Files
kaizen/include/SDL3/SDL_hints.h
SimoZ64 28d94e8b86 Squashed 'external/SDL/' changes from 8ec576dda..90fd2a3cb
90fd2a3cb Sync SDL3 wiki -> header
edd08771a wayland: Add xdg_toplevel v7 edge constraint support
113475acb wayland: Add multi-seat support
4093e4a19 Fixed process I/O redirection to NUL on Windows
c025fdbb7 Add the CREATE_NO_WINDOW flag for background processes
8a57c83ff Updated to GameInput v1.1
f35a2736b Don't reset the render target when invalidating GPU renderer cache state
47e52ab37 Sync SDL3 wiki -> header
6a3dbe34d Sync SDL3 wiki -> header
d84c000ac Sync SDL3 wiki -> header
98e76d283 Fixed conflict when linking both SDL and hidapi statically
f6db5ba4c Add Turtle Beach VelocityOne
a1016bd06 Allow 01-joystick-polling example to be resizable
60fb1b554 Fix IMU orientations for 8bitdo wireless 2 controller in bluetooth mode
b0860fb0c Disable EGL in Emscripten builds
f303ccca6 Updated the report size for Ultimate 2 Wireless firmware v1.02
0add03780 [Windows]: dialog: Add `OFN_OVERWRITEPROMPT` to save dialogs (#12782)
a390f5716 docs: improve man page generation
93ac1e689 Fixed non-XBox controllers being detected as Series X controllers
d29bb902f Don't treat the Keychron K1 Pro System Control keyboard as a joystick
ab57ef9d7 update sdlgenblit.pl after PR/12769
b0a0d236d fix sdlgenblit.pl so that it actually matches the generated source
0fdfa925f rename local pointer vars 'pixel' to 'pixels'
46c314cc3 Revert "bool is 4 bytes in Apple MacOS X 32 bit PPC ABI"
2abfb92c5 Sync SDL3 wiki -> header
97eddacd7 Use the actual value of EGL_PLATFORM_DEVICE_EXT if it's not defined
4c1a3ccd4 rename local vars 'pixel' to 'pixelvalue'
433704e77 rename 'pixel' params of SDL_GetRGB, SDL_GetRGBA and SDL_LookupRGBAColor
83b261ae8 Remove unused message box includes
cccad933a Updated version documentation to match SDL 3.x practice
adad7dcae x11/wayland: Ignore redundant restore and fullscreen leave requests when showing the window
d7d6d8e28 Sync SDL3 wiki -> header
f7b718883 Add SDL_CreateGPURenderer
5a59b5f32 bool is 4 bytes in Apple MacOS X 32 bit PPC ABI
3b9101768 pulseaudio: cleanup TLS every time we finish a threaded-mainloop callback.
646f1f243 x11: Only enable _NET_WM_SYNC_REQUEST for OpenGL windows
33f90f2e4 GPU Vulkan: Clean up in Submit in headless mode (#12744)
93b06cffd Sync SDL3 wiki -> header
c2c3a930b Add STRING suffix to SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_* string properties
44710a248 gpu: alpha-to-coverage support
d6d2c958a Move global event handlers to SDL_VideoInit
05939909d SDL_gpu.h: SDL_GetGPUDeviceProperties() is thread-safe.
1687bc746 Sync SDL3 wiki -> header
accd952c4 SDL_gpu.h: Another attempt to clean up SDL_GetGPUDeviceProperties() docs.
c5f369f55 Sync SDL3 wiki -> header
0c9eccd0e Sync SDL3 wiki -> header
906c6c751 GPU: Add missing error code to VkErrorMessages()
205c34c62 GPU: The D3D12 blit shaders are DXIL
300013cea GPU: Don't pass null properties to SDL_CopyProperties()
8ad64aba1 GPU: Remove subheadings from SDL_GetGPUDeviceProperties() docs
94ab2b76a Sync SDL3 wiki -> header
85281be78 Re-added text removed by the wiki bridge
b53e7b447 GPU Vulkan: Fix recursive Submit calls causing defrag to fail (#12718)
b1919783c Sync SDL3 wiki -> header
39a3b14df Renamed SDL_GetGPUDeviceDebugProperties() to SDL_GetGPUDeviceProperties()
ca613b9d8 x11: Send a restored event before entering fullscreen
667b706a9 x11: Don't set the hidden flag when minimizing windows
6430aed3d Removed SDL_XInputVersion, which isn't used
40e08ee7a Assume new XBox controllers have a share button
6bb16296b Added special handling for SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY
ebb52973e cmake: make SDL_CPU_xxx variable visible when using CMAKE_OSX_ARCHITECTURES
b4af01cd0 only build static library in some feature tests
756b455d3 Fixed building for Xbox One
25232c077 Sync SDL3 wiki -> header
f78aa4d8e GPU: Expose debug information from devices
008690d01 Sync SDL3 wiki -> header
df3282740 Note that you might get a different size window than you expect
ab34ea5a2 Fixed documentation for SDL_GL_*_SIZE
87d6beb89 Rename cmake/sdltargets.cmake -> cmake/sdlcommands.cmake
208ec1829 Update README-documentation-rules.md
5709466dd Sync SDL3 wiki -> header
b52140086 Note that the Emscripten window properties are strings
82b245d13 Added support for the HORI Taiko No Tatsujin Drum Controller
12ef57ede Sync SDL3 wiki -> header
735b68581 Fixed wiki reformatting
cc8ec6cf1 Handle global mouse state for Emscripten (#12669)
53d053279 Sync SDL3 wiki -> header
cbc26fe2c Add Emscripten window data to window properties
4aefde015 Only send sensor data if sensors are enabled for 8BitDo controllers
6d7827344 Return early in stead of goto
c3ce216c4 Fixed crash at shutdown on Windows
e87a00c07 tests: port failing SDL_Renderer test from pysdl2 to testautomation
10819273b tests: port failing SDL_Renderer test from pysdl2 to testautomation
ffbd434a1 tests: port failing window  test from pysdl2 to testautomation
2775e7a78 tests: port failing SDL_Rect tests from pysdl2 to testautomation
39eed1d23 tests: port failing SDL_Hint tests from pysdl2 to testautomation
366a5281b Fixed comment
79a41ca7f Implemented DEBUG_8BITDO_PROTOCOL
5922e2cb7 Corrected comment with 8BitDo controller report sizes
0d9ff082f 8BitDo HIDAPI driver cleanup
e236a48e1 8BitDo
4de396734 More clarification for high DPI support
36fc1c2c9 Fixed texture colorspace when creating a texture from a surface
512485869 fix vulkan vertex buffer indexing
2e494fda3 Clarify high DPI support and best practices
44faac292 Fixed A/B/X/Y buttons on Nintendo 3DS
38c2081ae Temporarily default SDL_HINT_JOYSTICK_HIDAPI_8BITDO off
bcacc37e3 Sync SDL3 wiki -> header
e18c6bd2e 8BitDo (#12661)
6b1d6bfbe wayland: Commit the confinement region upon creation
266ee41c8 wayland: Defer creating cursor confinement regions until the surface is mapped
cb1d79db3 Sync SDL3 wiki -> header
088ad66f7 Update include/SDL3/SDL_power.h
032d69602 Add performance disclaimer in `SDL_GetPowerInfo` documentation
0d04e9ea6 Fixed build
7bb95bde4 Set the alpha opaque when blending to an RGB format
8eb57c5a4 diskaudio: Use SDL_GetAudioFormatName instead of recreating it from scratch.
f05bb7aae diskaudio: Log the raw PCM's format during "device" open.
210b317d8 x11: Popup positions after constraining are in the window-relative space, not global
daa7a5ad7 Updated Visual Studio example projects
f7a89d19c fix missing AVFoundation in CMakeLists.txt
a23f97483 Temporarily disable DwmFlush()
536a1a236 coreaudio: Added some NULL pointer checks.
