SDL_hints.h 25 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL_hints.h
  20. *
  21. * Official documentation for SDL configuration variables
  22. *
  23. * This file contains functions to set and get configuration hints,
  24. * as well as listing each of them alphabetically.
  25. *
  26. * The convention for naming hints is SDL_HINT_X, where "SDL_X" is
  27. * the environment variable that can be used to override the default.
  28. *
  29. * In general these hints are just that - they may or may not be
  30. * supported or applicable on any given platform, but they provide
  31. * a way for an application or user to give the library a hint as
  32. * to how they would like the library to work.
  33. */
  34. #ifndef _SDL_hints_h
  35. #define _SDL_hints_h
  36. #include "SDL_stdinc.h"
  37. #include "begin_code.h"
  38. /* Set up for C function definitions, even when using C++ */
  39. #ifdef __cplusplus
  40. extern "C" {
  41. #endif
  42. /**
  43. * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
  44. *
  45. * SDL can try to accelerate the SDL screen surface by using streaming
  46. * textures with a 3D rendering engine. This variable controls whether and
  47. * how this is done.
  48. *
  49. * This variable can be set to the following values:
  50. * "0" - Disable 3D acceleration
  51. * "1" - Enable 3D acceleration, using the default renderer.
  52. * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
  53. *
  54. * By default SDL tries to make a best guess for each platform whether
  55. * to use acceleration or not.
  56. */
  57. #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
  58. /**
  59. * \brief A variable specifying which render driver to use.
  60. *
  61. * If the application doesn't pick a specific renderer to use, this variable
  62. * specifies the name of the preferred renderer. If the preferred renderer
  63. * can't be initialized, the normal default renderer is used.
  64. *
  65. * This variable is case insensitive and can be set to the following values:
  66. * "direct3d"
  67. * "opengl"
  68. * "opengles2"
  69. * "opengles"
  70. * "software"
  71. *
  72. * The default varies by platform, but it's the first one in the list that
  73. * is available on the current platform.
  74. */
  75. #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
  76. /**
  77. * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
  78. *
  79. * This variable can be set to the following values:
  80. * "0" - Disable shaders
  81. * "1" - Enable shaders
  82. *
  83. * By default shaders are used if OpenGL supports them.
  84. */
  85. #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
  86. /**
  87. * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
  88. *
  89. * This variable can be set to the following values:
  90. * "0" - Thread-safety is not enabled (faster)
  91. * "1" - Thread-safety is enabled
  92. *
  93. * By default the Direct3D device is created with thread-safety disabled.
  94. */
  95. #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
  96. /**
  97. * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
  98. *
  99. * This variable does not have any effect on the Direct3D 9 based renderer.
  100. *
  101. * This variable can be set to the following values:
  102. * "0" - Disable Debug Layer use
  103. * "1" - Enable Debug Layer use
  104. *
  105. * By default, SDL does not use Direct3D Debug Layer.
  106. */
  107. #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
  108. /**
  109. * \brief A variable controlling the scaling quality
  110. *
  111. * This variable can be set to the following values:
  112. * "0" or "nearest" - Nearest pixel sampling
  113. * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
  114. * "2" or "best" - Currently this is the same as "linear"
  115. *
  116. * By default nearest pixel sampling is used
  117. */
  118. #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
  119. /**
  120. * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
  121. *
  122. * This variable can be set to the following values:
  123. * "0" - Disable vsync
  124. * "1" - Enable vsync
  125. *
  126. * By default SDL does not sync screen surface updates with vertical refresh.
  127. */
  128. #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
  129. /**
  130. * \brief A variable controlling whether the screensaver is enabled.
  131. *
  132. * This variable can be set to the following values:
  133. * "0" - Disable screensaver
  134. * "1" - Enable screensaver
  135. *
  136. * By default SDL will disable the screensaver.
  137. */
  138. #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
  139. /**
  140. * \brief A variable controlling whether the X11 VidMode extension should be used.
  141. *
  142. * This variable can be set to the following values:
  143. * "0" - Disable XVidMode
  144. * "1" - Enable XVidMode
  145. *
  146. * By default SDL will use XVidMode if it is available.
  147. */
  148. #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
  149. /**
  150. * \brief A variable controlling whether the X11 Xinerama extension should be used.
  151. *
  152. * This variable can be set to the following values:
  153. * "0" - Disable Xinerama
  154. * "1" - Enable Xinerama
  155. *
  156. * By default SDL will use Xinerama if it is available.
