1 /*
2   Simple DirectMedia Layer
3   Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
4 
5   This software is provided 'as-is', without any express or implied
6   warranty.  In no event will the authors be held liable for any damages
7   arising from the use of this software.
8 
9   Permission is granted to anyone to use this software for any purpose,
10   including commercial applications, and to alter it and redistribute it
11   freely, subject to the following restrictions:
12 
13   1. The origin of this software must not be misrepresented; you must not
14      claim that you wrote the original software. If you use this software
15      in a product, an acknowledgment in the product documentation would be
16      appreciated but is not required.
17   2. Altered source versions must be plainly marked as such, and must not be
18      misrepresented as being the original software.
19   3. This notice may not be removed or altered from any source distribution.
20 */
21 
22 /**
23  *  \file SDL_hints.h
24  *
25  *  Official documentation for SDL configuration variables
26  *
27  *  This file contains functions to set and get configuration hints,
28  *  as well as listing each of them alphabetically.
29  *
30  *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is
31  *  the environment variable that can be used to override the default.
32  *
33  *  In general these hints are just that - they may or may not be
34  *  supported or applicable on any given platform, but they provide
35  *  a way for an application or user to give the library a hint as
36  *  to how they would like the library to work.
37  */
38 
39 #ifndef SDL_hints_h_
40 #define SDL_hints_h_
41 
42 #include "SDL_stdinc.h"
43 
44 #include "begin_code.h"
45 /* Set up for C function definitions, even when using C++ */
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49 
50 /**
51  *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
52  *
53  *  SDL can try to accelerate the SDL screen surface by using streaming
54  *  textures with a 3D rendering engine.  This variable controls whether and
55  *  how this is done.
56  *
57  *  This variable can be set to the following values:
58  *    "0"       - Disable 3D acceleration
59  *    "1"       - Enable 3D acceleration, using the default renderer.
60  *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.)
61  *
62  *  By default SDL tries to make a best guess for each platform whether
63  *  to use acceleration or not.
64  */
65 #define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
66 
67 /**
68  *  \brief  A variable specifying which render driver to use.
69  *
70  *  If the application doesn't pick a specific renderer to use, this variable
71  *  specifies the name of the preferred renderer.  If the preferred renderer
72  *  can't be initialized, the normal default renderer is used.
73  *
74  *  This variable is case insensitive and can be set to the following values:
75  *    "direct3d"
76  *    "opengl"
77  *    "opengles2"
78  *    "opengles"
79  *    "metal"
80  *    "software"
81  *
82  *  The default varies by platform, but it's the first one in the list that
83  *  is available on the current platform.
84  */
85 #define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
86 
87 /**
88  *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
89  *
90  *  This variable can be set to the following values:
91  *    "0"       - Disable shaders
92  *    "1"       - Enable shaders
93  *
94  *  By default shaders are used if OpenGL supports them.
95  */
96 #define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
97 
98 /**
99  *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
100  *
101  *  This variable can be set to the following values:
102  *    "0"       - Thread-safety is not enabled (faster)
103  *    "1"       - Thread-safety is enabled
104  *
105  *  By default the Direct3D device is created with thread-safety disabled.
106  */
107 #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
108 
109 /**
110  *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
111  *
112  *  This variable does not have any effect on the Direct3D 9 based renderer.
113  *
114  *  This variable can be set to the following values:
115  *    "0"       - Disable Debug Layer use
116  *    "1"       - Enable Debug Layer use
117  *
118  *  By default, SDL does not use Direct3D Debug Layer.
119  */
120 #define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
121 
122 /**
123  *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
124  *
125  *  This variable can be set to the following values:
126  *    "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
127  *    "1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
128  *
129  *  By default letterbox is used
130  */
131 #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
132 
133 /**
134  *  \brief  A variable controlling the scaling quality
135  *
136  *  This variable can be set to the following values:
137  *    "0" or "nearest" - Nearest pixel sampling
138  *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
139  *    "2" or "best"    - Currently this is the same as "linear"
140  *
141  *  By default nearest pixel sampling is used
142  */
143 #define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
144 
145 /**
146  *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
147  *
148  *  This variable can be set to the following values:
149  *    "0"       - Disable vsync
150  *    "1"       - Enable vsync
151  *
152  *  By default SDL does not sync screen surface updates with vertical refresh.
153  */
154 #define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
155 
156 /**
157  *  \brief  A variable controlling whether the screensaver is enabled.
158  *
159  *  This variable can be set to the following values:
160  *    "0"       - Disable screensaver
161  *    "1"       - Enable screensaver
162  *
163  *  By default SDL will disable the screensaver.
164  */
165 #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
166 
167 /**
168  * \brief A variable controlling whether the graphics context is externally managed.
169  *
170  * This variable can be set to the following values:
171  *  "0"         - SDL will manage graphics contexts that are attached to windows.
172  *  "1"         - Disable graphics context management on windows.
173  *
174  * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
175  * context will be automatically saved and restored when pausing the application. Additionally, some
176  * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
177  * behavior, which is desireable when the application manages the graphics context, such as
178  * an externally managed OpenGL context or attaching a Vulkan surface to the window.
179  */
180 #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT    "SDL_VIDEO_EXTERNAL_CONTEXT"
181 
182 /**
183  *  \brief  A variable controlling whether the X11 VidMode extension should be used.
184  *
185  *  This variable can be set to the following values:
186  *    "0"       - Disable XVidMode
187  *    "1"       - Enable XVidMode
188  *
189  *  By default SDL will use XVidMode if it is available.
190  */
191 #define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
192 
193 /**
194  *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
195  *
196  *  This variable can be set to the following values:
197  *    "0"       - Disable Xinerama
198  *    "1"       - Enable Xinerama
199  *
200  *  By default SDL will use Xinerama if it is available.
201  */
202 #define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
203 
204 /**
205  *  \brief  A variable controlling whether the X11 XRandR extension should be used.
