
b374105975 Replaced SDL_GetTextureDXGIResource() with texture properties
09d1e9defb Only update the battery status for Bluetooth Switch Pro controllers
87794d03ad Added shortened name for "Nintendo Co., Ltd."
fbb6934905 Added support for the Dragonrise GameCube adapter with VID 0x1843
d98e1bdfe1 Use the standard gamepad type for Switch Pro controllers using the GameCube form factor
a5a47d3bee Fixed crash if there is no controller mapping
312faf9305 Updated documentation for the controller face buttons
2991b9f6ac SDL now represents gamepad buttons as positional elements with a separate label
8708ba7393 Don't leak if realloc fails
36b2d2e463 Fix memory leak in SDL_SendDrop()
dfb87e1099 Fix uninitialised variable 'properties'
e54c5e0204 Fix condition in SDLTest_TrackAllocations()
89408a9705 wasapi: ResetWasapiDevice no longer blocks on management thread.
aa7baf63aa Sync wiki -> headers.
74f3643bfa wayland: Add missing break to switch statement
2d6bae70b4 Older gcc does not support #pragma GCC diagnostic inside functions
d8600f717e  Pointer as bool (libsdl-org#7214)
23db971681 x11: Ignore deprecated declaration of XKeycodeToKeysym
61c39ce848 ci: re-enable Intel compilers on ci
4ac3f5c07e Updated Xcode project with the video capture API
59f93e20a7 Add SDL Video Capture, with back-end for linux/macos/ios/android
3ab98a3572 Removed debug print statements (thanks @stsp!)
f4b61fff30 Implemented VT switching for KMSDRM on Linux
391a3d23d0 cmake: the compile-time pdb does not have a suffix, if set
a6541166bc cmake: also install pdb files of static libraries
2e3f574f8f cmake: don't add the C runtime library to the .obj file (when using MSVC)
bea34c5380 Fixed a memory leak at window creation.
b5347c3364 Fixed emscripten and iOS builds
02f356439d Allow the application to draw while Windows is in a modal move/resize loop
1934417b4d Show the existing mapping when a controller is connected
407a3cb4e0 Fixed infinite recursion initializing properties
979214363f Added SDL_GetGlobalProperties()
151cdfa99f Added the "SDL.window.wayland.registry" property
6c91b28e71 Added the "SDL.renderer.d3d12.command_queue" property
4e8d1ec983 Fixed crash trying to create a metal view with the dummy driver
fd4a2cce9e SDL_syswm.h has been removed and replaced with window properties
aea6e6de6f Simplified SDL_SetProperty() and added SDL_SetPropertyWithCleanup()
a1941fad6c Replaced SDL_RenderGetD3D11Device(), SDL_RenderGetD3D12Device(), and SDL_RenderGetD3D9Device() with renderer properties.
0cd4b7d3e3 Added display properties
a02afbaea5 Clean up window properties when the window is destroyed
8668943746 Standardized property names for internal SDL properties
a4c6b38fef Fixed FreeBSD build
d9e6dcc650 Fixed FreeBSD build
7cc3e94eb2 Store the requested muted state
ce9e1bd324 Don't mute the console input if we can't read the keyboard
0a1b6b270f sdlchecks.cmake: Clarified the reason why shared X11 mode doesn't work
80b2bbad21 Removed useless branch test
15bc12165a Actually we need to enumerate the 8BitDo Xbox SKUs
8049af3355 Assume all 8BitDo Xbox controllers have a share button
ed1e0c1530 Make sure joysticks are locked when adding and removing them
415283ef38 Fixed checking for linux/input.h
fea2504a37 Prioritize the pipewire audio driver over ALSA
04e98d2236 Added missing calls to SDL_InvalidParamError("surface")
521bbcc15e Destroy the window surface if we've created it for the software renderer
28e623c504 Added a mapping for the Atari VCS controller connected over Bluetooth (thanks @WizzardSK!)
4106697774 Make sure we include the null terminator in XLookupStringAsUTF8()
b5057edf29 Remove unused SDL_TextureModulate enum
9458cbf75e Removed unused SDL_OSEvent
1a57f6bb29 wayland: Remove QtWayland extensions
5f920d6639 fix emscripten build after commit 07cb7c10
22016b4eae Enable the 5th player LED on the DualSense controller
66cf30c2de Removed misleading comment
dbcd390cdf Log drag and drop position updates in SDL test programs
07cb7c10a1 Fixed connecting and disconnecting real-joysticks closing virtual joysticks in Emscripten (thanks David!)
869257a5c1 SDL_migration.cocci: Added a thing for SDL_Vulkan_CreateSurface.
c6d9fb1ad7 hidapi: Avoid memcpy'ing to NULL.
4d1aecc225 vulkan: Patched to compile on iOS.
fccec65afe Sync SDL3 wiki -> header
2f92807087 vulkan: SDL_Vulkan_CreateSurface now accepts an app-provided allocator.
c53843a961 docs: Remove Doxygen `\brief` tags.
c132295ad7 SDL_FlushEventMemory is not a public procedure.
7ac281f800 Sync wiki -> headers.
f7d40b7594 Added 10-bit pixel formats in addition to SDL_PIXELFORMAT_ARGB2101010
3e4d7e48b0 Fixed memory leak in XInput code
bc3d9e99f3 Only save ibus_addr_file after we've successfully read an address from it.
04dfca958a Added a note to events indicating that memory is owned by SDL
20cd789bab Improved migration documentation for the event memory change.
459f17257c cmake: fix MSVC unrecognized option link warning
761390b62f cmake: detect linker id, and assume MSVC does not support version scripts
d2e005ee13 dynapi: remove duplicated SDL_LoadWAV entries
21ff699251 test: Fix popup test crash on exit
70c149c88f Automatically clean up memory associated with events
1a83bf2399 fix a possible memory leak in SDL_vasprintf()
59b37d0e5b cmake: fix Windows unrecognized option link warning
9302d7732d Fixed touch normalized coordinates
ff3c20a799 Sync SDL3 wiki -> header
17a0fe3a0c Sync SDL3 wiki -> header
14d2471a8f Sync SDL3 wiki -> header
2ad22eeeb5 Sync SDL3 wiki -> header
930438dfb7 Added note that the #ifdef is for !__IOS__
c56583fe45 Fix duplicate symbol on iOS/tvOS
2b62f25a6f Add SDL_sysmain_callbacks.c to the Xcode project
4ab31ca678 Fix dropping file event
5dce4bc716 Makes SDLInputConnection and DummyEdit public classes (thanks Cole!)
d3f2eb2aba Use XINPUT_STATE instead of XINPUT_STATE_EX (thanks Andrew!)
3a482ebae0 Add createSDLMainRunnable() to SDLActivity (thanks Cole!)
b9784feb24 Fixed potential uninitialized memory access (thanks Mathieu!)
75ea3a8d32 Dynamically allocate long text for SDL_EVENT_TEXT_INPUT events
2a1660ab51 Additional cleanup for SDL_RWprintf() (thanks @sezero!)
e5f2cea234 Sync wiki -> headers
ad842dd5ad Fixed a typo in SDL_log.h
f9d11807c0 Added SDL_RWprintf() and SDL_RWvprintf() to do formatted printing to an SDL_rwops stream
52c4e3eab3 events: Update self-referential pointers when copying event objects
91f0456391 Add the source application for drag and drop events (thanks Nathan!)
1a8bf31a69 include: Fixing whitespace on SDL_MixAudioFormat.
d07a264a9b Use the default UCS2/UCS4 conversion rather than non-portable INTERNAL encoding
780b6612a9 wayland: Wayland_Vulkan_GetInstanceExtensions didn't set the count variable.