  157. */
  158. #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
  159. /**
  160. * \brief A variable controlling whether the X11 XRandR extension should be used.
  161. *
  162. * This variable can be set to the following values:
  163. * "0" - Disable XRandR
  164. * "1" - Enable XRandR
  165. *
  166. * By default SDL will not use XRandR because of window manager issues.
  167. */
  168. #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
  169. /**
  170. * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
  171. *
  172. * This variable can be set to the following values:
  173. * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
  174. * "1" - The window frame is interactive when the cursor is hidden
  175. *
  176. * By default SDL will allow interaction with the window frame when the cursor is hidden
  177. */
  178. #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
  179. /**
  180. * \brief A variable controlling whether the windows message loop is processed by SDL
  181. *
  182. * This variable can be set to the following values:
  183. * "0" - The window message loop is not run
  184. * "1" - The window message loop is processed in SDL_PumpEvents()
  185. *
  186. * By default SDL will process the windows message loop
  187. */
  188. #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
  189. /**
  190. * \brief A variable controlling whether grabbing input grabs the keyboard
  191. *
  192. * This variable can be set to the following values:
  193. * "0" - Grab will affect only the mouse
  194. * "1" - Grab will affect mouse and keyboard
  195. *
  196. * By default SDL will not grab the keyboard so system shortcuts still work.
  197. */
  198. #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
  199. /**
  200. * \brief A variable controlling whether relative mouse mode is implemented using mouse warping
  201. *
  202. * This variable can be set to the following values:
  203. * "0" - Relative mouse mode uses raw input
  204. * "1" - Relative mouse mode uses mouse warping
  205. *
  206. * By default SDL will use raw input for relative mouse mode
  207. */
  208. #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
  209. /**
  210. * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
  211. *
  212. */
  213. #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
  214. /**
  215. * \brief A variable controlling whether the idle timer is disabled on iOS.
  216. *
  217. * When an iOS app does not receive touches for some time, the screen is
  218. * dimmed automatically. For games where the accelerometer is the only input
  219. * this is problematic. This functionality can be disabled by setting this
  220. * hint.
  221. *
  222. * This variable can be set to the following values:
  223. * "0" - Enable idle timer
  224. * "1" - Disable idle timer
  225. */
  226. #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
  227. /**
  228. * \brief A variable controlling which orientations are allowed on iOS.
  229. *
  230. * In some circumstances it is necessary to be able to explicitly control
  231. * which UI orientations are allowed.
  232. *
  233. * This variable is a space delimited list of the following values:
  234. * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
  235. */
  236. #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
  237. /**
  238. * \brief A variable controlling whether an Android built-in accelerometer should be
  239. * listed as a joystick device, rather than listing actual joysticks only.
  240. *
  241. * This variable can be set to the following values:
  242. * "0" - List only real joysticks and accept input from them
  243. * "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
  244. */
  245. #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
  246. /**
  247. * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
  248. *
  249. * The variable can be set to the following values:
  250. * "0" - Disable XInput detection (only uses direct input)
  251. * "1" - Enable XInput detection (the default)
  252. */
  253. #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
  254. /**
  255. * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
  256. *
  257. * This hint is for backwards compatibility only and will be removed in SDL 2.1
  258. *
  259. * The default value is "0". This hint must be set before SDL_Init()
  260. */
  261. #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
  262. /**
  263. * \brief A variable that lets you manually hint extra gamecontroller db entries
  264. *
  265. * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
  266. *
  267. * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
  268. * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
  269. */
  270. #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
  271. /**
  272. * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
  273. *
  274. * The variable can be set to the following values:
  275. * "0" - Disable joystick & gamecontroller input events when the
  276. * application is in the background.
  277. * "1" - Enable joystick & gamecontroller input events when the
  278. * application is in the background.
  279. *
  280. * The default value is "0". This hint may be set at any time.
  281. */
  282. #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
  283. /**
  284. * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
  285. * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
  286. *
  287. * This variable can be set to the following values:
  288. * "0" - don't allow topmost
  289. * "1" - allow topmost
  290. */
  291. #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
  292. /**
  293. * \brief A variable that controls the timer resolution, in milliseconds.
  294. *
  295. * The higher resolution the timer, the more frequently the CPU services
  296. * timer interrupts, and the more precise delays are, but this takes up
  297. * power and CPU time. This hint is only used on Windows 7 and earlier.