206  *
207  *  This variable can be set to the following values:
208  *    "0"       - Disable XRandR
209  *    "1"       - Enable XRandR
210  *
211  *  By default SDL will not use XRandR because of window manager issues.
212  */
213 #define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
214 
215 /**
216  *  \brief  A variable forcing the visual ID chosen for new X11 windows
217  *
218  */
219 #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID      "SDL_VIDEO_X11_WINDOW_VISUALID"
220 
221 /**
222  *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
223  *
224  *  This variable can be set to the following values:
225  *    "0"       - Disable _NET_WM_PING
226  *    "1"       - Enable _NET_WM_PING
227  *
228  *  By default SDL will use _NET_WM_PING, but for applications that know they
229  *  will not always be able to respond to ping requests in a timely manner they can
230  *  turn it off to avoid the window manager thinking the app is hung.
231  *  The hint is checked in CreateWindow.
232  */
233 #define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
234 
235 /**
236  * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
237  *
238  * This variable can be set to the following values:
239  * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
240  * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
241  *
242  * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
243  *
244  */
245 #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
246 
247 /**
248  * \brief A variable controlling whether X11 should use GLX or EGL by default
249  *
250  * This variable can be set to the following values:
251  * "0" - Use GLX
252  * "1" - Use EGL
253  *
254  * By default SDL will use GLX when both are present.
255  */
256 #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
257 
258 /**
259  *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
260  *
261  *  This variable can be set to the following values:
262  *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
263  *    "1"       - The window frame is interactive when the cursor is hidden
264  *
265  *  By default SDL will allow interaction with the window frame when the cursor is hidden
266  */
267 #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
268 
269 /**
270  * \brief A variable to specify custom icon resource id from RC file on Windows platform
271  */
272 #define SDL_HINT_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON"
273 #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
274 
275 /**
276  *  \brief  A variable controlling whether the windows message loop is processed by SDL
277  *
278  *  This variable can be set to the following values:
279  *    "0"       - The window message loop is not run
280  *    "1"       - The window message loop is processed in SDL_PumpEvents()
281  *
282  *  By default SDL will process the windows message loop
283  */
284 #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
285 
286 /**
287  *  \brief  A variable controlling whether grabbing input grabs the keyboard
288  *
289  *  This variable can be set to the following values:
290  *    "0"       - Grab will affect only the mouse
291  *    "1"       - Grab will affect mouse and keyboard
292  *
293  *  By default SDL will not grab the keyboard so system shortcuts still work.
294  */
295 #define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
296 
297 /**
298  *  \brief  A variable setting the double click time, in milliseconds.
299  */
300 #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME    "SDL_MOUSE_DOUBLE_CLICK_TIME"
301 
302 /**
303  *  \brief  A variable setting the double click radius, in pixels.
304  */
305 #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS    "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
306 
307 /**
308  *  \brief  A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
309  */
310 #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
311 
312 /**
313  *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
314  */
315 #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
316 
317 /**
318  *  \brief  A variable controlling whether relative mouse motion is affected by renderer scaling
319  *
320  *  This variable can be set to the following values:
321  *    "0"       - Relative motion is unaffected by DPI or renderer's logical size
322  *    "1"       - Relative motion is scaled according to DPI scaling and logical size
323  *
324  *  By default relative mouse deltas are affected by DPI and renderer scaling
325  */
326 #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
327 
328 /**
329  *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
330  *
331  *  This variable can be set to the following values:
332  *    "0"       - Relative mouse mode uses raw input
333  *    "1"       - Relative mouse mode uses mouse warping
334  *
335  *  By default SDL will use raw input for relative mouse mode
336  */
337 #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
338 
339 /**
340  *  \brief Allow mouse click events when clicking to focus an SDL window
341  *
342  *  This variable can be set to the following values:
343  *    "0"       - Ignore mouse clicks that activate a window
344  *    "1"       - Generate events for mouse clicks that activate a window
345  *
346  *  By default SDL will ignore mouse clicks that activate a window
347  */
348 #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
349 
350 /**
351  *  \brief  A variable controlling whether touch events should generate synthetic mouse events
352  *
353  *  This variable can be set to the following values:
354  *    "0"       - Touch events will not generate mouse events
355  *    "1"       - Touch events will generate mouse events
356  *
357  *  By default SDL will generate mouse events for touch events
358  */
359 #define SDL_HINT_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS"
360 
361 /**
362  *  \brief  A variable controlling whether mouse events should generate synthetic touch events
363  *
364  *  This variable can be set to the following values:
365  *    "0"       - Mouse events will not generate touch events (default for desktop platforms)
366  *    "1"       - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
367  */
368 
369 #define SDL_HINT_MOUSE_TOUCH_EVENTS    "SDL_MOUSE_TOUCH_EVENTS"
370 
371 /**
372  *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
373  *  \warning  Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
374  *            seeing if "true" causes more problems than it solves in modern times.
375  *
376  */
377 #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
378 
379 /**
380  *  \brief  A variable controlling whether the idle timer is disabled on iOS.
381  *
382  *  When an iOS app does not receive touches for some time, the screen is
383  *  dimmed automatically. For games where the accelerometer is the only input
384  *  this is problematic. This functionality can be disabled by setting this
385  *  hint.
386  *
387  *  As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
388  *  accomplish the same thing on iOS. They should be preferred over this hint.
389  *
390  *  This variable can be set to the following values:
391  *    "0"       - Enable idle timer
392  *    "1"       - Disable idle timer
393  */
394 #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
395 
396 /**
397  *  \brief  A variable controlling which orientations are allowed on iOS/Android.
398  *
399  *  In some circumstances it is necessary to be able to explicitly control
400  *  which UI orientations are allowed.
401  *
402  *  This variable is a space delimited list of the following values:
403  *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
404  */
405 #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
406 
407 /**
408  *  \brief  A variable controlling whether controllers used with the Apple TV
409  *  generate UI events.
410  *
411  * When UI events are generated by controller input, the app will be
412  * backgrounded when the Apple TV remote's menu button is pressed, and when the
413  * pause or B buttons on gamepads are pressed.