712c76fdc gamepad: Fix inability to disable SDL_EVENT_GAMEPAD_UPDATE_COMPLETE events
418acf629 Sync SDL3 wiki -> header
633b9f6fb Added SDL_SetRenderTextureAddressMode() and SDL_GetRenderTextureAddressMode()
eb918af3d video: fix surface leak when duplicating mjpeg
567dfd2eb examples/renderer/19-affine-textures: add metadata for examples.libsdl.org.
5ab1aef36 examples/renderer/19-affine-textures: blue background so you can see the cube.
87e6d2250 examples, affine-textures: fix RISC-OS build.
254f34808 examples/renderer/19-affine-textures: Flip coords so SDL logo is right-side up.
391545105 examples/renderer/19-affine-textures: Whole source file was indented one space.
2ebcee203 examples: added examples/renderer/19-affine-textures to CMakeLists.txt.
2207f6bc9 examples/renderer/affine-textures: Fixed compiler warnings.
83eea00d6 Create affine-textures.c
401aaf3d2 video: Revert unnecessary member assignment
eed94cb03 Updated link to PSP Hello World
be2f7f206 Sync SDL3 wiki -> header
0f27c3aab Added SDL_PROP_PROCESS_CREATE_WORKING_DIRECTORY_STRING
289f5cfdb touch: Don't call ResetTouch() if SDL_GetTouch() can't find a virtual device.
b00b08f83 touch: Keep state correct when removing virtual touch devices during quit.
09fff161e cocoa: Clear pending state on fullscreen switch failures
05d23cae7 cocoa: Re-add sync timeout
2e61b4165 Don't send relative motion while in a modal loop
4c035a1fd audio: Allow PipeWire and PulseAudio streams to migrate to other sinks.
f3d4e6fe5 Sync SDL3 wiki -> header
8e6eaf12a wayland: Expose wl_output objects on video displays
1f917d523 Sync SDL3 wiki -> header
00f316737 Progress bar comment changes
e28974124 Added mappings for the NSO N64/SEGA/SNES controllers
b88200b79 Fixed face buttons for the NSO SNES controller under the HIDAPI driver
f355c7f21 Allow the progress API to be used on all platforms
b45ed98ae Fix spelling mistake in documentation
716e33f10 x11: Send the _XWAYLAND_MAY_GRAB_KEYBOARD message when grabbing the keyboard
a5633ad0f Sync SDL3 wiki -> header
6cc00a31b WindowProgressState API getters and fixes (#12629)
b520cde18 cocoa: Properly set the pending fullscreen spaces state when in a transition
dd9b9d451 Check if GL_OES_EGL_image_external is supported before trying to use it
7ec13a2ea Document SDL_malloc alignment guarantees
ae17b04c0 alsa: Don't start the hardware until the device thread is ready to do work.
41636959d audio: Feed output devices immediately, instead of waiting upfront.
48d4104ec pulseaudio: Fixed typo in commented-out debug logging.
8cb303126 wayland: Fix global mouse position retrieval
d6f137b2b Added a note to tag the wiki when doing feature releases
7f927de1f x11: remove 'args' and 'ret' from SDL_X11_SYM macro
b6ca03611 Fixed mixed trigger and body rumble for Xbox controllers on Windows
c3a3a11db keyboard: Don't check text input on a null window
035d9179a WIN_SetWindowProgressState(): Unsupported parameter error message
c217663fb SDL_SetWindowProgressState(): Add parameter validation check for `state`
3fa1bd81f Fixed previous commit renaming {add,remove}AudioDevice to native{Add,Remove}AudioDevice
b8381b3a2 Sync SDL3 wiki -> header
fa0a86409 Additions to progress bar comments
721476033 SDL_SetWindowProgressValue(): Move value clamp from `WIN_SetWindowProgressValue()` to `SDL_SetWindowProgressValue()`
69ad66b01 Fixed error messages in GetTaskbarList()
a3be7a137 WIN_SetWindowProgressValue(): Fix value clamp
017783835 Native functions renamed: {add,remove}AudioDevice to native{Add,Remove}AudioDevice
6e875397f Proguard: remove onNativePen
027df89ed wayland: Scale accelerated relative pointer coordinates with emulated resolutions
f52f982b1 chore: rename integer mode field names
8407a1625 Sync SDL3 wiki -> header
7a10fcdcc Add progress bar support for Windows (#12530)
6b13d6910 Improve move/resize visual smoothness on Windows
4fcef9074 audio: hold floating point exceptions when using neon
b493e29a8 x11: Fix backwards _NET_WM_SYNC_REQUEST init check
2fbb58329 SDL_ClaimWindowForGPUDevice() should fail for transparent windows
bde49abdb GPU: Support swapchain buffer transparency in Vulkan
79081a178 cocoa: Fix zoom check when leaving fullscreen
03cdd297e video: Fix boolean logic for getting the pending window position
fbdb63797 Fixed build when virtual joysticks are disabled
758eb256b Fixed DebugLogRenderCommands() output
4ceb02434 We need to rebind D3D12 resources after updating them
3538abfb8 Revert "Don't update a texture twice in the same batch on D3D12"
0681d0881 Don't update a texture twice in the same batch on D3D12
ac5b2b610 Don't send text event while ctrl/alt is held on X11/Wayland
365b7837c add private definitions to SDL_build_config.h.cmake
817260c73 Updates SDL_SetEventFilter code snippet to SDL3
3fd61b053 Updated for SDL style
581b61429 Emscripten: Support Custom Message Boxes (#12583)
54f5b7333 emscripten: Don't use legacy JS library functions for assertions
03a53ce0d Always show the on-screen keyboard on Steam Deck
8caeaaacd A Steam Controller might be generating keyboard input
cbb83be89 Show the on-screen keyboard if we don't have active keyboard input
67b4c3a15 Sync SDL3 wiki -> header
10072bb07 asyncio: SDL_LoadFileAsync was not null-terminating the file data.
85435d5a1 SDL_audio.h: Fixed typos in docs.
3ed61f203 Fixed applications that integrate Qt with SDL joystick support
de60a5f39 Revert "Make native functions be public otherwise it fails at run-time."
fe024b8fe Fixed typo in build.gradle
10fae8c34 Fixed Android build warnings
bf7b9b020 Fixed gradle deprecation warnings
ac2870250 Use the android-21 SDK as documented in README-android.md
476e7e54c Don't create surfaces with invalid pixel formats
6f456da63 GPU: Request sampleRateShading feature on Vulkan
4fd4d89b6 Make native functions be public otherwise it fails at run-time. (they are public such as the one in SDLActivity)
f2ed5c7a1 Fix illegal calls to DwmGetWindowAttribute()
96bf12444 Windows allows windows to be resized to zero height.