46b940d571 Updated documentation to note that the event callback is called on the same thread as the main iteration callback
4481754359 Make sure we only dispatch events on the main thread when using application callbacks
274da8561c Updated the migration guide to note that you can check the return value of SDL_AddEventWatch()
ad9dcdbbce Clarify that you should use the other field when reading the event
a19029e3c1 docs: Updated README-main-functions.md based on feedback.
019468dc59 main: Check for SDL_AddEventWatch failure, now that it can report it.
7e445da569 Added SDL_CleanupEvent()
c4bf05fd9d Added subsystem refcount tests to testautomation
7f65ed6461 Handle subsystem dependencies recursively
a6b85c81cc Fixed build
3ab6670cb1 Sync SDL3 wiki -> header
f439ccfc1a Updated return values for SDL event functions
e0379c3b37 Grab events in large chunks in SDL_IterateMainCallbacks()
ad5264e54f Don't run SDL_IterateMainCallbacks() if the init call returns an exit code
dad1a84be4 Fixed building Vivante video driver
fe175d025f Fixed building Vivante video driver
0b460f34ba The HP HyperX controllers have a share button
f3261fedcc Code cleanup now that SDL_bool is equivalent to a C boolean expression
a76d8e39aa Changed SDL_bool from an enum to unsigned int
cf7e5bd0e8 Sync SDL3 wiki -> header
853c28e624 docs: Added first draft of README-main-functions.md
70d75b4a23 Sync wiki -> headers
ea02630143 More audio migration clarification
14980b25a8 Clarify documentation for audio callback migration
6cf84e2c5b cmake: fold HAVE_INPUT_EVENTS into HAVE_LINUX_INPUT_H
5e869d1b35 fix Cocoa_Vulkan_GetInstanceExtensions prototype for Mac
07a776f255 include: Fixed documentation for SDL_Vulkan_GetInstanceExtensions.
5b3a2c6df6 docs: Updated SDL_Vulkan_GetInstanceExtensions info in README-migration.md.
9224a0a2d8 Fix emscripten, android, uikit and windows
d0d8b28df1 Change SDL_Vulkan_GetInstanceExtensions
338974bb29 SDL_test_memory.c: fix build against older windows SDKs.
618d15bce6 Fixed typo
ad0af48883 Check to make sure the Windows joystick device has buttons and axes
ac6b32bb02 gendynapi.py: Discard SDLMAIN_DECLSPEC functions.
9c664b0062 main: Added _optional_ callback entry points.
9323417e9c Fixed gendyapi.py parsing of SDL_RELEASE_GENERIC
759cdf6159 audio: Fixed GetFirstAudioDeviceAdded().
0e614d9179 audio: Massive reworking on thread locking.
40fb76196c audio: Don't let simplified audio streams bind to new devices.
24e3328cca audio: Don't reset device ID counter on subsystem init/quit.
5d95cbde37 cmake: reset check state before testing -fobjc-arc
f18120c83c cmake: check -fobjc-arc compiler flag on Apple platforms
4aacc4b92e cmake: file(RELATIVE_PATH) needs 2 absolute paths
dcc8805c21 testaudio: Fixed compiler warning on Visual Studio.
9cb259e865 audio: Never SDL_PushEvent from anywhere but SDL_UpdateAudio().
875e45e70b wayland: Sanity check pointers and protocols before confining
0e87b71d08 wayland: Check the relative pointer handle before destroying
6127ac0871 Use SDL_DISABLE_ALLOCA instead of HAVE_ALLOCA in SDL_stdinc.h
552bee47cb Clear any previous errors if we successfully show a message box
343da852a6 Don't try to use the Wayland messagebox if we're not in Wayland
f63e9a8a3f wasapi: Handle disconnected devices that get reconnected.
5fa7b291d4 wasapi: Fixed memory leak if new audio devices fail to add.
468c386686 wasapi: Handle disconnect notifications from the management thread, too.
ce3be02b48 wasapi: If device is marked as a zombie, don't try to resuscitate it.
85923049a6 wasapi: Patched to compile.
9bec57309c wasapi: Proxy default device change handling to management thread.
c45b5121ce audio: Fixed potential race condition.
8b6da3c701 Fixed making the EGL context current when resuming on Android
2e9eb1073d Sync SDL3 wiki -> header
e6116d399a mutex: Removed SDL_MUTEX_MAXWAIT.
82f48be3ef Sync SDL3 wiki -> header
899eb0d042 thread: Locking mutexes and rwlocks are now void functions.
082ef41566 alsa: Fix crash from invalid handle pointer
a9aa15c792 CI: change FreeBSD CI runner to cross-platform-actions.
23ceae94c9 Fixed Xbox 360 Controller support using libusb on Linux
ace0c2c297 mutex: Fixed bug where generic SDL_TryLockMutex would incorrectly block.
f52b330ed8 Added support for the HP HyperX Clutch Gladiate controller
b61706373c n3ds: Check that audio thread name starts with "SDLAudioP"
6827b3331d n3ds systhread - use 80kb thread stack size as default, remove hard cap
e4cd1d4059 n3ds systhread - prefer to put audio thread on system core
1023d8ec84 SDL_n3dsaudio.c - don't risk leaving current_priority uninitialized
07171be596 SDL_n3dsaudio.h: use triple buffering
6efe957159 SDL_n3dsaudio.c: separate mixer locks from audio device locks
39a961ba41 Added support for "%[]" sscanf syntax
124a0050b6 Fixed warning: no previous prototype for function 'SDL_UpdateAudio'
b16165a33f rwlock: SDL_UnlockRWLock was incorrectly tagged with SDL_RELEASE_SHARED.
865dd04068 pulseaudio: Don't use a hash for device change detection.
b8cc51875a Fixed build
0413e21e54 Fixed audio device removed events for ALSA
5ba03d377a Revert "Fixed audio device removed events for ALSA"
a774694be0 pulseaudio: Simplified default device change detection code.
e57fef8f0b Fixed audio device removed events for ALSA
4280d4b359 Fixed warning C4210: nonstandard extension used: function given file scope
182cfc3265 pulseaudio: Rework how we manage default devices and hotplug.
b2ae1e835f pulseaudio: Change debug printf calls to use SDL_Log instead.
38afd48daf Added a single source of SDL object IDs
e07f6c0a17 SDL_IsJoystickProductWheel() returns SDL_TRUE for Asetek wheelbases (thanks @IOBYTE!)
c98a14fdeb Renamed display added/removed events for consistency with the rest of the API
c2a3112b6f Added "--substring" to the help for rename_symbols.py
a844d90942 Add missing error reporting in Android_JNI_FileOpen()
4ac38d13dd alsa: Don't touch free'd memory in hotplug thread.
43d41c9dcb audio: Another attempt to make device add/remove work vs event watchers.
9abc692156 audio: Another attempt to deal with device destruction from device thread.
33c9eeec7c Revert "audio: Device threads don't increment physical device refcounts."
e5a15f94e2 Revert "Check to make sure the Windows joystick device has buttons and axes"
70fd8e2ba2 Lock joysticks when adding gamepad mappings
76f81797b7 audio: Device threads don't increment physical device refcounts.
594fda4120 Sync SDL3 wiki -> header
0d7c5a2c56 Updated Android API documentation
0df888c584 Moved Android low latency audio behind a hint "SDL_ANDROID_LOW_LATENCY_AUDIO"
142366c837 Sync SDL3 wiki -> header
3a4c9d6990 Fixed build error when API logging is enabled
1f8f82b379 Removed redundant thread-safety information
a6edc75fe7 Sync SDL3 wiki -> header
3c8edeb79b Clarified SDL property thread-safety information
4fa821cb3e Sync SDL3 wiki -> header
1c70760c0b Added thread-safety information for the new SDL properties API
15533dce05 Cleaned up warnings from check_stdlib_usage.py
bf269571fc jack: Removed FIXME comment that has since been fixed.
797b70877d audio: Remove stub header SDL_audio_c.h.
9d7c57234a audio: Cleaned out most remaining `/* */` comments for `//` style.