414  *
415  * More information about properly making use of controllers for the Apple TV
416  * can be found here:
417  * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
418  *
419  *  This variable can be set to the following values:
420  *    "0"       - Controller input does not generate UI events (the default).
421  *    "1"       - Controller input generates UI events.
422  */
423 #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
424 
425 /**
426  * \brief  A variable controlling whether the Apple TV remote's joystick axes
427  *         will automatically match the rotation of the remote.
428  *
429  *  This variable can be set to the following values:
430  *    "0"       - Remote orientation does not affect joystick axes (the default).
431  *    "1"       - Joystick axes are based on the orientation of the remote.
432  */
433 #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
434 
435 /**
436  * \brief  A variable controlling whether the home indicator bar on iPhone X
437  *         should be hidden.
438  *
439  *  This variable can be set to the following values:
440  *    "0"       - The indicator bar is not hidden (default for windowed applications)
441  *    "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
442  *    "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)
443  */
444 #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
445 
446 /**
447  *  \brief  A variable controlling whether the Android / iOS built-in
448  *  accelerometer should be listed as a joystick device.
449  *
450  *  This variable can be set to the following values:
451  *    "0"       - The accelerometer is not listed as a joystick
452  *    "1"       - The accelerometer is available as a 3 axis joystick (the default).
453  */
454 #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
455 
456 /**
457  *  \brief  A variable controlling whether the Android / tvOS remotes
458  *  should be listed as joystick devices, instead of sending keyboard events.
459  *
460  *  This variable can be set to the following values:
461  *    "0"       - Remotes send enter/escape/arrow key events
462  *    "1"       - Remotes are available as 2 axis, 2 button joysticks (the default).
463  */
464 #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
465 
466 /**
467  *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
468  *
469  *  The variable can be set to the following values:
470  *    "0"       - Disable XInput detection (only uses direct input)
471  *    "1"       - Enable XInput detection (the default)
472  */
473 #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
474 
475 /**
476  *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
477  *
478  *  This hint is for backwards compatibility only and will be removed in SDL 2.1
479  *
480  *  The default value is "0".  This hint must be set before SDL_Init()
481  */
482 #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
483 
484 /**
485  *  \brief  A variable that overrides the automatic controller type detection
486  *
487  *  The variable should be comma separated entries, in the form: VID/PID=type
488  *
489  *  The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
490  *
491  *  The type should be one of:
492  *      Xbox360
493  *      XboxOne
494  *      PS3
495  *      PS4
496  *      SwitchPro
497  *
498  *  This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
499  */
500 #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
501 
502 /**
503  *  \brief  A variable that lets you manually hint extra gamecontroller db entries.
504  *
505  *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
506  *
507  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
508  *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
509  */
510 #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
511 
512 /**
513  *  \brief  A variable that lets you provide a file with extra gamecontroller db entries.
514  *
515  *  The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
516  *
517  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
518  *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
519  */
520 #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
521 
522 /**
523  *  \brief  A variable containing a list of devices to skip when scanning for game controllers.
524  *
525  *  The format of the string is a comma separated list of USB VID/PID pairs
526  *  in hexadecimal form, e.g.
527  *
528  *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
529  *
530  *  The variable can also take the form of @file, in which case the named
531  *  file will be loaded and interpreted as the value of the variable.
532  */
533 #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
534 
535 /**
536  *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
537  *
538  *  The format of the string is a comma separated list of USB VID/PID pairs
539  *  in hexadecimal form, e.g.
540  *
541  *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
542  *
543  *  The variable can also take the form of @file, in which case the named
544  *  file will be loaded and interpreted as the value of the variable.
545  */
546 #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
547 
548 /**
549  *  \brief  If set, game controller face buttons report their values according to their labels instead of their positional layout.
550  *
551  *  For example, on Nintendo Switch controllers, normally you'd get:
552  *
553  *      (Y)
554  *  (X)     (B)
555  *      (A)
556  *
557  *  but if this hint is set, you'll get:
558  *
559  *      (X)
560  *  (Y)     (A)
561  *      (B)
562  *
563  *  The variable can be set to the following values:
564  *    "0"       - Report the face buttons by position, as though they were on an Xbox controller.
565  *    "1"       - Report the face buttons by label instead of position
566  *
567  *  The default value is "1".  This hint may be set at any time.
568  */
569 #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
570 
571 /**
572  *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
573  *
574  *  The variable can be set to the following values:
575  *    "0"       - Disable joystick & gamecontroller input events when the
576  *                application is in the background.
577  *    "1"       - Enable joystick & gamecontroller input events when the
578  *                application is in the background.
579  *
580  *  The default value is "0".  This hint may be set at any time.
581  */
582 #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
583 
584 /**
585  *  \brief  A variable controlling whether the HIDAPI joystick drivers should be used.
586  *
587  *  This variable can be set to the following values:
588  *    "0"       - HIDAPI drivers are not used
589  *    "1"       - HIDAPI drivers are used (the default)
590  *
591  *  This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
592  */
593 #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
594 
595 /**
596  *  \brief  A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
597  *
598  *  This variable can be set to the following values:
599  *    "0"       - HIDAPI driver is not used
600  *    "1"       - HIDAPI driver is used
601  *
602  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
603  */
604 #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
605 
606 /**
607  *  \brief  A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
608  *
609  *  This variable can be set to the following values:
610  *    "0"       - extended reports are not enabled (the default)
611  *    "1"       - extended reports
612  *
613  *  Extended input reports allow rumble on Bluetooth PS4 controllers, but
614  *  break DirectInput handling for applications that don't use SDL.
615  *
616  *  Once extended reports are enabled, they can not be disabled without
617  *  power cycling the controller.