47b0c7547 Make sure we're getting called for the correct window
3415bc920 Fixed crash if a window couldn't be created on Windows
07e4dea69 The posix4 library has been merged into the libc library
9820f655d android: reduce visiblity as much as possible
c696e9318 GPU Vulkan: Fix render pass race (#12587)
7b93a744c time: Fix compilation on Solaris
14deef997 emscripten: Fix undefined behavior in opengles2 renderer
5283f7374 storage: Declare a private bootstrap for NDA user storage
8b924df48 Use an autoreleasepool in Cocoa_GetDisplayUsableBounds()
82335fd0e Fixed building with SDL_LEAN_AND_MEAN
a551c2a6d Fix Vulkan error check
5985f0a32 Fixed infinite recursion in SDL_IsGamepad()
6d0fb0a2e gpu: Fix MTLLibrary dispatch data destructor
3e5664a5b Fix return type in SDL_CreateGPURenderState
4fc9509ab Fixed raw input device GUIDs changing randomly between runs
0bd70684b GPU: Fix Vulkan backend never checking deallocations (#12567)
715301cef Fixed crash if info->path is NULL
f5eea7efa remove status message for SDL_STATIC_PIC PIC is controlled through CMAKE_POSITION_INDEPENDENT_CODE and not by an SDL option
35c03774f [SDL3] Adding input and FFB support for Logitech G29(PS3) on hidapi (#11598)
d66483dfc video: Send pending coordinates for moved, hidden windows
b9504f247 opengl: pixelart fragment shader uses GLSL version 1.30
05531c5f4 release: use NDK r21e for building Android release artifact
18185e30e Remove breaks under return
80ff0f45f Move default
3b58ad9d4 Add breaks and defaults to switch statements
8b6e9936e Missed a bracket
36ec4cd39 Align spacing
3b90ce499 Fix spacing; tabs to 4 spaces
60857935c Add preliminary joystick support for snake example
aad1e3516 mouse: Allow use of integer coordinates with fractional wheel events
501e71f25 Added unaligned version of SDL_ConvertPixels_SwapNV_std()
ad9f9af4e Removed accidentally enabled debug code
efe122be4 Removed width/height parameters from LoadTexture()
dcb97a5f4 Set a default shader entry point
1a2fccc56 hints: The auto mode switching hint is for 3.4.0
285fa671a Sync SDL3 wiki -> header
0bfe0497f video: Add a hint to disable auto mode switching if an exclusive fullscreen window moves between displays
58f6e9c27 Fix trailing doc comments
f15832c68 Sync SDL3 wiki -> header
17b84dbcf emscripten: add window properties for canvas ID and keyboard element (#12509)
ffe69fc35 Fixed SDL_GPUTextureSupportsSampleCount() documentation
e671bc265 Sync SDL3 wiki -> header
02faa8f75 Rename SDL_SetGPURenderStateFragmentUniformData() to SDL_SetGPURenderStateFragmentUniforms()
96194347b Added an example of fullscreen shader effects with the GPU renderer
2aee105b4 Added support for custom shaders with the GPU renderer
eb56c8af8 Sync SDL3 wiki -> header
1ae4ef65e Fixed incorrect assert
3e9e22f17 Added SDL_SCALEMODE_PIXELART
853375da6 Removed texture_size from the GPU renderer vertex shader
28ec461eb Organize the GPU renderer draw code
af0420d89 Switched GPU renderer shaders to shadercross and HLSL
c318b1f92 SDL_mutex.h: Fixed code example.
0e29c6295 gpu: Clean up unused code in Vulkan and D3D12 drivers
71c4de190 Sync SDL3 wiki -> header
512d97eab cocoa: Set the internal window data before calling methods that may result in referencing the internal data
5e951a230 windows: Fix WIN_SetWindowAlwaysOnTop causing owner window z-order changes when child windows are created or change top-level status
50a397bb4 Removed help for obsolete (and removed) command line option
3235a4eb4 Initialize the padding of aligned allocations to zero
efaafd766 VITA: Remove unused/duplicate headers
7746a9656 Fixup the mingw readme cmakelists
2ce3dfdf1 Fixed Nintendo controller face button layout under Steam
be6ed6e9c Fixed sscanf("026", "%1x%1x%1x", &r, &g, &b)
24339524c Use sized types when fixing undefined behavior
f1d16e9b4 avoid UB (left shift of negative number) in SDL_windowsevents.c
9fcca8351 gpu: Validate that CopyGPUTextureToTexture formats match
f2866418d wayland: Fix enum/boolean comparison and assignment
597bfe6b2 mouse: Add internal integer mouse mode hint for sdl2-compat
65cd2256c emscripten: Fix handling of special HTML targets
5d804a39d Implement SDL_GetSystemRAM and SDL_GetNumLogicalCPUCores for the 3ds (#12494)
99336ea37 Fixed memory leak in memory leak tracking
0306b5a86 Fix n3ds/SDL_syssem.c:SDL_SignalSemaphore (libsdl-org/SDL#12411)
3353b92a9 Fixed pen events on iOS after reinitializing SDL
ad2584813 cocoa: Ignore both clicks and motion on tooltip windows
fe245c6e0 x11: Always synthesize size events for external windows
84d047cc1 wayland: Rollback the round trip when reading data offers
fc3510785 Sync SDL3 wiki -> header
d631a3add Add a link to docs/INTRO-mingw.md
04b4577b5 Added MinGW Intro readme, touched up CMake and Visual Studio readmes. (#12485)
b99ff00a9 Removed logic forcing vsync on if setting it off fails
55695d372 Sync SDL3 wiki -> header
9c7c11f25 wayland: Roundtrip when receiving data offers
c4be7f77a wayland: Add additional MIME types for text drag & drop
e20e27e1f Added SIMD blitters for 8888 -> 8888 format conversion
4c82b5843 Added support for SDL_PIXELFORMAT_MJPG to SDL_DuplicateSurface()
cb099ebd4 Make texture scale mode a part of the 2D renderer draw state
6e2d3c9b5 x11: Enable legacy synchronization for external window resize and move events
bdde07468 Sync SDL3 wiki -> header
49af57694 Disable XTest by default
794ff283e Added support for using XTest to warp the mouse
fae324dac Update XSync code to match SDL3 conventions
f01bcaeb1 Sync SDL3 wiki -> header
fe9bdcf50 Added SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT
9f557941f Sync SDL3 wiki -> header
8f40dad46 Document the thread safety of SDL surface functions
aef240b2e Fixed continuous logging if returning to desktop mode fails on X11
e9632c83c Handle XWayland not sending display disconnected events
ca9bc6b16 Revert "Ignore BadRROutput errors from XRRGetOutputInfo()"
0c8ddc1f0 Ignore BadRROutput errors from XRRGetOutputInfo()
80ae3a751 Fixed crash when restoring the desktop mode on macOS
5f07347e4 Fixed crash unplugging a HIDAPI controller
82552e5b7 Make SDL_RegisterEvents() thread-safe
9f9a44282 video: Synthesize fullscreen related moves if the driver does not.
e7abbf158 x11: Synthesize fullscreen size events on Openbox
5d20bbf34 Presenting while drawing to a render target should fail.
debbe1cf7 Fix for Message Box failing to init on X11 (#12455)
4bb46e93c Fixed clip rect when logical presentation is enabled
7df0ffd43 Sync SDL3 wiki -> header
7c29c8b26 Added fullscreen_active to better track fullscreen state
3b9f0dff1 Use _this pointer to reference the video device
0ccf272ee Check the display device before dereferencing
6c347cbf3 video: Handle Cocoa desktop mode switch inhibition in the video layer
24ec2ed78 Don't save temporary mode changes to the desktop mode
d57aa6f7a pipewire: Don't require pw_check_library_version() with Pipewire < 0.3.75
113eb6f01 gpu: Add BC2_RGBA_UNORM_SRGB to GetBlockWidth/Height functions
2c7c3d4d7 Only use VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR on Android
ca3c5fd40 fix build:  s/SDL_DetectSandbox/SDL_GetSandbox/
eac63b473 Add the definition for DBUS_TYPE_UNIX_FD to SDL_dbus.h
16f12c0d5 Implement the XDP Camera portal
c3b415641 Sync SDL3 wiki -> header
2a0223487 Sync SDL3 wiki -> header
1a7c20698 Save and restore error messages when rolling back after failed init
2c46c3d5b Updated dynamic API for new functions
5373271a1 forbid transform change while relative mode active
428f0dcd6 add SDL_SetRelativeMouseTransform
67127afe3 Fix from #12118
e25ee2246 Added tiled 9-grid texture rendering function
954675b32 Sync SDL3 wiki -> header
44bca81fd Change default texture scale mode per renderer
b0d2a4f35 gpu: Fix Z offset for D3D12 realigned 3D texture uploads
b69201dae cocoa: Don't overwrite the desktop mode when changing the fullscreen mode
078d737a2 cocoa: Run pending events to completion
b0df1cbbe Updated to version 3.3.0 for development
65864190c Added testpen to the Xcode test project
292e43174 Updated to version 3.2.6 for release
f0cb78e08 Handle XCreateIC() failing when composition UI is enabled
55484ef02 Moved WIN_UpdateMouseCapture() to be with the other mouse functions
020664bd1 Update mouse button state when re-entering a window
b836ad4d4 Fix a root signature mismatch for the D3D12 renderer
a88105784 camera: Delete some failure code that should have been removed before.
f868408a3 Ceil the audio resampling rate to avoid over-estimating output samples.
cbdc93b17 cmake: make sure a SDL3 library is present when not using COMPONENTs
8a7beca12 camera: clear the spec when closing, so re-opening can probe again
ee5f5c917 Sync SDL3 wiki -> header
6e4193b74 Note that the file names are UTF-8 encoded
60c65f9fa SDL_camera.c: fix failure-return in SDL_PrepareCameraSurfaces().
b8c2bc143 Added build dependencies for Arch Linux
7ab1412e2 Sync SDL3 wiki -> header
725af6ad1 camera: Fixed surface formats, etc, for Emscripten backend.
ef23ebfb5 Fixed the cursor clip rect when toggling window borders on macOS
c68259944 GPU_d3d12: Switched the default swapchain scaling mode to none.
ea513fd47 Fixed vulkan gpu backend android orientation behaviour to just work like on iOS.