0ff67dc21b video: Fix compiler warning about SDL_ReadSurfacePixel not being declared.
81c77396af opensles: Patched to compile.
442e84916a opensles: Fixed capitalization to match other SDL backends.
34914bfb49 alsa: Clean up device handles, now that hotplug thread cleanup is in place.
48d80efb51 Fixed warning C4701: potentially uninitialized local variable 'props' used
f7dc63bcc3 audio: another windows wasapi build fix.
dd98330076 audio: fix windows wasapi build.
7a52f7b3fd audio: Split Deinitialize into two stages.
e55e556f32 alsa: Fixed minor memory leak.
b45a0d9016 Updated the documentation for SDL_LoadWAV_RW()
435e7ce663 Check for device disconnection in HIDAPI_JoystickOpen()
b733adb503 audio: Fix device refcounting vs ProvidesOwnCallbackThread backends.
c6f08c2553 testaudio: Removed debugging code.
d5dac0ad27 testaudio: Deal with a texture being unexpectedly NULL when scaling.
b19e68c8ec testaudio: Properly display playback progress, regardless of data source.
8c39269279 audio: Fix audio stream format when binding to a capture device.
f26b838a3e jack: Check for sample rate and buffer size changes from the server.
063cb0df6b audio: Fixed comment typo. "deref" should be "unref"
354611a0c6 testaudio: Fixed some bugs Valgrind pointed out.
a17f3ba916 audio: Reworked audio device disconnect management.
6ddd96a4d0 Fix some wrong gamepad/controller event enums
8df68b4120 hashtable: Moved over to single-line comments.
1c6d996108 testaudio: if the SDL_Renderer is already gone, don't destroy SDL_Textures.
b22ffb9797 audio: Fix some logic errors in the new device hashtable code.
e526dc64bd Don't set unused variable
6664437748 hashtable: Don't rearrange bucket elements during SDL_FindInHashTable.
8ac5c84ad1 audio: device thread shouldn't touch `thread_alive` after object is free'd.
b17151eb16 testaudio: Don't crash if renderer is NULL (happens during shutdown).
7f408e57ee audio: Keep all available devices in a hashtable instead of linked lists.
0aba2c97db hashtable: SDL_IterateHashTable might as well provide both key and value.
95a9271dbf audio: Never lock a device while holding the device_list_lock.
9aeabb0b05 Fix macOS build error by #8269
382751c4b5 testffmpeg: print usage of options to change audio/video codec
f91bde64d5 testffmpeg: Only enable blending if we're using a texture format that supports it
516d6f9efc testffmpeg: added support for YUVA formats using swscale
ac71831350 Sync wiki -> headers
d18f910248 testffmpeg: added the ability to specify audio and video codecs
72034b9a07 wayland: Fix primary selection handling when the protocol isn't supported
e152129787 Fixes #8190. From #7249, reverted the hunks other than #7239.
b79db0a6ea Fixed potential wraparound issue with property IDs
c9ccf0670c Add unsupported functions to dynapi
25ce87979d Always provide an implementation for all SDL3 symbols
3a36433a3c cmake: test -Wl,--version-script with minimal version script
0efa196989 dynapi: implement SDL_DYNAPI_entry even when building SDL without dynapi support
bf64fecf19 testffmpeg: allow resizing of the video window
efa9a45048 Clarified that testffmpeg will resize the window to the video size
4368f70ff9 Added properties to various SDL objects
973c8b3273 Added SDL properties API
2bca4671a6 audio: Allow audio streams to be created when the subsystem isn't initialized.
1ae33f6751 cmake: optionally install pdb's
0d5cad91b1 We need audio converters initialized in SDL_InitAudio()
1c3a0ade74 audio: Whoops, this stream format change is only for capture devices.
10fab3a39e pulseaudio: Stop the threaded mainloop before destroying the context.
0b71898cb1 Make it clear that the string comparison isn't a boolean check
6c8ad975c7 Like mutexes, operations on NULL rwlocks are no-ops
c552cc6847 We don't require the audio system to be initialized for audio format conversion
9a5f7b17c6 Use SDL wrapped getenv function
044046bc50 audio: Fixed assertions when capture devices have wrong audio formats.
bb2f767f5d testaudio: Make program usable without a 3-button mouse.
321fc18417 README-migration.md: Added note about SDL_HasRDTSC removal.
82f54af617 x11: Properly check for XInput2 support before using it.
b654427537 Added support for the PowerA Nintendo Switch Nano Wired Controller
dc2a5f6ab2 Fixed error C2054: expected '(' to follow 'inline'
a7ae1de9a6 Fixed warning C4028: formal parameter different from declaration
3a47fb7208 The sensor and joystick instance ID generator isn't guarded by a lock.
aee4862958 ci: stop FreeBSD job after 30 minutes
99fa0d6cae Disable low latency audio by default when using AAudio on Android
ebfbd7327b testffmpeg: use SDL_test to parse arguments and track memory
ee53e4d319 cmake: check ffmpeg capability instead of version
2d62c65a75 Fixed build warning
bf72704bfd audio: Disable NEON sample conversion until test failures are fixed
0fe95cfba3 Sync wiki -> header
adcace6f95 Added a "--software" option to testffmpeg
86ada8a9f0 fix testffmpeg.c build.
303f4e965c testffmpeg works with ffmpeg 5.1.3 and newer
2bd478ae65 Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture.
a842446f62 Added support for 0-copy decode and display using D3D11
d830cd140b Added support for 0-copy decode and display using Apple VideoToolbox
1bf913b29a Added support for 0-copy decode and display using VAAPI and EGL
ce8161e0cf Make sure we're building with ffmpeg 6.0 or newer
ed6381b68d Allow setting any number of sprites over the video
ebf5e08fa1 cmake: use *_STATIC_* variables when linking to a static ffmpeg
88f2fb9dcf Added an example of video decoding with ffmpeg
d88bf687a8 surface: Document the in-memory layout of the pixels
3698630bbc pixels: Document the naming convention
04edb38cdf shape: Use SDL[Test]_ReadSurfacePixel
f5745c3a67 surface: Add a private SDL_ReadSurfacePixel
0d68f45879 test: Extract SDLTest_ReadSurfacePixel
55a1458ed0 audio: Changes to one logical device must update all sibling logical devices.
8e03ea4383 hashtable: Use Create/Destroy naming, in the SDL3 style.
568902b64e hashtable: Added src/SDL_hashtable.[ch].
8745a9949b add-source-to-projects.pl: Fix adding files in the base src dir.
836927edf8 wayland: Try to skip the Wayland driver if not connecting to or in a Wayland session
2a9480c815 wayland: Add null check for zenity version string
f30392da5b Fix assertion in LINUX_JoystickSetSensorsEnabled()
4e59bf6cb9 SDLTest_CompareSurfaces: Output RGBA values of first differing pixel
b2ddfbbec3 SDLTest_CompareSurfaces: If surfaces differ, log their formats
b028fd9604 SDLTest_CompareSurfaces: Log better messages if NULL or different sizes
183606d3d4 testdrawchessboard: clean up renderer and window
4f0642bf47 triangle: don't read destination pixel when you're going to discard it anyways
4cd0c13823 blit_slow: don't read destination pixel when you're going to discard it anyways
49abb9c1fa aaudio: Fixed a comment.
0eb8651d5e Do not report gyro/accelerometer if we can't read axes info
ff57867516 audio: Fixed copy/paste error that was checking wrong variable.
d2d4914ac3 audio: WaitDevice/WaitCaptureDevice now returns a result.
a0820ed833 directsound: Cleaned up WaitDevice.
6c33a05bdb audio: Removed unused AllowsArbitraryDeviceNames variable.
f1fc198278 audio: Destroy the logical audio device before sending DEVICE_REMOVED event.
64ec208479 Fix log message spelling
9111c5e178 tests: Disable mouse warp test under Wayland
de5068f4e4 audio: Commented out a currently-incorrect assert.