618  */
619 #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
620 
621 /**
622  *  \brief  A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
623  *
624  *  This variable can be set to the following values:
625  *    "0"       - HIDAPI driver is not used
626  *    "1"       - HIDAPI driver is used
627  *
628  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
629  */
630 #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
631 
632 /**
633  *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
634  *
635  *  This variable can be set to the following values:
636  *    "0"       - HIDAPI driver is not used
637  *    "1"       - HIDAPI driver is used
638  *
639  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
640  */
641 #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
642 
643 /**
644  *  \brief  A variable controlling whether the HIDAPI driver for XBox controllers should be used.
645  *
646  *  This variable can be set to the following values:
647  *    "0"       - HIDAPI driver is not used
648  *    "1"       - HIDAPI driver is used
649  *
650  *  The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
651  */
652 #define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"
653 
654  /**
655   *  \brief  A variable controlling whether the HIDAPI driver for XBox controllers on Windows should pull correlated
656   *      data from XInput.
657   *
658   *  This variable can be set to the following values:
659   *    "0"       - HIDAPI Xbox driver will only use HIDAPI data
660   *    "1"       - HIDAPI Xbox driver will also pull data from XInput, providing better trigger axes, guide button
661   *                presses, and rumble support
662   *
663   *  The default is "1".  This hint applies to any joysticks opened after setting the hint.
664   */
665 #define SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT   "SDL_JOYSTICK_HIDAPI_CORRELATE_XINPUT"
666 
667 /**
668  *  \brief  A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
669  *
670  *  This variable can be set to the following values:
671  *    "0"       - HIDAPI driver is not used
672  *    "1"       - HIDAPI driver is used
673  *
674  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
675  */
676 #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
677 
678 /**
679  *  \brief  A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
680  *
681  *  The variable can be set to the following values:
682  *    "0"       - Do not scan for Steam Controllers
683  *    "1"       - Scan for Steam Controllers (the default)
684  *
685  *  The default value is "1".  This hint must be set before initializing the joystick subsystem.
686  */
687 #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
688 
689  /**
690   *  \brief  A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
691   *
692   *  This variable can be set to the following values:
693   *    "0"       - RAWINPUT drivers are not used
694   *    "1"       - RAWINPUT drivers are used (the default)
695   *
696   */
697 #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
698 
699 /**
700  *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
701  *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
702  *
703  *  This variable can be set to the following values:
704  *    "0"       - don't allow topmost
705  *    "1"       - allow topmost
706  */
707 #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
708 
709 /**
710  *  \brief A variable that controls the timer resolution, in milliseconds.
711  *
712  *  The higher resolution the timer, the more frequently the CPU services
713  *  timer interrupts, and the more precise delays are, but this takes up
714  *  power and CPU time.  This hint is only used on Windows 7 and earlier.
715  *
716  *  See this blog post for more information:
717  *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
718  *
719  *  If this variable is set to "0", the system timer resolution is not set.
720  *
721  *  The default value is "1". This hint may be set at any time.
722  */
723 #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
724 
725 
726 /**
727  *  \brief  A variable describing the content orientation on QtWayland-based platforms.
728  *
729  *  On QtWayland platforms, windows are rotated client-side to allow for custom
730  *  transitions. In order to correctly position overlays (e.g. volume bar) and
731  *  gestures (e.g. events view, close/minimize gestures), the system needs to
732  *  know in which orientation the application is currently drawing its contents.
733  *
734  *  This does not cause the window to be rotated or resized, the application
735  *  needs to take care of drawing the content in the right orientation (the
736  *  framebuffer is always in portrait mode).
737  *
738  *  This variable can be one of the following values:
739  *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
740  */
741 #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
742 
743 /**
744  *  \brief  Flags to set on QtWayland windows to integrate with the native window manager.
745  *
746  *  On QtWayland platforms, this hint controls the flags to set on the windows.
747  *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
748  *
749  *  This variable is a space-separated list of the following values (empty = no flags):
750  *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
751  */
752 #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
753 
754 /**
755 *  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
756 *
757 *  Use this hint in case you need to set SDL's threads stack size to other than the default.
758 *  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
759 *  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
760 *  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
761 *
762 *  Instead of this hint, in 2.0.9 and later, you can use
763 *  SDL_CreateThreadWithStackSize(). This hint only works with the classic
764 *  SDL_CreateThread().
765 */
766 #define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
767 
768 /**
769 *  \brief  A string specifying additional information to use with SDL_SetThreadPriority.
770 *
771 *  By default SDL_SetThreadPriority will make appropriate system changes in order to
772 *  apply a thread priority.  For example on systems using pthreads the scheduler policy
773 *  is changed automatically to a policy that works well with a given priority.
774 *  Code which has specific requirements can override SDL's default behavior with this hint.
775 *
776 *  pthread hint values are "current", "other", "fifo" and "rr".
777 *  Currently no other platform hint values are defined but may be in the future.
778 */
779 #define SDL_HINT_THREAD_PRIORITY_POLICY         "SDL_THREAD_PRIORITY_POLICY"
780 
781 /**
782  *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
783  */
784 #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
785 
786 /**
787  *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
788  *
789  *  If present, holding ctrl while left clicking will generate a right click
790  *  event when on Mac.
791  */
792 #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
793 
794 /**
795 *  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
796 *
797 *  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
798 *  can use two different sets of binaries, those compiled by the user from source
799 *  or those provided by the Chrome browser. In the later case, these binaries require
800 *  that SDL loads a DLL providing the shader compiler.
801 *
802 *  This variable can be set to the following values:
803 *    "d3dcompiler_46.dll" - default, best for Vista or later.
804 *    "d3dcompiler_43.dll" - for XP support.
805 *    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
806 *
807 */
808 #define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
809 
810 /**
811 *  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
812 *
813 *  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
814 *  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
815 *  created SDL_Window:
816 *
817 *  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
818 *  needed for example when sharing an OpenGL context across multiple windows.
819 *
820 *  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
821 *  OpenGL rendering.
822 *
823 *  This variable can be set to the following values:
824 *    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
825 *    share a pixel format with.