87b1c9736 Fix pen generated mouse events not having SDL_PEN_MOUSEID  (#12392)
a44107540 sysjoystick: don't leak fd on error
9a802797d SDL_pen: fix eraser check
54c7aa9c9 Sync SDL3 wiki -> header
35e8cf8ee render: allow render targets to use logical presentation.
281f0fae1 Include the VID/PID of generic keyboard/mouse devices on Windows
d09bf5681 clipboard: Cleanup coding style
edaf44767 tests: Add showing/setting the primary selection text to testclipboard
7b9036bea wayland: Don't overwrite clipboard data with the primary selection text
f7cadcba8 examples: Use SDL_GetAudioStreamQueued, not SDL_GetAudioStreamAvailable.
b3336c5a7 Match style
2b784b5bf Fix SDL_GlobDirectory
eb89d0c8c Don't put wired Switch Pro controllers into simple report mode
1ea99bc90 Early out if setting a duplicate window title
56e2955b6 Sync SDL3 wiki -> header
cc984c973 Added a mapping for the 8BitDo SN30 Pro+ controller on macOS
ba88b6aa0 Fixed reliability of initializing Switch controllers on macOS
66ecdc69a Don't update the report mode until the related hint is set
fab52b578 wayland: Ensure that color descriptions are always retrieved
9464aaa8a Change D3D12 GPU backend to respect has_depth_stencil_target
cf819ca81 Don't allow further operations on properties while we're destroying them
e01257376 Don't fixup mappings for Joy-Con controllers
34c373495 Fixed opening one Joy-Con when the other is visible but disconnected
049a7a04d Wake the main thread for main function dispatch
f0f593f04 Embed a description about Wayland clipboard instead of a link
bb748ef2d Don't cleanup clipboard in SDL_SendClipboardUpdate on Wayland
38a73a178 Sync SDL3 wiki -> header
85a302550 Set an error message if the rect passed to SDL_RenderReadPixels() is entirely outside the viewport
29df99ee3 Clarified SDL_RenderReadPixels() documentation
2f77558ba fix comment
44f1ec35c GPU: Make Vulkan transfer buffers dedicated allocs
1c2189c7c strings.h isn't available in Windows environments
ffdca343f Sync SDL3 wiki -> header
ac5fca4ae Clarify the expected usage of SDL_StorageReady()
fc365e945 Sync SDL3 wiki -> header
ad840e879 Better document that main functionality is in SDL_main.h
bb8dcf08e Sync SDL3 wiki -> header
698032531 Added support for the "%n" sscanf format specifier
e6a24fcbb fix stbi__parse_png_file() reading too much bytes (thanks @miniupnp!)
db4e6c193 Cocoa metal layers need their size updated before renderer updates
0a592b78c Sync SDL3 wiki -> header
58388e8db Add SDL_HINT_JOYSTICK_HAPTIC_AXES
db817a37f gpu: Fix forward declaration and inclusion of PrivateGPUDriver
a7bc6c5e0 gpu: initialize VkDebugUtilsLabelEXT::color
60b7faa98 gpu: Validate that reserved struct members are unset
2990d142c Map additonal Linux keycodes to SDL scancodes
a0086a5cc Add missing scancode names
35544df83 Changed PULSEAUDIO_FlushRecording() to only flush audio present when called.
deadfe0c9 Sync SDL3 wiki -> header
0815637cf vulkan build fix
ea77472d7 Document/ignore GPU features without universal support
ad11c6988 src/io/SDL_asyncio.c:SDL_AsyncIOFromFile(): Fix null-dereference warning
8bfde6755 Remove unnecessary fcitx's devel package dependency in linux doc
52af81ea1 wayland: Fix mapping borderless windows under libdecor
1a0a94b50 x11: Accommodate the borders when setting the initial window position
52e64f816 Use SDL C runtime functions in OpenVR driver
7224b4040 Fix errors when building stb_image with -DSDL_LIBC=OFF
945da099a pipewire: Fix possible deadlock when opening a device
70f657e52 ci: farewell, clang32 on msys2
e50db698e Disable all camera drivers if SDL_CAMERA_DISABLED is defined
1ddba3ad5 Replace "8BitDo Tech Ltd" with "8BitDo" in the manufacturer string
fdf72d1e4 Use the keyboard/mouse vendor if available
a811e0ef0 Added support for the 8BitDo Micro gamepad
bc85c5535 testcontroller: create window with high pixel density
75bbcbf87 Added support for Motion JPEG pipewire camera capture
5c214e5e9 testcamera: SDL_AppQuit destroys state and SDL
03e00cd34 v4l2: map SDL_PIXELFORMAT_MJPG to V4L2_PIX_FMT_MJPEG
fcd41c1d2 Check desired window area when checking zoom state
b5297de56 Add 'const' to pointer parameters
911e53dec Retain mouse focus as long as we're getting mouse events
3b8cb6228 Make it easier to enable IME debug logs
9a607e886 make start&length represent utf32 indices
9d06145d6 ci: fix type + names of intel compiler artifacts
fa380a400 Update include/SDL3/SDL_assert.h
2a1b617fb Update include/SDL3/SDL_assert.h
69e03094b fallback to defining SDL_TriggerBreakpoint as __builtin_trap in older linux arm64 environments that do not have a __has_builtin facility
c70f54e28 Remove redundant casts
2e346d716 Added 32-bit texture formats to Texture_GetBlockWidth() and Texture_GetBlockHeight()
5d776c070 Refactored SDL_CreateJoystickName() into a general SDL_CreateDeviceName()
3293eb1a1 use hidapi to get mouse/keyboard string
785584230 ci: disable precompiled headers for classic intel compiler
71d1de5d9 ci: add cppflags to CMAKE_(C|CXX)_FLAGS
28f086794 SPA_FALLTHROUGH expands to nothing when using the Intel compiler
8d3db06ff ci: GitHub is retiring Ubuntu 20.04 support
c153f83df ci: enable ccache
52ee0c105 Sync SDL3 wiki -> header
9267930fe Added a fast path for converting the same format and pitch
f24f9d3be Revert "testcamera: added support for Motion JPEG camera frames"
2e89c53eb Added support for decoding MJPG into NV12 textures
06602f4e8 Document that the pitch is the length of the image data for SDL_PIXELFORMAT_MJPG
a792434a3 Added initial MJPG support using stb_image
baf69edfc Revert "cmake: build SDL_uclibc with -fPIC"
fdf8e5a70 ci: build static loongarch libraries with -fPIC
9784414dd cmake: build SDL_uclibc with -fPIC
b48de48ef wayland: Add support for high-DPI icons
6e0264d38 x11: Use the current or last-requested window position when setting the size hint
1a38960ee Call SDL_DiscardAllCommands() for the software renderer as well
8f4c5e15f Finish any drawing when destroying a software renderer
1a853973a thread/windows: fix stack overflow in exception naming
a40b2de94 Fix SDL_emscriptenaudio.c under wasm64
523e6530a SDL_test: fix "'function': different 'const' qualifiers" warning in SDL_test_harness
9e4c657ed wayland: Fix color manager protocol string check
7500a758b Remove usages of `restrict` keyword in SDL_render.c
a7f01cd73 x11: Set the pending window position immediately after mapping
1fd626939 Renamed DreamPort to DreamPicoPort
31f9cb480 Unchecked Return Value in WIN_SuspendScreenSaver (#12316)
057c3602e Removing Double-free Issue
5c79f4cae Incorrect bfOffBits Calculation in WIN_ConvertDIBtoBMP
70d23b234 README-migration: Remove errant reference to SDL_FALSE_
6aef6ae9a AddPulseAudioDevice(): Fix use-after-free
3b4cfc11f wayland: Update copyright dates in added color manager source files
fadb261b6 wayland: Add color manager protocol support
6ef687c86 Simplified and fixed media foundation buffer handling
de12cb92d Fixed crash at shutdown with new hashtable code
a51316890 Fixed Memory/Resource Leaks (#12304)
045a4492f test/testaudio.c: Fix use-after-free warning
da2460f9e test/testautomation_audio.c: Free variables before returning
7ea0ffb74 update
06eb10c51 haiku: check if the returned _SDL_GLView is null or not
dea99e54f Sync SDL3 wiki -> header
175494359 Fixed camera frame acquisition on Windows 7
e3d9f1172 Remove the reference to the thread when it is detached
831fc7092 test/testautomation_intrinsics.c: Free variables before returning
c6a3b5b6e src/test/SDL_test_harness.c: Free variables before returning
84a236c92 hashtable: Redesign the hashtable API.