3abb464f10 ci: disable Intel compilers
251f8fa272 Revert "Do a better job of finding default ALSA devices"
8857b0f13a Use the device audio format for the lowest latency
806e11ac00 Update sample processing bookkeeping when recovering the AAudio audio device
482c238953 aaudio: Deal with device recovery.
a8813b58a6 aaudio: Change an int to an SDL_bool.
8923305f34 We don't need to wait a full 10 ms, just delay a bit
6a152676bb Wait a bit when snd_pcm_avail() returns 0
b4372de186 alsa: Cleaned up remaining debug logging.
a063c943dc pulseaudio: Use pa_stream_begin_write to avoid an extra buffer copy.
0471a93706 alsa: Simplified PlayDevice and CaptureFromDevice.
776d9d0ee3 alsa: Convert `/* */` comments to `//` comments.
64fee85c69 alsa: More efficient audio thread iteration.
47cba08259 VisualC/pkg-support/cmake: remove subdir from public header include path
61e9a9dd56 pulseaudio: Just feed the device whenever it asks for any amount of data.
4f76f9b0a7 pulseaudio: Use correct buffer size of stream, wait less between fills.
d95d2d7051 SDLTest_CompareSurfaces: Decode pixels correctly on big-endian platforms
d65861f049 Do a better job of finding default ALSA devices
ba65ef5ce7 Recover from -EPIPE in snd_pcm_avail()
5be5000fa1 cmake: make HEADERS_DIR a required argument of SDL_generate_manpages
5c1a91a4e1 ci: make sure perl is installed + build docs with MSVC toolchain
6248472c0c test: Accept small numerical differences in more mathematical tests
a2c5dc6507 pulseaudio: Added typedef needed for compat with ancient Pulse installs.
f24551f6d1 pulseaudio: More workarounds for extremely old Pulse installs.
441a5b707b audio: Adjusted const/static fields on some variables.
280c2c1d7d pulseaudio: Revert "pulseaudio: Require PulseAudio 5.0 or later for SDL3."
4db2b968af audio: simple-copy path should check if device is paused.
505dc4c39c wasapi: Deal with device failures when we aren't holding the device lock.
ea5f59c234 Removed unused code
a6854098f7 Fixed stuttering on Android when using the AAudio driver
a5175e5ed0 audio: Fixed bug when setting up mixing formats.
9667aa18e6 wayland: Check that the data device supports the release method before calling it
4454dc400b wayland: Null all Wayland manager objects after freeing
e1789b320e video: Streamline a little deinit code.
2a1058713c Bump libdecor feature check to look for 0.2.0
f5886f11d0 cmake: let every test depends on pretest
f45761908a Move check for SDL_Delay upper bounds to testtimer
a84389f6bb libm: use union for infinity
474c8d0073 testautomation: don't do float equality tests
a6bc6b882c ci: always upload the artifacts
85e3099ba4 testautomation: only require accelated renderer with non-dummy video driver
26fd231151 ci: run tests on msvc workflow
0e955a9127 cmake: run testautomation with CTest
1375d2049d SDL_iconv_string() defaults to UTF-8
70a1bc6973 Check for NULL before dereferencing newly allocated memory
752f14e5a6 wayland: Convert some memcpy calls to copyp
9284a03053 wayland: Remove some unnecessary helper functions

git-subtree-dir: external/sdl/SDL
git-subtree-split: 0d7df16812c75c4a587d7d2673e3d1a5f2c2879b
2024-01-17 16:26:06 +01:00

2919 lines
119 KiB
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 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
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.
*/
/**
* \file SDL_hints.h
*
* Official documentation for SDL configuration variables
*
* This file contains functions to set and get configuration hints,
* as well as listing each of them alphabetically.
*
* The convention for naming hints is SDL_HINT_X, where "SDL_X" is
* the environment variable that can be used to override the default.
*
* In general these hints are just that - they may or may not be
* supported or applicable on any given platform, but they provide
* a way for an application or user to give the library a hint as
* to how they would like the library to work.
*/
#ifndef SDL_hints_h_
#define SDL_hints_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Set if Android/iOS accelerometers should be listed as joystick devices.
*
* 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"
/**
* 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)
*/
#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
/**
* If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
*
* This variable can be set to the following values:
* "0" - don't allow topmost
* "1" - allow topmost
*/
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
/**
* A variable to control whether the event loop will block itself when the app is paused.
*
* The variable can be set to the following values:
* "0" - Non blocking.
* "1" - Blocking. (default)
*
* The value should be set before SDL is initialized.
*/
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
/**
* A variable to control whether SDL will pause audio in background
* (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
*
* The variable can be set to the following values:
* "0" - Non paused.
* "1" - Paused. (default)
*
* The value should be set before SDL is initialized.
*/
#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 set to 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.)
*
* 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"
/**
* A variable to control whether SDL activity is allowed to be re-created.
* If so, java static datas and static datas from native libraries remain with their current values.
* When not allowed, the activity terminates with exit(0) to be fully re-initialized afterward.
*
* The variable can be set to the following values:
* "0" - Not allowed. (default)
* "1" - Allowed.
*
* The value of this hint is used at runtime, so it can be changed at any time.
*/
#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY"
/**
* 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.
*
* On targets where this is not supported, this hint does nothing.
*/
#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.
*
* On targets where this is not supported, this hint does nothing.
*/
#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/
*
* 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"
/**
* 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"
/**
* A variable controlling the audio category on iOS and macOS
*
* 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"
/**
* Specify an application name for an audio device.
*
* Some audio backends (such as PulseAudio) allow you to describe your audio
* stream. Among other things, this description might show up in a system
* control panel that lets the user adjust the volume on specific audio
* streams instead of using one giant master volume slider.
*
* This hints lets you transmit that information to the OS. The contents of
* this hint are used while opening an audio device. You should use a string
* that describes your program ("My Game 2: The Revenge")
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
* set. Otherwise, it'll probably the application's name or "SDL Application"
* if SDL doesn't have any better information.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
/**
* Specify an application name for an audio device.
*
* Some audio backends (such as PulseAudio) allow you to describe your audio
* stream. Among other things, this description might show up in a system
* control panel that lets the user adjust the volume on specific audio
* streams instead of using one giant master volume slider.
*
* This hints lets you transmit that information to the OS. The contents of
* this hint are used while opening an audio device. You should use a string
* that describes your what your program is playing ("audio stream" is
* probably sufficient in many cases, but this could be useful for something
* like "team chat" if you have a headset playing VoIP audio separately).
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: "audio stream" or something similar.
*
* On targets where this is not supported, this hint does nothing.
*/
#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/capture graphs.
*
* This hints lets you transmit that information to the OS. The contents of
* this hint are used while opening an audio device. You should use a string
* that describes your what your program is playing (Game, Music, Movie,
* etc...).
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: "Game" or something similar.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
/**
* A variable controlling whether SDL updates joystick state when getting input events
*
* This variable can be set to the following values:
*
* "0" - You'll call SDL_UpdateJoysticks() manually
* "1" - SDL will automatically call SDL_UpdateJoysticks() (default)
*
* This hint can be toggled on and off at runtime.
*/
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
/**
* A variable controlling whether SDL updates sensor state when getting input events
*
* This variable can be set to the following values:
*
* "0" - You'll call SDL_UpdateSensors() manually
* "1" - SDL will automatically call SDL_UpdateSensors() (default)
*
* This hint can be toggled on and off at runtime.
*/
#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.
* "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"
/**
* 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.
*/
#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 (the default)
*/
#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"
*/
#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 (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"
/**
* 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:
* "0" - Do not show the on-screen keyboard
* "1" - Show the on-screen keyboard
*
* The default value is "1". This hint must be set before text input is activated.
*/
#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.
*
* This 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_LogSetOutputFunction(), etc.