826 */
827 #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
828 
829 /**
830  *  \brief A URL to a WinRT app's privacy policy
831  *
832  *  All network-enabled WinRT apps must make a privacy policy available to its
833  *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
834  *  be available in the Windows Settings charm, as accessed from within the app.
835  *  SDL provides code to add a URL-based link there, which can point to the app's
836  *  privacy policy.
837  *
838  *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
839  *  before calling any SDL_Init() functions.  The contents of the hint should
840  *  be a valid URL.  For example, "http://www.example.com".
841  *
842  *  The default value is "", which will prevent SDL from adding a privacy policy
843  *  link to the Settings charm.  This hint should only be set during app init.
844  *
845  *  The label text of an app's "Privacy Policy" link may be customized via another
846  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
847  *
848  *  Please note that on Windows Phone, Microsoft does not provide standard UI
849  *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
850  *  will not get used on that platform.  Network-enabled phone apps should display
851  *  their privacy policy through some other, in-app means.
852  */
853 #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
854 
855 /** \brief Label text for a WinRT app's privacy policy link
856  *
857  *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
858  *  Microsoft mandates that this policy be available via the Windows Settings charm.
859  *  SDL provides code to add a link there, with its label text being set via the
860  *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
861  *
862  *  Please note that a privacy policy's contents are not set via this hint.  A separate
863  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
864  *  policy.
865  *
866  *  The contents of this hint should be encoded as a UTF8 string.
867  *
868  *  The default value is "Privacy Policy".  This hint should only be set during app
869  *  initialization, preferably before any calls to SDL_Init().
870  *
871  *  For additional information on linking to a privacy policy, see the documentation for
872  *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
873  */
874 #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
875 
876 /** \brief Allows back-button-press events on Windows Phone to be marked as handled
877  *
878  *  Windows Phone devices typically feature a Back button.  When pressed,
879  *  the OS will emit back-button-press events, which apps are expected to
880  *  handle in an appropriate manner.  If apps do not explicitly mark these
881  *  events as 'Handled', then the OS will invoke its default behavior for
882  *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
883  *  terminate the app (and attempt to switch to the previous app, or to the
884  *  device's home screen).
885  *
886  *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
887  *  to mark back-button-press events as Handled, if and when one is sent to
888  *  the app.
889  *
890  *  Internally, Windows Phone sends back button events as parameters to
891  *  special back-button-press callback functions.  Apps that need to respond
892  *  to back-button-press events are expected to register one or more
893  *  callback functions for such, shortly after being launched (during the
894  *  app's initialization phase).  After the back button is pressed, the OS
895  *  will invoke these callbacks.  If the app's callback(s) do not explicitly
896  *  mark the event as handled by the time they return, or if the app never
897  *  registers one of these callback, the OS will consider the event
898  *  un-handled, and it will apply its default back button behavior (terminate
899  *  the app).
900  *
901  *  SDL registers its own back-button-press callback with the Windows Phone
902  *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
903  *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
904  *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
905  *  If the hint's value is set to "1", the back button event's Handled
906  *  property will get set to 'true'.  If the hint's value is set to something
907  *  else, or if it is unset, SDL will leave the event's Handled property
908  *  alone.  (By default, the OS sets this property to 'false', to note.)
909  *
910  *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
911  *  back button is pressed, or can set it in direct-response to a back button
912  *  being pressed.
913  *
914  *  In order to get notified when a back button is pressed, SDL apps should
915  *  register a callback function with SDL_AddEventWatch(), and have it listen
916  *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
917  *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
918  *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
919  *  set by such a callback, will be applied to the OS' current
920  *  back-button-press event.
921  *
922  *  More details on back button behavior in Windows Phone apps can be found
923  *  at the following page, on Microsoft's developer site:
924  *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
925  */
926 #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
927 
928 /**
929  *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
930  *
931  *  This hint only applies to Mac OS X.
932  *
933  *  The variable can be set to the following values:
934  *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
935  *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
936  *                button on their titlebars).
937  *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
938  *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
939  *                button on their titlebars).
940  *
941  *  The default value is "1". Spaces are disabled regardless of this hint if
942  *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
943  *   any windows are created.
944  */
945 #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
946 
947 /**
948 *  \brief  When set don't force the SDL app to become a foreground process
949 *
950 *  This hint only applies to Mac OS X.
951 *
952 */
953 #define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
954 
955 /**
956  * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
957  *
958  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
959  *
960  * If both hints were set then SDL_RWFromFile() will look into expansion files
961  * after a given relative path was not found in the internal storage and assets.
962  *
963  * By default this hint is not set and the APK expansion files are not searched.
964  */
965 #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
966 
967 /**
968  * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
969  *
970  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
971  *
972  * If both hints were set then SDL_RWFromFile() will look into expansion files
973  * after a given relative path was not found in the internal storage and assets.
974  *
975  * By default this hint is not set and the APK expansion files are not searched.
976  */
977 #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
978 
979 /**
980  * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
981  *
982  * The variable can be set to the following values:
983  *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
984  *               responsibility to render the text from these events and
985  *               differentiate it somehow from committed text. (default)
986  *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent,
987  *               and text that is being composed will be rendered in its own UI.
988  */
989 #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
990 
991 /**
992  * \brief A variable to control whether we trap the Android back button to handle it manually.
993  *        This is necessary for the right mouse button to work on some Android devices, or
994  *        to be able to trap the back button for use in your code reliably.  If set to true,
995  *        the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
996  *        SDL_SCANCODE_AC_BACK.
997  *
998  * The variable can be set to the following values:
999  *   "0"       - Back button will be handled as usual for system. (default)
1000  *   "1"       - Back button will be trapped, allowing you to handle the key press
1001  *               manually.  (This will also let right mouse click work on systems
1002  *               where the right mouse button functions as back.)
1003  *
1004  * The value of this hint is used at runtime, so it can be changed at any time.
1005  */
1006 #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
1007 
1008 /**
1009  * \brief A variable to control whether the event loop will block itself when the app is paused.