4a9b57919 joystick: remove dead udev code
ba4525694 Sync SDL3 wiki -> header
fd4e6d294 Don't render 0 sized texture rectangles
6f3b14a6d audio/video: Fix uninitialized field warnings
5b98c4a52 Fixed motion events with TOOL_TYPE_UNKNOWN
8a648dfd9 emscripten: Fixed unregistering of key event handlers
c16b7bcb7 SDL_Get*Driver() functions: Set error message on failure
ed0a03e9b Fixed Cursor Icon State for SYSTEM_CURSOR_PROGRESS
5dce8c748 SDL_GetRelativeMouseState(): Get relative mouse position also when relative mouse mode is disabled
cedf53bbc Sync SDL3 wiki -> header
3de975884 Document the "trace" log priority
b9d018f2a Fixed wayland cursor use-after-free at shutdown
041894a52 Sync SDL3 wiki -> header
3be67ced6 Fix GTK tray icon without menu + lifetime
1354affd2 haiku: Fixed keyboard input.
d2b7a8465 Fixed SDL_GetNumGamepadTouchpads() returning 1 for a NULL gamepad
ca29304ce Fixed continually resetting keyboard and mouse readings
f67c64464 Fixed reporting hat positions for GameInput controllers
1b35ca9c3 Refactored GameInput initialization
706de78a9 audio/video: Skip preferred drivers when loading a driver on demand
715c18739 Added an internal hint "SDL_VIDEO_X11_XINPUT2" for sdl2-compat
ce69e9898 Copy SDL2_SYSWMEVENT data into temporary memory for the event
55fd205ba Add missing integer texture formats to SDL_GPUTextureFormatTexelBlockSize (#12151)
e6029401d Check for non-NULL icon for trays on Unix
b03332b68 updated bytepusher demo to be C++ compatible
5dd249264 updated the snake demo to be C++ compatible
78f816d74 x11: Apply the modifier state from key events
99cf16287 Fixed the name of SDL_SYSWMEVENT
6c3797152 Removed the mapping for the Sanwa Supply JY-P76USV
9b18e8438 [GPU] D3D12 backend debug markers were being cut
0bce19cf1 The 10-bit texture formats have alpha on Direct3D
3cfa476d3 Added support for SDL_PIXELFORMAT_ABGR8888 textures
5ccee7719 testcamera: added support for Motion JPEG camera frames
cf41ccc6c Removed stb_image.h from SDL
9308404e9 Removed functions not used by SDL
5e31bbf05 Remove functions not used when STBI_NO_PNG and STBI_NO_HDR are defined
84b0c13c4 Added support for Motion JPEG camera capture
3bc53b9ad wayland: Don't set libdecor frame visibility before the first commit
c03258626 wayland: Scale-to-display mode requires both viewports and xdg-output for proper functionality
b63d3afc1 Sync SDL3 wiki -> header
0bc1f8712 Added SDL_PROP_SURFACE_HOTSPOT_X_NUMBER and SDL_PROP_SURFACE_HOTSPOT_Y_NUMBER
da464e9e5 win32: Keep the window on the last maximized display when leaving fullscreen
bf01cc8ce Renamed "Dreamcast Controller Usb" to "DreamPort"
ecd089bb6 Don't return short waits from SDL_IOReady()
4fd0b2a85 Fix #12142 - the problem was if the size of the vertex buffer was exceeded, the currentVertexBuffer would be reset to zero and thus we'd leave it pointing to an in-use VB that would get overwritten on the next present before the vkQueueSubmit occurred.
f6126e9ea Centered joystick axis values should be 0
d35bef64e pipewire: Ensure that the correct struct is used for enumeration APIs
9bd6d3647 Added SDL_DEPS_SHARED option to control default dynamic loading of shared libraries (#12215)
78721d720 joystick: Fix PS5 player LED hint change callback name
7aba6c4c7 Proper Resource Cleanup in WIN_UpdateWindowShape
e29ebb9f1 Update geometry renderer example
ca9a044b3 Memory Leak in WIN_CreateHCursor When CreateColorBitmap Fails
69d28027a Fix for 500ms hang after user clicks on the title bar, but before moving (#12217)
a0b6c0fd8 x11: Don't wait for events when the connection errored out (#8392)
864bb65ce Removed crc
006605c3b Corrected alphabetical order
dc035c5ca Added mapping for Dreamcast Controller USB
5d1bbd9b2 Fix SSE 4.2 test
7c12c63f6 Add generic SDL_syscond to N3DS threads source list
2ced6b09f Delete src/thread/n3ds/SDL_syscond.c
7af17f874 Sync SDL3 wiki -> header
982094c85 Updated to version 3.2.5 for development
b5c3eab6b Updated to version 3.2.4 for release
48c00bfe6 Fixed creating a window with both software and hardware renderer attached
3c6e6645f Sync SDL3 wiki -> header
ad8429f1b Let the renderer always see window events
c59ac249d Revert "wayland: Don't send size events while the window is hidden"
6cb3d37a2 Sync SDL3 wiki -> header
80653a42c Remove non-ASCII character from public header SDL_hints.h
a646dc89e Note that SDL_GUIDToString() and SDL_StringToGUID() are thread-safe.
8730f6a56 dynapi: Don't use SDL_getenv; it might malloc before the app sets an allocator.
c9341489c Fix #12197: Force set /utf-8 for msvc compilers (#12198)
8397e1fcc Fix up SDL2 style mappings for HIDAPI controllers
7691cabe4 Removed incorrect HIDAPI gamepad mapping
86691d325 GPU: Remove stencil bit from sampler aspect mask on Vulkan (#12196)
6782cfe2c Don't use the HIDAPI driver for Thrustmaster wheels
1c0e2b7f9 SDL_OpenHapticFromJoystick() returns a valid haptic object
c4550d906 testcontroller: show the gamepad device type
5ad033768 Sync SDL3 wiki -> header
68dabd48c SDL_GetTrayEntries(): Rename parameter `size` to `count`
b99e19c0a Fixed potential double-free
8ba8cca69 Fixed memory leak looking up pen tool names
2cd2834df Fixed memory leak in the pen cleanup
c4c185283 dbus: fix spurious leak reports with SDL_SHUTDOWN_DBUS_ON_QUIT=0
691a6133d Remove #undef __3DS__
33c0654d5 Allow OpenGL initialization on XB1 and XSX.
eb5ab2203 Check nullptr before calling the windows message hook for WM_ENTERSIZEMOVE and WM_ENTERMENULOOP
e7f326a84 bmp: Removed debug printf call.