*
* This hint can be toggled on and off at runtime, if you only need to log
* events for a small subset of program execution.
*/
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
/**
* A variable controlling whether raising the window should be done more forcefully
*
* This variable can be set to the following values:
* "0" - No forcing (the default)
* "1" - Extra level of forcing
*
* At present, this is only an issue under MS Windows, which makes it nearly impossible to
* programmatically move a window to the foreground, for "security" reasons. See
* http://stackoverflow.com/a/34414846 for a discussion.
*/
#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
/**
* A variable controlling whether the window is activated when the SDL_RaiseWindow function is called
*
* This 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
*
* By default SDL will activate the window when the SDL_RaiseWindow function is called.
* At present this is only available for MS Windows.
*/
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED"
/**
* A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
*
* SDL can try to accelerate the SDL screen surface by using streaming
* textures with a 3D rendering engine. This variable controls whether and
* how this is done.
*
* This variable can be set to the following values:
* "0" - Disable 3D acceleration
* "1" - Enable 3D acceleration, using the default renderer.
* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
*
* By default SDL tries to make a best guess for each platform whether
* to use acceleration or not.
*/
#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
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
* You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
*/
#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
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
* You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
*/
#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
*
* The type should be one of:
* Xbox360
* XboxOne
* PS3
* PS4
* PS5
* SwitchPro
*
* This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
*/
#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.
*/
#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.
*/
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
/**
* 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 is checked when a gamepad is opened.
*/
#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION"
/**
* A variable controlling whether grabbing input grabs the keyboard
*
* This variable can be set to the following values:
* "0" - Grab will affect only the mouse
* "1" - Grab will affect mouse and keyboard
*
* By default SDL will not grab the keyboard so system shortcuts still work.
*/
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
/**
* A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.
*
* This 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
*
* 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.
*/
#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()
*
* For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
* have the string "0x2563/0x0523,0x28de/0x0000"
*/
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
/**
* A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_EVENT_TEXT_EDITING events.
*
* The variable can be set to the following values:
* "0" - SDL_EVENT_TEXT_EDITING 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_EVENT_TEXT_EDITING 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"
/**
* A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
*
* The variable can be set to the following values:
* "0" - Native UI components are not display. (default)
* "1" - Native UI components are displayed.
*/
#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
/**
* 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"
/**
* A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
*
* The variable can be set to the following values:
* "0" - Disable joystick & gamecontroller input events when the
* application is in the background.
* "1" - Enable joystick & gamecontroller input events when the
* application is in the 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"
/**
* 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.
*/
#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.
*/
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
/**
* A variable containing a list of devices that should not be considerd 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.
*/
#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.
*/
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"
/**
* 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.
*/
#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.
*/
#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.
*/
#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.
*/
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"
/**
* 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"
/**
* A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
/**
* A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
* the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
* this is useful for applications that need full compatibility for things like ADSR envelopes.
* Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
* Rumble is both at any arbitrary value,
* StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
*
* This variable can be set to the following values:
* "0" - Normal rumble behavior is behavior is used (default)
* "1" - Proper GameCube controller rumble behavior is used
*
*/
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
/**
* A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons 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_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
/**
* A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
*
* This variable can be set to the following values:
* "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
* "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
/**
* A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
*
* This variable can be set to the following values:
* "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
* "1" - Left and right Joy-Con controllers will be in vertical mode
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
/**
* A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#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.
*
* 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_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
/**
* A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
/**
* A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
*
* It is not possible to use this driver on Windows, due to limitations in the default drivers
* installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
/**
* 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"
/**
* A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
*
* This variable can be set to the following values:
* "0" - extended reports are not enabled (the default)
* "1" - extended reports
*
* Extended input reports allow rumble on Bluetooth PS4 controllers, but
* break DirectInput handling for applications that don't use SDL.
*
* Once extended reports are enabled, they can not be disabled without
* power cycling the controller.
*
* For compatibility with applications written for versions of SDL prior
* to the introduction of PS5 controller support, this value will also
* control the state of extended reports on PS5 controllers when the
* SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
*/
#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.
*
* 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_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.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#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.
*
* This variable can be set to the following values:
* "0" - extended reports are not enabled (the default)
* "1" - extended reports
*
* Extended input reports allow rumble on Bluetooth PS5 controllers, but
* break DirectInput handling for applications that don't use SDL.
*
* Once extended reports are enabled, they can not be disabled without
* power cycling the controller.
*
* For compatibility with applications written for versions of SDL prior
* to the introduction of PS5 controller support, this value defaults to
* the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
/**
* A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
/**
* A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
* and may prompt the user for permission on iOS and Android.
*
* The default is "0"
*/
#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.
*
* 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_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK"
/**
* 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"
/**
* A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
*
* This variable can be set to the following values:
* "0" - home button LED is turned off
* "1" - home button LED is turned on
*
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
/**
* A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
*
* This variable can be set to the following values:
* "0" - home button LED is turned off
* "1" - home button LED is turned on
*
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
/**
* A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
/**
* A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
*/
#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.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#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.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
/**
* A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
*/
#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.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#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.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
*/
#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.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
*/
#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
*
* This variable can be set to the following values:
* "0" - home button LED is turned off
* "1" - home button LED is turned on
*
* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
*/
#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.
*
* This variable can be set to the following values:
* "0" - IOKit is not used
* "1" - IOKit is used (the default)
*/
#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT"
/**
* A variable controlling whether GCController should be used for controller handling.
*
* This variable can be set to the following values:
* "0" - GCController is not used
* "1" - GCController is used (the default)
*/
#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.
*
* This variable can be set to the following values:
* "0" - RAWINPUT drivers are not used
* "1" - RAWINPUT drivers are used (the default)
*/
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
/**
* A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
*
* This variable can be set to the following values:
* "0" - RAWINPUT driver will only use data from raw input APIs
* "1" - RAWINPUT driver will also pull data from XInput, providing
* better trigger axes, guide button presses, and rumble support
* for Xbox controllers
*
* The default is "1". This hint applies to any joysticks opened after setting the hint.
*/
#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
*
* This variable can be set to the following values:
* "0" - ROG Chakram mice do not show up as joysticks (the default)
* "1" - ROG Chakram mice show up as joysticks
*/
#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
*
* This variable can be set to the following values:
* "0" - A separate thread is not used (the default)
* "1" - A separate thread is used for handling raw input messages
*
*/
#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.
*/
#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.
*/
#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.
*
* This variable can be set to the following values:
* "0" - WGI is not used
* "1" - WGI is used (the default)
*/
#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.
*/
#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.
*/
#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.
*/
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
/**
* Determines whether SDL enforces that DRM master is required in order
* to initialize the KMSDRM video backend.
*
* The DRM subsystem has a concept of a "DRM master" which is a DRM client that
* has the ability to set planes, set cursor, etc. When SDL is DRM master, it
* can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
* is still able to process input and query attributes of attached displays,
* but it cannot change display state or draw to the screen directly.
*
* In some cases, it can be useful to have the KMSDRM backend even if it cannot
* be used for rendering. An app may want to use SDL for input processing while
* using another rendering API (such as an MMAL overlay on Raspberry Pi) or
* using its own code to render to DRM overlays that SDL doesn't support.
*
* This hint must be set before initializing the video subsystem.
*
* This variable can be set to the following values:
* "0" - SDL will allow usage of the KMSDRM backend without DRM master
* "1" - SDL Will require DRM master to use the KMSDRM backend (default)
*/
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
/**
* A comma separated list of devices to open as joysticks
*
* This variable is currently only used by the Linux joystick driver.