1010  *
1011  * The variable can be set to the following values:
1012  *   "0"       - Non blocking.
1013  *   "1"       - Blocking. (default)
1014  *
1015  * The value should be set before SDL is initialized.
1016  */
1017 #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
1018 
1019  /**
1020  * \brief A variable to control whether the return key on the soft keyboard
1021  *        should hide the soft keyboard on Android and iOS.
1022  *
1023  * The variable can be set to the following values:
1024  *   "0"       - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
1025  *   "1"       - The return key will hide the keyboard.
1026  *
1027  * The value of this hint is used at runtime, so it can be changed at any time.
1028  */
1029 #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
1030 
1031 /**
1032  *  \brief override the binding element for keyboard inputs for Emscripten builds
1033  *
1034  * This hint only applies to the emscripten platform
1035  *
1036  * The variable can be one of
1037  *    "#window"      - The javascript window object (this is the default)
1038  *    "#document"    - The javascript document object
1039  *    "#screen"      - the javascript window.screen object
1040  *    "#canvas"      - the WebGL canvas element
1041  *    any other string without a leading # sign applies to the element on the page with that ID.
1042  */
1043 #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
1044 
1045 /**
1046  *  \brief Disable giving back control to the browser automatically
1047  *  when running with asyncify
1048  *
1049  * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
1050  * such as refreshing the screen or polling events.
1051  *
1052  * This hint only applies to the emscripten platform
1053  *
1054  * The variable can be set to the following values:
1055  *    "0"       - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
1056  *    "1"       - Enable emscripten_sleep calls (the default)
1057  */
1058 #define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"
1059 
1060 /**
1061  *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
1062  *
1063  * This hint only applies to Unix-like platforms, and should set before
1064  * any calls to SDL_Init()
1065  *
1066  * The variable can be set to the following values:
1067  *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
1068  *               catches a signal, convert it into an SDL_QUIT event.
1069  *   "1"       - SDL will not install a signal handler at all.
1070  */
1071 #define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
1072 
1073 /**
1074  *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
1075  *
1076  * The variable can be set to the following values:
1077  *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
1078  *   "1"       - SDL will only do normal key handling for Alt+F4.
1079  */
1080 #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
1081 
1082 /**
1083  *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
1084  *
1085  * The bitmap header version 4 is required for proper alpha channel support and
1086  * SDL will use it when required. Should this not be desired, this hint can
1087  * force the use of the 40 byte header version which is supported everywhere.
1088  *
1089  * The variable can be set to the following values:
1090  *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
1091  *               32-bit BMP file with an alpha mask. SDL will use the bitmap
1092  *               header version 4 and set the alpha mask accordingly.
1093  *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
1094  *               32-bit BMP file without an alpha mask. The alpha channel data
1095  *               will be in the file, but applications are going to ignore it.
1096  *
1097  * The default value is "0".
1098  */
1099 #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
1100 
1101 /**
1102  * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
1103  *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a
1104  *        thread's name, but it tends to cause problems with other debuggers,
1105  *        and the .NET runtime. Note that SDL 2.0.6 and later will still use
1106  *        the (safer) SetThreadDescription API, introduced in the Windows 10
1107  *        Creators Update, if available.
1108  *
1109  * The variable can be set to the following values:
1110  *   "0"       - SDL will raise the 0x406D1388 Exception to name threads.
1111  *               This is the default behavior of SDL <= 2.0.4.
1112  *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default)
1113  *               This is necessary with .NET languages or debuggers that aren't Visual Studio.
1114  */
1115 #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
1116 
1117 /**
1118  * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
1119  *
1120  * Also known as Z-order. The variable can take a negative or positive value.
1121  * The default is 10000.
1122  */
1123 #define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
1124 
1125 /**
1126  * \brief Tell the video driver that we only want a double buffer.
1127  *
1128  * By default, most lowlevel 2D APIs will use a triple buffer scheme that
1129  * wastes no CPU time on waiting for vsync after issuing a flip, but
1130  * introduces a frame of latency. On the other hand, using a double buffer
1131  * scheme instead is recommended for cases where low latency is an important
1132  * factor because we save a whole frame of latency.
1133  * We do so by waiting for vsync immediately after issuing a flip, usually just
1134  * after eglSwapBuffers call in the backend's *_SwapWindow function.
1135  *
1136  * Since it's driver-specific, it's only supported where possible and
1137  * implemented. Currently supported the following drivers:
1138  * - KMSDRM (kmsdrm)
1139  * - Raspberry Pi (raspberrypi)
1140  */
1141 #define SDL_HINT_VIDEO_DOUBLE_BUFFER      "SDL_VIDEO_DOUBLE_BUFFER"
1142 
1143 /**
1144  *  \brief  A variable controlling what driver to use for OpenGL ES contexts.
1145  *
1146  *  On some platforms, currently Windows and X11, OpenGL drivers may support
1147  *  creating contexts with an OpenGL ES profile. By default SDL uses these
1148  *  profiles, when available, otherwise it attempts to load an OpenGL ES
1149  *  library, e.g. that provided by the ANGLE project. This variable controls
1150  *  whether SDL follows this default behaviour or will always load an
1151  *  OpenGL ES library.
1152  *
1153  *  Circumstances where this is useful include
1154  *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
1155  *    or emulator, e.g. those from ARM, Imagination or Qualcomm.
1156  *  - Resolving OpenGL ES function addresses at link time by linking with
1157  *    the OpenGL ES library instead of querying them at run time with
1158  *    SDL_GL_GetProcAddress().
1159  *
1160  *  Caution: for an application to work with the default behaviour across
1161  *  different OpenGL drivers it must query the OpenGL ES function
1162  *  addresses at run time using SDL_GL_GetProcAddress().
1163  *
1164  *  This variable is ignored on most platforms because OpenGL ES is native
1165  *  or not supported.
1166  *
1167  *  This variable can be set to the following values:
1168  *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.)
1169  *    "1"       - Load OpenGL ES library using the default library names.