  298. *
  299. * See this blog post for more information:
  300. * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
  301. *
  302. * If this variable is set to "0", the system timer resolution is not set.
  303. *
  304. * The default value is "1". This hint may be set at any time.
  305. */
  306. #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
  307. /**
  308. * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac)
  309. */
  310. #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
  311. /**
  312. * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
  313. *
  314. * If present, holding ctrl while left clicking will generate a right click
  315. * event when on Mac.
  316. */
  317. #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
  318. /**
  319. * \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
  320. *
  321. * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
  322. * can use two different sets of binaries, those compiled by the user from source
  323. * or those provided by the Chrome browser. In the later case, these binaries require
  324. * that SDL loads a DLL providing the shader compiler.
  325. *
  326. * This variable can be set to the following values:
  327. * "d3dcompiler_46.dll" - default, best for Vista or later.
  328. * "d3dcompiler_43.dll" - for XP support.
  329. * "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
  330. *
  331. */
  332. #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
  333. /**
  334. * \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
  335. *
  336. * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
  337. * SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
  338. * created SDL_Window:
  339. *
  340. * 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
  341. * needed for example when sharing an OpenGL context across multiple windows.
  342. *
  343. * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
  344. * OpenGL rendering.
  345. *
  346. * This variable can be set to the following values:
  347. * The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
  348. * share a pixel format with.
  349. */
  350. #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
  351. /**
  352. * \brief A URL to a WinRT app's privacy policy
  353. *
  354. * All network-enabled WinRT apps must make a privacy policy available to its
  355. * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
  356. * be available in the Windows Settings charm, as accessed from within the app.
  357. * SDL provides code to add a URL-based link there, which can point to the app's
  358. * privacy policy.
  359. *
  360. * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
  361. * before calling any SDL_Init functions. The contents of the hint should
  362. * be a valid URL. For example, "http://www.example.com".
  363. *
  364. * The default value is "", which will prevent SDL from adding a privacy policy
  365. * link to the Settings charm. This hint should only be set during app init.
  366. *
  367. * The label text of an app's "Privacy Policy" link may be customized via another
  368. * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
  369. *
  370. * Please note that on Windows Phone, Microsoft does not provide standard UI
  371. * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
  372. * will not get used on that platform. Network-enabled phone apps should display
  373. * their privacy policy through some other, in-app means.
  374. */
  375. #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
  376. /** \brief Label text for a WinRT app's privacy policy link
  377. *
  378. * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
  379. * Microsoft mandates that this policy be available via the Windows Settings charm.
  380. * SDL provides code to add a link there, with its label text being set via the
  381. * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
  382. *
  383. * Please note that a privacy policy's contents are not set via this hint. A separate
  384. * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
  385. * policy.
  386. *
  387. * The contents of this hint should be encoded as a UTF8 string.
  388. *
  389. * The default value is "Privacy Policy". This hint should only be set during app
  390. * initialization, preferably before any calls to SDL_Init.
  391. *
  392. * For additional information on linking to a privacy policy, see the documentation for
  393. * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
  394. */
  395. #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
  396. /** \brief Allows back-button-press events on Windows Phone to be marked as handled
  397. *
  398. * Windows Phone devices typically feature a Back button. When pressed,
  399. * the OS will emit back-button-press events, which apps are expected to
  400. * handle in an appropriate manner. If apps do not explicitly mark these
  401. * events as 'Handled', then the OS will invoke its default behavior for
  402. * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
  403. * terminate the app (and attempt to switch to the previous app, or to the
  404. * device's home screen).
  405. *
  406. * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
  407. * to mark back-button-press events as Handled, if and when one is sent to
  408. * the app.
  409. *
  410. * Internally, Windows Phone sends back button events as parameters to
  411. * special back-button-press callback functions. Apps that need to respond
  412. * to back-button-press events are expected to register one or more
  413. * callback functions for such, shortly after being launched (during the
  414. * app's initialization phase). After the back button is pressed, the OS
  415. * will invoke these callbacks. If the app's callback(s) do not explicitly
  416. * mark the event as handled by the time they return, or if the app never
  417. * registers one of these callback, the OS will consider the event
  418. * un-handled, and it will apply its default back button behavior (terminate
  419. * the app).