61b1c25ee x11: SDL_SetWindowPosition on an unmapped window will do the actual move later.
f1b3523c6 Remove redundant parenthesis in SDL_MUSTLOCK macro
8527d042b Remove const from parameter of inline function SDL_RectsEqualEpsilon()
07c22da46 Fixed decoding 4-bit RLE encoded BMP files
8ccf85c59 Formatting spaces around pointer symbol.
94409d350 Added Switch Input-only controller entries for Zuiki MasCon controller for Nintendo Switch.
a8a2874ef Added distinct VID/PIDs for the PS4 vs Xbox eSwap Pro controllers
84bc2abda Corrected the entry for the PXN V900 racing wheel
eac07bda0 Sort the controller lists by VID/PID
6243a0653 Call the windows message hook for WM_ENTERSIZEMOVE and WM_ENTERMENULOOP
ec959a434 Sync SDL3 wiki -> header
8e51b2468 Renamed SDL_SoftStretch() to SDL_StretchSurface()
f40ef62a2 Sync SDL3 wiki -> header
614ae843a Sync SDL3 wiki -> header
8848f8656 Corrected the version where SDL_SoftStretch() was added
a98a4b8a6 Re-added SDL_SoftStretch() to the API
842f85da0 Sync SDL3 wiki -> header
c06172dc1 Track mouse button state by real mouse ID
73a814358 timer, windows: allow building high resolution code with old SDKs.
be991239d Updated to version 3.2.3 for development
2fa1e7258 Updated to version 3.2.2 for release
c92276279 proposed fix: set curr_src.h is to bottom_height before drawing bottom edges / corners in SDL_RenderTexture9Grid, to avoid issue where inadvertently using top height if the npatch existed on a larger texture than the drawn edge would cause too many pixels to be included in the bottom part of the render.
235022fe2 Fixed error C2059: syntax error: '}'
dc13a6ae9 SDL_SaveBMP_IO: Write bitmap header v5 values
fe6bd8e9b Sync SDL3 wiki -> header
bc3264130 Fixed mouse motion events while the mouse is grabbed
69d361dee Ignore SDL_HINT_RENDER_DRIVER set to software when creating a window surface
70a239210 GPU: Describe "readonly storage" images as sampled images on Vulkan backend (#12149)
4c6d949e6 wayland: make sure the desktop mode is in the fullscreen mode list
ab5cb707a Fixed enabling call logging
16f8122a0 Keep the simplest mapping of scancode + modifer for a given keycode
6beda3421 do not build camera drivers if camera support is disabled
0825d07a4 wayland: Don't send size events while the window is hidden
8e766c925 GPU: Resource binding state shadowing (#12138)
43924ec87 Sync SDL3 wiki -> header
8c2682a21 Sync SDL3 wiki -> header
e4fcc7b6e gpu/vulkan/SDL_gpu_vulkan.c: fix type redefinition error
14edb21ae check for backslashes as well as the forward slash
50b8c6cdf Sync SDL3 wiki -> header
943c4abcb pipewire: Report correct device default formats instead of hardcoding Float32.
943579a54 Fix inverted pen Y tilt on macOS and add tilt display to example - Negate tilt.y in Cocoa pen handling to correct inverted Y tilt axis - Update drawing example to display X/Y tilt values for visualization - see 0f128fd7c5/src/plugins/platforms/cocoa/qnsview_tablet.mm (L63) - see https://source.chromium.org/chromium/chromium/src/+/main:components/input/web_input_event_builders_mac.mm;drc=0af5ffa1e4cc4cc4f818725f8fee93ec57855e4b;l=421
31364477f Rename parameter of type SDL_CameraID from devid to instance_id
36758d70c Rename parameters of type SDL_AudioDeviceID from dev to devid
2abc7735a Free XIDeviceInfo in X11_MaybeAddPenByDeviceID
8298d60e4 Dynamically load CreateWaitableTimerExW and SetWaitableTimerEx
409f3ade8 Removed SDF test program
4176e188b Enable testgles2 on all platforms
cf249b0cb fix -Wformat problem in 32 bit builds
11dbff246 Sync SDL3 wiki -> header
ccd5fcef1 audio: Fix potential NULL dereference in AudioStream gain adjustment.
48f555065 wayland: Don't send keyboard and mouse added events during initialization
2a946e91b android: updated release build SDK to match documented requirements
44edbf713 Use templates for the package support files
1c008d8ed Change DBUS introspection timer from INFINITE -> DEFAULT when introspecting available dialog services
c21bc48a7 Fix undefined behavior in SDL_windowsmouse.c
1c7cc6028 Skip IsRegularFileOrPipe() check on Emscripten
8f958953f audio: Fix audio stream gain going wrong in certain scenarios.
3b3af7105 audio: Fix a minor code style thing.
725ee7665 Documentation: fixed typos around floats precision
6f098a920 Avoid a crash when a tray without a menu is clicked on Windows.
09f900f66 audio: Remove resampling limits.
5f8e0ebf5 Fixed memory leak at shutdown
913e0a5e5 SDL_migration.cocci: handle more renamed event fields
628130ec8 SDL_migration.cocci: fix incorrect SDL3 API name
fa8c0f055 Sync SDL3 wiki -> header
17c4bdd75 Sync SDL3 wiki -> header
ad8a09000 Sync SDL3 wiki -> header
8df17c97d GPU: Add notes about shader resource requirements to documentation
303fd5ed5 release: rename resources/cmake -> resources/CMake in dmg
fdf33f904 xcode+cmake: Use SDL3.framework/SDL3 as IMPORTED_LOCATION
cb3d6dc46 .wikiheaders-options: Removed wikipreamble setting.
84c4ff2f1 Sync SDL3 wiki -> header
2e381a717 Fix possible integer overflow of size + 1
129ebc77b Sync SDL3 wiki -> header
a336b62d8 Remove newlines from error messages
d0ae09368 x11: Don't force position windows with an undefined position
72a3eae0d Fix buffer overrun in ConvertAudio with different src/dst channel count
983cfe8b1 Remove even more newlines from log messages
718034f5f Remove newlines from log messages
17625e20d Removed redundant step in Visual Studio instructions
c806c271c Tweaked emscripten introduction
74536243d Emscripten works well using the normal CMake workflow
98c447802 ci: bump to NetBSD 10.1
a437dbc7e Improve log documentation
1c21a72bd Sync SDL3 wiki -> header
73fc2b03a Copy pen handling code from `SDLSurface` to `SDLControllerManager`
6f3d0b3cd Fixed build when using an older Xcode SDK
cb3cc2880 emscripten: pass --no-sandbox to the chrome web driver
df3cfbc79 Sync SDL3 wiki -> header
799093799 GPU: Note buffer alignment requirements
5bf077f1f Sync SDL3 wiki -> header
5d6a78045 Sync SDL3 wiki -> header
77b520e93 Updated to version 3.2.1 for development
bb3c5b4f3 Fix multiple occurences of typo "an simple" to "a simple"
efa6e7aec android: add style to test apk's
535d80bad Include the README and related files in the SDL framework
ed2920afe All SDL 3.0 release symbols are at version 3.2.0
7a5604cf0 Sync SDL3 wiki -> headers.
7e130e27b fnsince.pl: Remove prerelease version tapdancing.
b775135b4 Removed temporary debug code
a52fc209b Updated to version 3.2.0 for release
f16c67115 Sync SDL3 wiki -> header
90bda6548 video: Don't let SDL_CreateWindowTexture use the software renderer.
c45c4a5e5 render: SDL_HINT_RENDER_DRIVER now accepts a comma-separated list.