*/
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
/**
* A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
*
* This variable can be set to the following values:
* "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
* "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
*/
#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
/**
* A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
*
* This variable can be set to the following values:
* "0" - Return digital hat values based on unfiltered input axis values
* "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
*/
#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
/**
* A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
*
* This variable can be set to the following values:
* "0" - Use /dev/input/event*
* "1" - Use /dev/input/js*
*
* By default the /dev/input/event* interfaces are used
*/
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
/**
* A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
*
* This variable can be set to the following values:
* "0" - Return unfiltered joystick axis values (the default)
* "1" - Return axis values with deadzones taken into account
*/
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
/**
* When set don't force the SDL app to become a foreground process
*
* This hint only applies to macOS.
*
*/
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
/**
* 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"
/**
* A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
*
* This variable can be set to the following values:
* "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
* "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
*
* Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
* hangs because it's waiting for that background thread, but that background thread is also hanging because it's
* waiting for the main thread to do an update, this might fix your issue.
*
* This hint only applies to macOS.
*
* This hint is available since SDL 2.24.0.
*
*/
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
/**
* A variable setting the double click radius, in pixels.
*/
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
/**
* A variable setting the double click time, in milliseconds.
*/
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
/**
* 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"
/**
* 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"
/**
* A variable controlling whether relative mouse mode constrains the mouse to the center of the window
*
* This variable can be set to the following values:
* "0" - Relative mouse mode constrains the mouse to the window
* "1" - Relative mouse mode constrains the mouse to the center of the window
*
* Constraining to the center of the window works better for FPS games and when the
* application is running over RDP. Constraining to the whole window works better
* for 2D games and increases the chance that the mouse will be in the correct
* position when using high DPI mice.
*
* By default SDL will constrain the mouse to the center of the window
*/
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
/**
* 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"
/**
* 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"
/**
* A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
*
* This variable can be set to the following values:
* "0" - Relative mouse motion will be unscaled (the default)
* "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
*
* If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
*/
#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.
*
* This variable can be set to the following values:
* "0" - Warping the mouse will not generate a motion event in relative mode
* "1" - Warping the mouse will generate a motion event in relative mode
*
* By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
*/
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
/**
* A variable controlling whether mouse events should generate synthetic touch events
*
* This variable can be set to the following values:
* "0" - Mouse events will not generate touch events (default for desktop platforms)
* "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
*/
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
/**
* A variable controlling whether the mouse is captured while mouse buttons are pressed
*
* This variable can be set to the following values:
* "0" - The mouse is not captured while mouse buttons are pressed
* "1" - The mouse is captured while mouse buttons are pressed
*
* By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
* outside the window, the application continues to receive mouse events until the button is
* released.
*/
#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
/**
* 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" - (Default) Pen acts as a mouse with mouse ID ::SDL_PEN_MOUSEID.
* 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").
*/
#define SDL_HINT_PEN_NOT_MOUSE "SDL_HINT_PEN_NOT_MOUSE"
/**
* Pen mouse button emulation triggers only when the pen touches the tablet surface
*
* "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" - (Default) 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.
*/
#define SDL_HINT_PEN_DELAY_MOUSE_BUTTON "SDL_HINT_PEN_DELAY_MOUSE_BUTTON"
/**
* Tell SDL not to catch the SIGINT or SIGTERM signals.
*
* This hint only applies to Unix-like platforms, and should set before
* any calls to SDL_Init()
*
* 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.
* "1" - SDL will not install a signal handler at all.
*/
#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.
*
* 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"
/**
* 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"
*/
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
/**
* A variable controlling the use of a sentinel event when polling the event queue
*
* This variable can be set to the following values:
* "0" - Disable poll sentinels
* "1" - Enable poll sentinels
*
* When polling for events, SDL_PumpEvents is used to gather new events from devices.
* If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
* become stuck until the new events stop.
* This is most noticeable when moving a high frequency mouse.
*
* By default, poll sentinels are enabled.
*/
#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"
*/
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
/**
* 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"
*
* Since SDL 2.0.22 this variable accepts a comma-separated list of values above.
*/
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
/**
* 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"
/**
* A variable controlling how the 2D render API renders lines
*
* This variable can be set to the following values:
* "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
* "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
* "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
* "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
*
* This variable should be set when the renderer is created.
*/
#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
/**
* 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"
/**
* A variable controlling whether the Direct3D device is initialized for thread-safe operations.
*
* This variable can be set to the following values:
* "0" - Thread-safety is not enabled (faster)
* "1" - Thread-safety is enabled
*
* By default the Direct3D device is created with thread-safety disabled.
*/
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
/**
* 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"
* "software"
*
* The default varies by platform, but it's the first one in the list that
* is available on the current platform.
*/
#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
/**
* A variable controlling whether the OpenGL render driver uses shaders if they are available.
*
* This variable can be set to the following values:
* "0" - Disable shaders
* "1" - Enable shaders
*
* By default shaders are used if OpenGL supports them.
*/
#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
/**
* A variable controlling the scaling quality
*
* This variable can be set to the following values:
* "0" or "nearest" - Nearest pixel sampling
* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
* "2" or "best" - Currently this is the same as "linear"
*
* By default nearest pixel sampling is used
*/
#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
/**
* A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
*
* This variable can be set to the following values:
* "0" - Disable vsync
* "1" - Enable vsync
*
* By default SDL does not sync screen surface updates with vertical refresh.
*/
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
/**
* A variable controlling whether the Metal render driver select low power device over default one
*
* This variable can be set to the following values:
* "0" - Use the prefered OS device
* "1" - Select a low power one
*
* By default the prefered OS device is used.
*/
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
/**
* 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.
*/
#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.
*/
#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED"
/**
* A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
*
* This variable can be set to the following values:
* "0" - It will be using VSYNC as defined in the main flag. Default
* "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
*
* By default SDL does not enable the automatic VSYNC
*/
#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_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. 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"
/**
* 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"
/**
* Specify an "activity name" for screensaver inhibition.
*
* Some platforms, notably Linux desktops, list the applications which are
* inhibiting the screensaver or other power-saving features.
*
* This hint lets you specify the "activity name" sent to the OS when
* SDL_DisableScreenSaver() is used (or the screensaver is automatically
* disabled). The contents of this hint are used when the screensaver is
* disabled. You should use a string that describes what your program is doing
* (and, therefore, why the screensaver is disabled). For example, "Playing a
* game" or "Watching a video".
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: "Playing a game" or something similar.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
/**
* Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
*
* On some platforms, like Linux, a realtime priority thread may be subject to restrictions
* that require special handling by the application. This hint exists to let SDL know that
* the app is prepared to handle said restrictions.
*
* On Linux, SDL will apply the following configuration to any thread that becomes realtime:
* * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
* * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
* * Exceeding this limit will result in the kernel sending SIGKILL to the app,
* * Refer to the man pages for more information.
*
* This variable can be set to the following values:
* "0" - default platform specific behaviour
* "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
*/
#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.
*
* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
* after calling SDL_SetThreadPriority().
*/
#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
/**
* 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"
/**
* 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/
*
* If this variable is set to "0", the system timer resolution is not set.
*
* The default value is "1". This hint may be set at any time.
*/
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
/**
* 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"
/**
* A variable controlling which touchpad should generate synthetic mouse events
*
* This variable can be set to the following values:
* "0" - Only front touchpad should generate mouse events. Default
* "1" - Only back touchpad should generate mouse events.
* "2" - Both touchpads should generate mouse events.
*
* By default SDL will generate mouse events for all touch devices
*/
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
/**
* 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"
/**
* 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"
/**
* 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"
/**
* If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.
*
* This 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.
*
* By default, SDL will fall back to eglGetDisplay if eglGetPlatformDisplay
* fails.
*/
#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_GETDISPLAY_FALLBACK"
/**
* A variable controlling whether the graphics context is externally managed.
*
* This variable can be set to the following values:
* "0" - SDL will manage graphics contexts that are attached to windows.
* "1" - Disable graphics context management on windows.
*
* By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
* context will be automatically saved and restored when pausing the application. Additionally, some
* platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
* behavior, which is desirable when the application manages the graphics context, such as
* an externally managed OpenGL context or attaching a Vulkan surface to the window.