1170  *
1171  */
1172 #define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
1173 
1174 /**
1175  *  \brief  A variable controlling speed/quality tradeoff of audio resampling.
1176  *
1177  *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
1178  *  to handle audio resampling. There are different resampling modes available
1179  *  that produce different levels of quality, using more CPU.
1180  *
1181  *  If this hint isn't specified to a valid setting, or libsamplerate isn't
1182  *  available, SDL will use the default, internal resampling algorithm.
1183  *
1184  *  Note that this is currently only applicable to resampling audio that is
1185  *  being written to a device for playback or audio being read from a device
1186  *  for capture. SDL_AudioCVT always uses the default resampler (although this
1187  *  might change for SDL 2.1).
1188  *
1189  *  This hint is currently only checked at audio subsystem initialization.
1190  *
1191  *  This variable can be set to the following values:
1192  *
1193  *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
1194  *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
1195  *    "2" or "medium"  - Use medium quality resampling, if available
1196  *    "3" or "best"    - Use high quality resampling, if available
1197  */
1198 #define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
1199 
1200 /**
1201  *  \brief  A variable controlling the audio category on iOS and Mac OS X
1202  *
1203  *  This variable can be set to the following values:
1204  *
1205  *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
1206  *    "playback"    - Use the AVAudioSessionCategoryPlayback category
1207  *
1208  *  For more information, see Apple's documentation:
1209  *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
1210  */
1211 #define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
1212 
1213 /**
1214  *  \brief  A variable controlling whether the 2D render API is compatible or efficient.
1215  *
1216  *  This variable can be set to the following values:
1217  *
1218  *    "0"     - Don't use batching to make rendering more efficient.
1219  *    "1"     - Use batching, but might cause problems if app makes its own direct OpenGL calls.
1220  *
1221  *  Up to SDL 2.0.9, the render API would draw immediately when requested. Now
1222  *  it batches up draw requests and sends them all to the GPU only when forced
1223  *  to (during SDL_RenderPresent, when changing render targets, by updating a
1224  *  texture that the batch needs, etc). This is significantly more efficient,
1225  *  but it can cause problems for apps that expect to render on top of the
1226  *  render API's output. As such, SDL will disable batching if a specific
1227  *  render backend is requested (since this might indicate that the app is
1228  *  planning to use the underlying graphics API directly). This hint can
1229  *  be used to explicitly request batching in this instance. It is a contract
1230  *  that you will either never use the underlying graphics API directly, or
1231  *  if you do, you will call SDL_RenderFlush() before you do so any current
1232  *  batch goes to the GPU before your work begins. Not following this contract
1233  *  will result in undefined behavior.
1234  */
1235 #define SDL_HINT_RENDER_BATCHING  "SDL_RENDER_BATCHING"
1236 
1237 
1238 /**
1239  *  \brief  A variable controlling whether SDL logs all events pushed onto its internal queue.
1240  *
1241  *  This variable can be set to the following values:
1242  *
1243  *    "0"     - Don't log any events (default)
1244  *    "1"     - Log all events except mouse and finger motion, which are pretty spammy.
1245  *    "2"     - Log all events.
1246  *
1247  *  This is generally meant to be used to debug SDL itself, but can be useful
1248  *  for application developers that need better visibility into what is going
1249  *  on in the event queue. Logged events are sent through SDL_Log(), which
1250  *  means by default they appear on stdout on most platforms or maybe
1251  *  OutputDebugString() on Windows, and can be funneled by the app with
1252  *  SDL_LogSetOutputFunction(), etc.
1253  *
1254  *  This hint can be toggled on and off at runtime, if you only need to log
1255  *  events for a small subset of program execution.
1256  */
1257 #define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"
1258 
1259 
1260 
1261 /**
1262  *  \brief  Controls how the size of the RIFF chunk affects the loading of a WAVE file.
1263  *
1264  *  The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
1265  *  file) is not always reliable. In case the size is wrong, it's possible to
1266  *  just ignore it and step through the chunks until a fixed limit is reached.
1267  *
1268  *  Note that files that have trailing data unrelated to the WAVE file or
1269  *  corrupt files may slow down the loading process without a reliable boundary.
1270  *  By default, SDL stops after 10000 chunks to prevent wasting time. Use the
1271  *  environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
1272  *
1273  *  This variable can be set to the following values:
1274  *
1275  *    "force"        - Always use the RIFF chunk size as a boundary for the chunk search
1276  *    "ignorezero"   - Like "force", but a zero size searches up to 4 GiB (default)
1277  *    "ignore"       - Ignore the RIFF chunk size and always search up to 4 GiB
1278  *    "maximum"      - Search for chunks until the end of file (not recommended)
1279  */
1280 #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"
1281 
1282 /**
1283  *  \brief  Controls how a truncated WAVE file is handled.
1284  *
1285  *  A WAVE file is considered truncated if any of the chunks are incomplete or
1286  *  the data chunk size is not a multiple of the block size. By default, SDL
1287  *  decodes until the first incomplete block, as most applications seem to do.
1288  *
1289  *  This variable can be set to the following values:
1290  *
1291  *    "verystrict" - Raise an error if the file is truncated
1292  *    "strict"     - Like "verystrict", but the size of the RIFF chunk is ignored
1293  *    "dropframe"  - Decode until the first incomplete sample frame
1294  *    "dropblock"  - Decode until the first incomplete block (default)
1295  */
1296 #define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"
1297 
1298 /**
1299  *  \brief  Controls how the fact chunk affects the loading of a WAVE file.
1300  *
1301  *  The fact chunk stores information about the number of samples of a WAVE
1302  *  file. The Standards Update from Microsoft notes that this value can be used
1303  *  to 'determine the length of the data in seconds'. This is especially useful
1304  *  for compressed formats (for which this is a mandatory chunk) if they produce
1305  *  multiple sample frames per block and truncating the block is not allowed.
1306  *  The fact chunk can exactly specify how many sample frames there should be
1307  *  in this case.