  420. *
  421. * SDL registers its own back-button-press callback with the Windows Phone
  422. * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
  423. * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
  424. * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
  425. * If the hint's value is set to "1", the back button event's Handled
  426. * property will get set to 'true'. If the hint's value is set to something
  427. * else, or if it is unset, SDL will leave the event's Handled property
  428. * alone. (By default, the OS sets this property to 'false', to note.)
  429. *
  430. * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
  431. * back button is pressed, or can set it in direct-response to a back button
  432. * being pressed.
  433. *
  434. * In order to get notified when a back button is pressed, SDL apps should
  435. * register a callback function with SDL_AddEventWatch(), and have it listen
  436. * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
  437. * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
  438. * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
  439. * set by such a callback, will be applied to the OS' current
  440. * back-button-press event.
  441. *
  442. * More details on back button behavior in Windows Phone apps can be found
  443. * at the following page, on Microsoft's developer site:
  444. * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
  445. */
  446. #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
  447. /**
  448. * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
  449. *
  450. * This hint only applies to Mac OS X.
  451. *
  452. * The variable can be set to the following values:
  453. * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
  454. * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
  455. * button on their titlebars).
  456. * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
  457. * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
  458. * button on their titlebars).
  459. *
  460. * The default value is "1". Spaces are disabled regardless of this hint if
  461. * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
  462. * any windows are created.
  463. */
  464. #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
  465. /**
  466. * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
  467. */
  468. #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
  469. /**
  470. * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
  471. */
  472. #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
  473. /**
  474. * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
  475. *
  476. * The variable can be set to the following values:
  477. * "0" - SDL_TEXTEDITING events are sent, and it is the application's
  478. * responsibility to render the text from these events and
  479. * differentiate it somehow from committed text. (default)
  480. * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
  481. * and text that is being composed will be rendered in its own UI.
  482. */
  483. #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
  484. /**
  485. * \brief override the binding element for keyboard inputs for Emscripten builds
  486. *
  487. * This hint only applies to the emscripten platform
  488. *
  489. * The variable can be one of
  490. * "#window" - The javascript window object (this is the default)
  491. * "#document" - The javascript document object
  492. * "#screen" - the javascript window.screen object
  493. * "#canvas" - the WebGL canvas element
  494. * any other string without a leading # sign applies to the element on the page with that ID.
  495. */
  496. #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
  497. /**
  498. * \brief An enumeration of hint priorities
  499. */
  500. typedef enum
  501. {
  502. SDL_HINT_DEFAULT,
  503. SDL_HINT_NORMAL,
  504. SDL_HINT_OVERRIDE
  505. } SDL_HintPriority;
  506. /**
  507. * \brief Set a hint with a specific priority
  508. *
  509. * The priority controls the behavior when setting a hint that already
  510. * has a value. Hints will replace existing hints of their priority and
  511. * lower. Environment variables are considered to have override priority.
  512. *
  513. * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
  514. */
  515. extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
  516. const char *value,
  517. SDL_HintPriority priority);
  518. /**
  519. * \brief Set a hint with normal priority
  520. *
  521. * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
  522. */
  523. extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
  524. const char *value);
  525. /**
  526. * \brief Get a hint
  527. *
  528. * \return The string value of a hint variable.
  529. */
  530. extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
  531. /**
  532. * \brief Add a function to watch a particular hint
  533. *
  534. * \param name The hint to watch
  535. * \param callback The function to call when the hint value changes
  536. * \param userdata A pointer to pass to the callback function
  537. */
  538. typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
  539. extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
  540. SDL_HintCallback callback,
  541. void *userdata);
  542. /**
  543. * \brief Remove a function watching a particular hint
  544. *
  545. * \param name The hint being watched
  546. * \param callback The function being called when the hint value changes
  547. * \param userdata A pointer being passed to the callback function
  548. */
  549. extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
  550. SDL_HintCallback callback,
  551. void *userdata);
  552. /**
  553. * \brief Clear all hints
  554. *
  555. * This function is called during SDL_Quit() to free stored hints.
  556. */
  557. extern DECLSPEC void SDLCALL SDL_ClearHints(void);
  558. /* Ends C function definitions when using C++ */
  559. #ifdef __cplusplus
  560. }
  561. #endif
  562. #include "close_code.h"
  563. #endif /* _SDL_hints_h */
  564. /* vi: set ts=4 sw=4 expandtab: */