670a7d812 Sync SDL3 wiki -> header
8a67896d9 docs: Note the preferred function for getting the content scale of a window
852686856 dialog: cleaned up D-Bus portal implementation
071bebf23 coreaudio: Add a note about why this uses 3 buffers instead of 2.
c0a9d220b vulkan: Fixes for swapchain resize crash on X11.
ea9880b76 Sync SDL3 wiki -> header
bcf7ead6e documentation typo: SFLOAT -> FLOAT
6d5815db5 vulkan: Deal with VK_ERROR_OUT_OF_DATE_KHR returns from vkAcquireNextImageKHR.
6b7dad7d8 vulkan: move temporary pointer to its own field to prevent a bad dereference.
3e530c6db cmake: remove superfluous cmake_minimum_required
7bff36e4b ci: add ubuntu arm job
37140aa9f cmake: expand libunwind
abe6d9db9 Automatically detect SDL_main_private.h
10c9fbf41 Use proper polar direction when creating FF_RUMBLE effect
c6c746970 Translate conditional effect direction instead of hardcoding it to 0
b476695e6 Call the windows message hook while inside a modal message loop
b6d0bc043 coreaudio: Use three buffers for the audioqueue, not two.
aa10e51c7 audio: Added some minor missing comments in struct SDL_AudioDevice.
10a5b388d win32: Retain the WS_MAXIMIZEDBOX style while in fullscreen
6449339ae win32: Restore the base size of a window when leaving fullscreen
075c0337c Removed debug print statement
a036aeda3 The Vulkan renderer doesn't actually support RGB texture formats
9b454a762 Revert "testautomation: don't validate alpha values on XRGB formats"
dcadd23ba render: Prevent division by zero if logical presentation is 0 pixels.
adb91fd3d process: Don't use vfork() on Apple platforms.
819628c6b testautomation: Remove Win32 borderless resizable hint
759e01bd6 testautomation: don't validate alpha values on XRGB formats
c698c61f0 renderer: initialize the surface colorspace correctly
c975f77b0 Update joysticks and so forth during live resize
362f96a6c testcontroller: use SDL_MAIN_USE_CALLBACKS so updates happen during live resizing
f8040b2e0 Use UIKeyboardTypeDecimalPad for number fields on iOS
90b2e2527 include: Added a tiny bit to SDL_sensor.h's category documentation.
2be749b23 include: More category documentation.
642262e30 cocoa: Fix mousegrab when going fullscreen.
d5766bc4b include: More category documentation.
b809da52f assert: Try using __builtin_trap() for SDL_TriggerBreakpoint().
c4c0bfdfb Sync SDL3 wiki -> header
7133969e3 Feature add hint to remap option as alt key (#12021)
53a535029 Sync SDL3 wiki -> header
5f2dd5f04 tray: fixed multi-threading issues with GTk implementation
dfdc12026 tray: document thread-safety
d4cda5105 tray: renamed SDL_HasNoActiveTrays() to SDL_HasActiveTrays()
a974888aa tray: fixed icon colors on Windows
7570ab106 tray: improved error checking
b716eeefe testtray: minor cleanup
3afd1e7ea windows: use WIN_UTF8ToStringW() for dialog titles
78023500f Sync SDL3 wiki -> header
34c12d0db include: Add category documentation to SDL_timer.h.
b088e8919 Sync SDL3 wiki -> header
0851322fb include: Add category documentation to SDL_power.h.
43b54b3d7 Fix Windows dialog folder titles
32965b4bf pen: Send virtual mouse motion without a button press when a pen is hovering.
5da9d4ecc cocoa: Slightly better display hotplugging detection.
19f42094b Fix Windows fie dialog args freeing
721fc7de0 Correct spacing of pointers ('a* b;' -> 'a *b;')
cd269730e Fix Windows dialog memory management
049a8f0e5 Use SDL_calloc() instead of SDL_malloc()
354d2c390 Initialize invalid parent_{tray,entry} to NULL
b79ada6aa Windows trays: Fix ParentEntry & Enabling
ba95c54f9 macOS: get the correct display name on macOS 10.15+
42e0fb10f wayland: Set the mouse state before calling the hit test callback
cd0db8d35 Added Linux evdev mappings for the Wireless HORIPAD For Steam
1d7a681e4 Revert "emscripten: resizable windows take whole page, resize with browser window."
e054f3c08 Sync SDL3 wiki -> header
75317dae5 include: Added category docs for SDL_mouse.h
c7d1fd90e Added support for the 8BitDo Ultimate 2C Wireless in Bluetooth mode
dbe3baeb0 release: document using the xcframework with CMake
ad3c7b92f xcode+cmake: use SDL3.framework folder as IMPORTED_LOCATION
0401b07ee Fixed typo
08e74d29b Fixed typo
923123a52 emscripten: Let SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT accept "#none"
c603a9c94 Moved flag documentation
90b7174a7 Respect the SDL_BORDERLESS_RESIZABLE_STYLE hint, but default it to true.
6a72d32d4 emscripten: Let SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT accept "".
f3a39074b windows: use WS_THICKFRAME style on borderless windows.
842f6dc40 Fixed wrong type of `phase` (#12014)
b95989d14 Fixed sine wave distortion over time.
010f27dc7 storage: enumerate and glob on storage can accept a NULL path.
a6a8598b9 storage: deal with paths with Windows '\\' path separators appended.
7c6adc1ca gpu renderer: removed unused sampler slots
feeea6a77 Sync SDL3 wiki -> headers.
e9f7f11f1 fnsince.pl: Fix script once bump to 3.1.10 exposed a bug.
d2fc394a2 Sync SDL3 wiki -> header
d317fc9c0 emscripten: resizable windows take whole page, resize with browser window.
ee469c6af Sync SDL3 wiki -> header
d4d22dd8d GPU: Add remarks about point topology
59ea078ee x11: check to see if displays moved when connected/disconnected
1848ce680 win32: Use the window coordinates to get the monitor when de-minimizing a maximized window
656c519cc Fixed warning C6313: Incorrect operator. Use an equality test to check for zero-valued flags.
9ed96f392 Sync SDL3 wiki -> header
ae8df1dcb Note that the primary monitor isn't always at 0,0
4b429b9fa Updated README-platforms.md
616ae9906 Removed README-git.md
c2dac95f5 Revert "Add CategoryAPICategory to the complete API index"
dd4f5df82 release: support android-X-ext-Y directories
cdc5483cf Vita: Fix off-by-one error for synthetic mouse events
07a5c144c Sync SDL3 wiki -> header
eb168e410 Updated to version 3.1.11 for development
b96bb152c wayland: Don't redundantly set the border state when showing a window
5a564a718 wayland: Add a dummy function for the libdecor dismiss popup callback
9f6eeb109 wayland: Set the border state before the initial configure
274bc95df Sync SDL3 wiki -> header
07f7c4046 Sync SDL3 wiki -> header
22d8e7353 include: filled in category documentation for SDL_messagebox.h.
21a42d2b0 Add CategoryAPICategory to the complete API index
1006236aa ci: add summary to release.yml
326ce9bb8 gpu: D3D12 buildfix for Xbox
c95b842b3 video: Xbox does not use CreateIconFromSurface
d8e1ad0eb release: skip extended Android SDK versions
7ee2ab383 wayland: Fix return value check from int-to-bool conversion
1dd8fadca Updated to version 3.1.10 for the release candidate
9225a421b Sync SDL3 wiki -> header
3ffb1a8cb storage: generic title storage allows override paths without '/' appended.
874c07f8d storage: Don't allow "." and ".." paths, enforce '/' dir separators.
67664a042 testfilesystem: test some Storage APIs, too.
eb793dede filesystem: SDL_GetCurrentDirectory() should add a path separator at the end.
87e1b0eb8 filesystem: SDL_EnumerateDirectory() gives dirs with path seperators appended.
e98ee9bb0 Adjust testgl.c to test gl_release_behavior
3424ec948 video: SDL_GL_GetAttribute gets correct SDL_GL_CONTEXT_RELEASE_BEHAVIOR value.
05877f2ce cmake: Add the IoRing async i/o code to the Windows build.