*/
#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
/**
* A variable that dictates policy for fullscreen Spaces on macOS.
*
* This hint only applies to 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).
*
* The default value is "1". This hint must be set before any windows are created.
*/
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
/**
* Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
* \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
* seeing if "true" causes more problems than it solves in modern times.
*
*/
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
/**
* A variable controlling whether the libdecor Wayland backend is allowed to be used.
*
* This variable can be set to the following values:
* "0" - libdecor use is disabled.
* "1" - libdecor use is enabled (default).
*
* libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
*/
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
/**
* A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
*
* When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
* available. (Note that, by default, libdecor will use xdg-decoration itself if available).
*
* This variable can be set to the following values:
* "0" - libdecor is enabled only if server-side decorations are unavailable.
* "1" - libdecor is always enabled if available.
*
* libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
*/
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
/**
* A variable controlling whether video mode emulation is enabled under Wayland.
*
* When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
* If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
* desktop, the native display resolution.
*
* This variable can be set to the following values:
* "0" - Video mode emulation is disabled.
* "1" - Video mode emulation is enabled.
*
* By default video mode emulation is enabled.
*/
#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.
*
* This 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.
* "none" - Video modes will be displayed as 1:1 with no scaling.
*
* By default 'stretch' is used.
*/
#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING"
/**
* Enable or disable mouse pointer warp emulation, needed by some older games.
*
* When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
* This is required for some older games (such as Source engine games), which warp the
* mouse to the centre of the screen rather than using relative mouse motion. Note that
* relative mouse mode may have different mouse acceleration behaviour than pointer warps.
*
* This variable can be set to the following values:
* "0" - All mouse warps fail, as mouse warping is not available under wayland.
* "1" - Some mouse warps will be emulated by forcing relative mouse mode.
*
* If not set, this is automatically enabled unless an application uses relative mouse
* mode directly.
*/
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
/**
* Set 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.
*
* This variable can be set to the following values:
* "0" - Window operations are non-blocking
* "1" - Window operations will block until completed
*
* By default SDL will run in non-blocking mode
*/
#define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS"
/**
* 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"
/**
* Set whether the OpenGL context should be created with EGL by default
*
* This variable can be set to the following values:
* "0" - Use platform-specific GL context creation API (GLX, WGL, CGL, etc)
* "1" - Use EGL
*
* By default SDL will use the platform-specific GL context API when both are present.
*/
#define SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL"
/**
* 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"
/**
* 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"
/**
* A variable forcing the visual ID chosen for new X11 windows
*
*/
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
/**
* A variable forcing the scaling factor for X11 windows
*
* This variable can be set to a floating point value in the range 1.0-10.0f
*/
#define SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR"
/**
* A variable controlling whether the X11 XRandR extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable XRandR
* "1" - Enable XRandR
*
* By default SDL will use XRandR.
*/
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
/**
* Controls how the fact chunk affects the loading of a WAVE file.
*
* The fact chunk stores information about the number of samples of a WAVE
* file. The Standards Update from Microsoft notes that this value can be used
* to 'determine the length of the data in seconds'. This is especially useful
* for compressed formats (for which this is a mandatory chunk) if they produce
* multiple sample frames per block and truncating the block is not allowed.
* The fact chunk can exactly specify how many sample frames there should be
* in this case.
*
* Unfortunately, most application seem to ignore the fact chunk and so SDL
* ignores it by default as well.
*
* This variable can be set to the following values:
*
* "truncate" - Use the number of samples to truncate the wave data if
* the fact chunk is present and valid
* "strict" - Like "truncate", but raise an error if the fact chunk
* is invalid, not present for non-PCM formats, or if the
* data chunk doesn't have that many samples
* "ignorezero" - Like "truncate", but ignore fact chunk if the number of
* samples is zero
* "ignore" - Ignore fact chunk entirely (default)
*/
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
/**
* Controls how the size of the RIFF chunk affects the loading of a WAVE file.
*
* The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
* file) is not always reliable. In case the size is wrong, it's possible to
* just ignore it and step through the chunks until a fixed limit is reached.
*
* Note that files that have trailing data unrelated to the WAVE file or
* corrupt files may slow down the loading process without a reliable boundary.
* By default, SDL stops after 10000 chunks to prevent wasting time. Use the
* environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
*
* This variable can be set to the following values:
*
* "force" - Always use the RIFF chunk size as a boundary for the chunk search
* "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
* "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
* "maximum" - Search for chunks until the end of file (not recommended)
*/
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
/**
* Controls how a truncated WAVE file is handled.
*
* A WAVE file is considered truncated if any of the chunks are incomplete or
* the data chunk size is not a multiple of the block size. By default, SDL
* decodes until the first incomplete block, as most applications seem to do.
*
* This variable can be set to the following values:
*
* "verystrict" - Raise an error if the file is truncated
* "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
* "dropframe" - Decode until the first incomplete sample frame
* "dropblock" - Decode until the first incomplete block (default)
*/
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
/**
* 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"
/**
* Controls 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.
*
* This 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.
*/
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
/**
* 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"
/**
* Force SDL to use Critical Sections for mutexes on Windows.
* On Windows 7 and newer, Slim Reader/Writer Locks are available.
* They offer better performance, allocate no kernel resources and
* use less memory. SDL will fall back to Critical Sections on older
* OS versions or if forced to by this hint.
*
* This variable can be set to the following values:
* "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
* "1" - Force the use of Critical Sections in all cases.
*
*/
#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
/**
* Force SDL to use Kernel Semaphores on Windows.
* Kernel Semaphores are inter-process and require a context
* switch on every interaction. On Windows 8 and newer, the
* WaitOnAddress API is available. Using that and atomics to
* implement semaphores increases performance.
* SDL will fall back to Kernel Objects on older OS versions
* or if forced to by this hint.
*
* This variable can be set to the following values:
* "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
* "1" - Force the use of Kernel Objects in all cases.
*
*/
#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
*/
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
/**
* 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"
/**
* Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
* Direct3D 9Ex contains changes to state management that can eliminate device
* loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
* some changes to your application to cope with the new behavior, so this
* is disabled by default.
*
* This hint must be set before initializing the video subsystem.
*
* For more information on Direct3D 9Ex, see:
* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
*
* This variable can be set to the following values:
* "0" - Use the original Direct3D 9 API (default)
* "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
*
*/
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
/**
* 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"
/**
* A variable controlling whether the window is activated when the SDL_ShowWindow function is called
*
* This variable can be set to the following values:
* "0" - The window is not activated when the SDL_ShowWindow function is called
* "1" - The window is activated when the SDL_ShowWindow function is called
*
* By default SDL will activate the window when the SDL_ShowWindow function is called
*/
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN"
/** 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_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
*/
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
/** 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"
/**
* 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"
/**
* Mark X11 windows as override-redirect.
*
* If set, this _might_ increase framerate at the expense of the desktop
* not working as expected. Override-redirect windows aren't noticed by the
* window manager at all.
*
* You should probably only use this for fullscreen windows, and you probably
* shouldn't even use it for that. But it's here if you want to try!
*/
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
/**
* 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 detection (only uses direct input)
* "1" - Enable XInput detection (the default)
*/
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
/**
* A variable that lets you disable the detection and use of DirectInput gamepad devices
*
* The variable can be set to the following values:
* "0" - Disable DirectInput detection (only uses XInput)
* "1" - Enable DirectInput detection (the default)
*/
#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
/**
* 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"
/**
* A variable that causes SDL to not ignore audio "monitors"
*
* This is currently only used for PulseAudio and ignored elsewhere.
*
* By default, SDL ignores audio devices that aren't associated with physical
* hardware. Changing this hint to "1" will expose anything SDL sees that
* appears to be an audio source or sink. This will add "devices" to the list
* that the user probably doesn't want or need, but it can be useful in
* scenarios where you want to hook up SDL to some sort of virtual device,
* etc.