1308  *
1309  *  Unfortunately, most application seem to ignore the fact chunk and so SDL
1310  *  ignores it by default as well.
1311  *
1312  *  This variable can be set to the following values:
1313  *
1314  *    "truncate"    - Use the number of samples to truncate the wave data if
1315  *                    the fact chunk is present and valid
1316  *    "strict"      - Like "truncate", but raise an error if the fact chunk
1317  *                    is invalid, not present for non-PCM formats, or if the
1318  *                    data chunk doesn't have that many samples
1319  *    "ignorezero"  - Like "truncate", but ignore fact chunk if the number of
1320  *                    samples is zero
1321  *    "ignore"      - Ignore fact chunk entirely (default)
1322  */
1323 #define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"
1324 
1325 /**
1326  *  \brief Override for SDL_GetDisplayUsableBounds()
1327  *
1328  *  If set, this hint will override the expected results for
1329  *  SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
1330  *  to do this, but this allows an embedded system to request that some of the
1331  *  screen be reserved for other uses when paired with a well-behaved
1332  *  application.
1333  *
1334  *  The contents of this hint must be 4 comma-separated integers, the first
1335  *  is the bounds x, then y, width and height, in that order.
1336  */
1337 #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
1338 
1339 /**
1340  *  \brief Specify an application name for an audio device.
1341  *
1342  * Some audio backends (such as PulseAudio) allow you to describe your audio
1343  * stream. Among other things, this description might show up in a system
1344  * control panel that lets the user adjust the volume on specific audio
1345  * streams instead of using one giant master volume slider.
1346  *
1347  * This hints lets you transmit that information to the OS. The contents of
1348  * this hint are used while opening an audio device. You should use a string
1349  * that describes your program ("My Game 2: The Revenge")
1350  *
1351  * Setting this to "" or leaving it unset will have SDL use a reasonable
1352  * default: probably the application's name or "SDL Application" if SDL
1353  * doesn't have any better information.
1354  *
1355  * On targets where this is not supported, this hint does nothing.
1356  */
1357 #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
1358 
1359 /**
1360  *  \brief Specify an application name for an audio device.
1361  *
1362  * Some audio backends (such as PulseAudio) allow you to describe your audio
1363  * stream. Among other things, this description might show up in a system
1364  * control panel that lets the user adjust the volume on specific audio
1365  * streams instead of using one giant master volume slider.
1366  *
1367  * This hints lets you transmit that information to the OS. The contents of
1368  * this hint are used while opening an audio device. You should use a string
1369  * that describes your what your program is playing ("audio stream" is
1370  * probably sufficient in many cases, but this could be useful for something
1371  * like "team chat" if you have a headset playing VoIP audio separately).
1372  *
1373  * Setting this to "" or leaving it unset will have SDL use a reasonable
1374  * default: "audio stream" or something similar.
1375  *
1376  * On targets where this is not supported, this hint does nothing.
1377  */
1378 #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
1379 
1380 
1381 /**
1382  *  \brief Override for SDL_GetPreferredLocales()
1383  *
1384  *  If set, this will be favored over anything the OS might report for the
1385  *  user's preferred locales. Changing this hint at runtime will not generate
1386  *  a SDL_LOCALECHANGED event (but if you can change the hint, you can push
1387  *  your own event, if you want).
1388  *
1389  *  The format of this hint is a comma-separated list of language and locale,
1390  *  combined with an underscore, as is a common format: "en_GB". Locale is
1391  *  optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
1392  */
1393 #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
1394 
1395 
1396 /**
1397  *  \brief  An enumeration of hint priorities
1398  */
1399 typedef enum
1400 {
1401     SDL_HINT_DEFAULT,
1402     SDL_HINT_NORMAL,
1403     SDL_HINT_OVERRIDE
1404 } SDL_HintPriority;
1405 
1406 
1407 /**
1408  *  \brief Set a hint with a specific priority
1409  *
1410  *  The priority controls the behavior when setting a hint that already
1411  *  has a value.  Hints will replace existing hints of their priority and
1412  *  lower.  Environment variables are considered to have override priority.
1413  *
1414  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
1415  */
1416 extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
1417                                                          const char *value,
1418                                                          SDL_HintPriority priority);
1419 
1420 /**
1421  *  \brief Set a hint with normal priority
1422  *
1423  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
1424  */
1425 extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
1426                                              const char *value);
1427 
1428 /**
1429  *  \brief Get a hint
1430  *
1431  *  \return The string value of a hint variable.
1432  */
1433 extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
1434 
1435 /**
1436  *  \brief Get a hint
1437  *
1438  *  \return The boolean value of a hint variable.
1439  */
1440 extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
1441 
1442 /**
1443  * \brief type definition of the hint callback function.
1444  */
1445 typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
1446 
1447 /**
1448  *  \brief Add a function to watch a particular hint
1449  *
1450  *  \param name The hint to watch
1451  *  \param callback The function to call when the hint value changes
1452  *  \param userdata A pointer to pass to the callback function
1453  */
1454 extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
1455                                                  SDL_HintCallback callback,
1456                                                  void *userdata);
1457 
1458 /**
1459  *  \brief Remove a function watching a particular hint
1460  *
1461  *  \param name The hint being watched
1462  *  \param callback The function being called when the hint value changes
1463  *  \param userdata A pointer being passed to the callback function
1464  */
1465 extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
1466                                                  SDL_HintCallback callback,
1467                                                  void *userdata);
1468 
1469 /**
1470  *  \brief  Clear all hints
1471  *
1472  *  This function is called during SDL_Quit() to free stored hints.
1473  */
1474 extern DECLSPEC void SDLCALL SDL_ClearHints(void);
1475 
1476 
1477 /* Ends C function definitions when using C++ */
1478 #ifdef __cplusplus
1479 }
1480 #endif
1481 #include "close_code.h"
1482 
1483 #endif /* SDL_hints_h_ */
1484 
1485 /* vi: set ts=4 sw=4 expandtab: */
1486