*
* The default value is "0". This hint must be set before SDL_Init().
*
* This hint is available since SDL 2.0.16. Before then, virtual devices are
* always ignored.
*/
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
/**
* A variable that forces X11 windows to create as a custom type.
*
* This is currently only used for X11 and ignored elsewhere.
*
* During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
* to report to the window manager the type of window it wants to create.
* This might be set to various things if SDL_WINDOW_TOOLTIP or
* SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
* haven't set a specific type, this hint can be used to specify a custom
* type. For example, a dock window might set this to
* "_NET_WM_WINDOW_TYPE_DOCK".
*
* If not set or set to "", this hint is ignored. This hint must be set
* before the SDL_CreateWindow() call that it is intended to affect.
*
* This hint is available since SDL 2.0.22.
*/
#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
/**
* A variable that decides whether to send SDL_EVENT_QUIT when closing the final window.
*
* By default, SDL sends an SDL_EVENT_QUIT event when there is only one window
* and it receives an SDL_EVENT_WINDOW_CLOSE_REQUESTED event, under the assumption most
* apps would also take the loss of this window as a signal to terminate the
* program.
*
* However, it's not unreasonable in some cases to have the program continue
* to live on, perhaps to create new windows later.
*
* Changing this hint to "0" will cause SDL to not send an SDL_EVENT_QUIT event
* when the final window is requesting to close. Note that in this case,
* there are still other legitimate reasons one might get an SDL_EVENT_QUIT
* event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
* on Unix, etc.
*
* The default value is "1". This hint can be changed at any time.
*
* This hint is available since SDL 2.0.22. Before then, you always get
* an SDL_EVENT_QUIT event when closing the final window.
*/
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
/**
* A variable that decides what video backend to use.
*
* By default, SDL will try all available video backends in a reasonable
* order until it finds one that can work, but this hint allows the app
* or user to force a specific target, such as "x11" if, say, you are
* on Wayland but want to try talking to the X server instead.
*
* This functionality has existed since SDL 2.0.0 (indeed, before that)
* but before 2.0.22 this was an environment variable only. In 2.0.22,
* it was upgraded to a full SDL hint, so you can set the environment
* variable as usual or programmatically set the hint with SDL_SetHint,
* which won't propagate to child processes.
*
* The default value is unset, in which case SDL will try to figure out
* the best video backend on your behalf. This hint needs to be set
* before SDL_Init() is called to be useful.
*
* This hint is available since SDL 2.0.22. Before then, you could set
* the environment variable to get the same effect.
*/
#define SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER"
/**
* A variable that decides what audio backend to use.
*
* By default, SDL will try all available audio backends in a reasonable
* order until it finds one that can work, but this hint allows the app
* or user to force a specific target, such as "alsa" if, say, you are
* on PulseAudio but want to try talking to the lower level instead.
*
* This functionality has existed since SDL 2.0.0 (indeed, before that)
* but before 2.0.22 this was an environment variable only. In 2.0.22,
* it was upgraded to a full SDL hint, so you can set the environment
* variable as usual or programmatically set the hint with SDL_SetHint,
* which won't propagate to child processes.
*
* The default value is unset, in which case SDL will try to figure out
* the best audio backend on your behalf. This hint needs to be set
* before SDL_Init() is called to be useful.
*
* This hint is available since SDL 2.0.22. Before then, you could set
* the environment variable to get the same effect.
*/
#define SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER"
/**
* A variable that decides what KMSDRM device to use.
*
* Internally, SDL might open something like "/dev/dri/cardNN" to
* access KMSDRM functionality, where "NN" is a device index number.
*
* SDL makes a guess at the best index to use (usually zero), but the
* app or user can set this hint to a number between 0 and 99 to
* force selection.
*
* This hint is available since SDL 2.24.0.
*/
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
/**
* A variable that treats trackpads as touch devices.
*
* On macOS (and possibly other platforms in the future), SDL will report
* touches on a trackpad as mouse input, which is generally what users
* expect from this device; however, these are often actually full
* multitouch-capable touch devices, so it might be preferable to some apps
* to treat them as such.
*
* Setting this hint to true will make the trackpad input report as a
* multitouch device instead of a mouse. The default is false.
*
* Note that most platforms don't support this hint. As of 2.24.0, it
* only supports MacBooks' trackpads on macOS. Others may follow later.
*
* This hint is checked during SDL_Init and can not be changed after.
*
* This hint is available since SDL 2.24.0.
*/
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
/**
* Sets the title of the TextInput window on GDK platforms.
*
* On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
* standard SDL text input and virtual keyboard capabilities
* to get text from the user.
*
* This hint allows you to customize the virtual keyboard
* window that will be shown to the user.
*
* Set this hint to change the title of the window.
*
* This hint will not affect a window that is already being
* shown to the user. It will only affect new input windows.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*/
#define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE"
/**
* Sets the description of the TextInput window on GDK platforms.
*
* On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
* standard SDL text input and virtual keyboard capabilities
* to get text from the user.
*
* This hint allows you to customize the virtual keyboard
* window that will be shown to the user.
*
* Set this hint to change the description of the window.
*
* This hint will not affect a window that is already being
* shown to the user. It will only affect new input windows.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*/
#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION"
/**
* Sets the default text of the TextInput window on GDK platforms.
*
* On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
* standard SDL text input and virtual keyboard capabilities
* to get text from the user.
*
* This hint allows you to customize the virtual keyboard
* window that will be shown to the user.
*
* Set this hint to change the default text value of the window.
*
* This hint will not affect a window that is already being
* shown to the user. It will only affect new input windows.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*/
#define SDL_HINT_GDK_TEXTINPUT_DEFAULT "SDL_GDK_TEXTINPUT_DEFAULT"
/**
* Sets the input scope of the TextInput window on GDK platforms.
*
* On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
* standard SDL text input and virtual keyboard capabilities
* to get text from the user.
*
* This hint allows you to customize the virtual keyboard
* window that will be shown to the user.
*
* 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 will not affect a window that is already being
* shown to the user. It will only affect new input windows.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*/
#define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE"
/**
* Sets the maximum input length of the TextInput window on GDK platforms.
*
* On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
* standard SDL text input and virtual keyboard capabilities
* to get text from the user.
*
* This hint allows you to customize the virtual keyboard
* window that will be shown to the user.
*
* Set this hint to change the maximum allowed input
* length of the text box in the virtual keyboard window.
*
* The value must be a stringified integer,
* for example "10" to allow for up to 10 characters of text input.
*
* This hint will not affect a window that is already being
* shown to the user. It will only affect new input windows.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*/
#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH"
/**
* Set the next device open's 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 accomodate 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 is checked when opening an audio device and can be changed
* between calls.
*/
#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES"
/**
* 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.
*/
#define SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE"
/**
* Cause SDL to call 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 cause cause crashes if they continue
* after SDL_Quit().
*
* This 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 is available since SDL 3.0.0.
*/
#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT"
/**
* An enumeration of hint priorities
*/
typedef enum
{
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_SetHint
*/
extern 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_SetHintWithPriority
*/
extern 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_GetHint
* \sa SDL_SetHint
*/
extern 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_GetHint
* \sa SDL_SetHint
* \sa SDL_ResetHint
*/
extern DECLSPEC void SDLCALL SDL_ResetHints(void);
/**
* Get the value of a hint.
*
* \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 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 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
*/
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.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_DelHintCallback
*/
extern 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 DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/**
* Clear all hints.
*
* This function is automatically called during SDL_Quit(), and deletes all
* callbacks without calling them and frees all memory associated with hints.
* If you're calling this from application code you probably want to call
* SDL_ResetHints() instead.
*
* This function will be removed from the API the next time we rev the ABI.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_ResetHints
*/
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_hints_h_ */