4d63a2b88 io: Renamed src/file to src/io
ea642fe9f cocoa: clear mouse focus based on NSEventTypeMouseExited events (#11991)
5f4696ce6 Updating documentation for the 3.2.0 release
2c7b7d1d3 Keep the lifecycle observer active while there are windows active
355f69ebf GPU: Ensure thread safety of Vulkan resource creation
c9d602307 cocoa: Only process hit tests on left clicks
dd0bdc256 win32: Pass through non-left mouse button presses when over draggable areas
84d35587e filesystem: SDL_SYS_EnumerateDirectory inexplicably takes the same arg twice.
fc9b2478d windows: don't set focus click pending if SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH is set
18d21b36f windows: use the initial rect to anchor fixed aspect ratio resizing
199547192 cocoa: fixed resizing windows with fixed aspect ratio
67382e9c8 Fixed detection of function keys on Emscripten
23410debf SDL_GetKeyboardNameForID(): Set an error message for invalid keyboard IDs
8ce176b59 SDL_GetMouseNameForID(): Set an error message for invalid mouse IDs.
51fa076fd Don't send normal keyboard events if no application window has focus
a446381ea Tooltips and unfocusable windows can't become main windows
ebb24eedc mouse: Clean up virtual touch devices as appropriate.
dabc93a63 pen: Send virtual mouse and touch events for pen input.
169c8d514 Fix incorrect hotspot calculation for cursor positioning
8e9c44bc3 Fixed accidental removal of optional delegate interface check
4dd585fb6 coreaudio: convert MPEG channel layout to WAVE channel layout
81e57147f Child windows shouldn't take focus if the parent window is in relative mouse mode
3bea84531 Sync SDL3 wiki -> header
9ed23a4b7 Updated SDL_SetEventFilter() documentation
e19a56f4d Don't send fake key events while processing real ones on Android
1ab61635a Use SDL_Log() for keyboard debugging.
29c684c62 Removed debug logging
0eaa6197c Removed unnecessary __builtin_available check
ffe194c52 Fixed build when SDL_JOYSTICK_MFI isn't enabled
a4547fe77 Updated weak framework dependencies for new deployment targets
49dd24e19 Fixed potentially overlapping memcpy() to use memmove()
191a6417d events: use SDL_memmove instead of SDL_memcpy for overlapping memory
bf793bf43 Sync SDL3 wiki -> header
9e60a8994 audio: Allow streams to change the device-side channels maps.
b2793a2ce Removed obsolete Raspberry Pi documentation
04e3b6770 Removed outdated Visual Studio instructions
a41f93bd1 Added https://github.com/Ravbug/sdl3-sample as a more complete Android example
5ca735b40 Only use WAVE surround sound channel layouts on macOS 10.15+
cdde6dd7b Bumped deployment requirements for Apple platforms
8f8af918b Removed CMakeLists.txt example that says you shouldn't use it
8feb21a1d Updated README-cmake.md with build instructions for several platforms
4294c0683 GPU: Check texture format support in pipeline creation
31dd4fe81 Sync SDL3 wiki -> header
417ed7f35 Fix references in docs
0aa319e4f Added support for custom tray icon on Windows via SDL hints.
581537220 minor update to mingw-w64 build instructions.
5d079c9a2 GPU: Remove bogus property from header docs
d590e1f12 GPU: Align D3D12 clear properties to naming convention
7098e525d Sync SDL3 wiki -> header
fb6df9338 GPU: Add name properties to resources (#11946)
a2b0ddcca Sync SDL3 wiki -> header
d28e95322 Added thread safety documentation for SDL_iostream.h
f731741ea Sync SDL3 wiki -> header
0eaa8c6d8 Added INTRO-emscripten.md
21b433536 Scale up the text for large displays
6bc7e88ca Added INTRO-androidstudio.md
e4e76ac72 Added INTRO-xcode.md
1b30a01b4 Added INTRO-visualstudio.md
191b9d502 Added INTRO-cmake.md
7d2a1c5f8 Mention the tests in INSTALL.md
b6b939044 Simplified INSTALL.md
55e094f7a Updated INSTALL.md with simple intro breadcrumbs
584c1d579 Tweaking the README
995a6a033 Minor readability improvement for README-contributing.md
86b46c678 Removed README-git.md
96414fa56 Removed obsolete Raspberry Pi documentation
670db4d24 Made the README links in INSTALL.md markdown links
b08d04581 Added a Discord link to BUGS.txt
2ad0f1e1f Updated the credits for SDL 3.0
41d48db4a Removed the runtime README
922b73195 Simplified the README
5e4a2974a Removed obsolete warnings about MIT licensed SIMD code
3766a3940 emscripten: double the audio buffer size.
e10e42c81 Sync SDL3 wiki -> header
2b8fb0bdd wikiheaders: Maybe fix perl warning.
efaf3739c Sync SDL3 wiki -> header
4bddf521d emscripten: Override emscripten's fullscreen button with SDL's implementation.
569de8490 better numerical precision for playback example
e5a4f0936 Call SDL_UDEV_Quit() if we don't end up using it
7d7a76c07 Sync SDL3 wiki -> header
66408308b Added documentation for mouse handling in relative mode
438075a83 Sync SDL3 wiki -> header
b4562c024 cocoa: Add a hint to control menu visibility in fullscreen spaces windows
611f132fd Don't use a hint callback for SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY
03a3c19c2 examples: use doubles to generate sine waves and avoid distortion
307e6f2ca emscripten: simulate mouse autocapture.
f79083d9b release: don't add test directory to mingw release archives
4ba4f0a10 release: add Android aar to devel zip archive
c4f2f7b35 Removed redundant information in example pages
949ec0c50 Sync SDL3 wiki -> header
839227b4b Sync SDL3 wiki -> header
c04b739df GPU: Note that resource naming functions are not thread safe.
3df0767e3 gpu: Initialize Metal stencil format even if stencil test is disabled
307dac97a testcontroller.c: fix build errors due to -Wformat after commit b524af1
21cc1878f Reset enhanced mode state when closing a controller
b524af1b4 testcontroller: log the ID of gamepads as they are added and removed
9a83fa026 apply multiplier scale after system scale
ea859fba3 Sync SDL3 wiki -> header
551510c0e SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE can be combined with SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE
95c158438 README-migration: note SDL2 brightness/gamma ramp APIs that have been removed.
f0af6c348 emscripten: Add SDL_EVENT_DISPLAY_ORIENTATION support.
3ad9c38a4 emscripten: Don't set OpenGL swap intervals until first PumpEvents.
d42b4ed96 Leave SDL_TriggerBreakpoint undefined on unknown platforms
9a7cfbc2d Add onNativePen to proguard-rules.pro
82125ec1d x11: Be more aggressive about finding _any_ usable messagebox font.
423184879 Revert "Separate android initialization from Activity (#11891)"
61f13b94d add a fallback SDL_TriggerBreakpoint() for MSVC after commit ebaa30d3.
d14c93c4b Separate android initialization from Activity (#11891)
c64197be1 Sync SDL3 wiki -> header
042898995 Added SDL_ClickTrayEntry()
fb0f6a119 cocoa: Display mode changes set Desktop display mode, not current.
38176bfe9 cocoa: Implemented display hotplugging support.
0e2ca934b events: Remove unused function declaration
715897aea Added support for displaying XIM composition strings
a8a65b6fc Use XIM for IME input on X11
1f3b40797 Sync SDL3 wiki -> header
fb94a79f8 stdinc: define SDL_NOLONGLONG for old Visual Studios, document the symbol.
bda90c3cb cmake: rename SDL_DISABLE_* CMake options to SDL_xxx
90aff306c gpu: Show a debug error when pipelines are not given the right shader stages
00b23a012 Sync SDL3 wiki -> header
6b776a998 keyboard: Add some SDL keycodes for common Xkb keys
e5966bbdb x11: Add support for Mod3 and more esoteric Xkb configurations
73ee99978 wayland: Add support for Mod3 and more esoteric Xkb configurations
ebaa30d33 __debugbreak was introduced in Microsoft Visual Studio 2003
c8f3f1b46 _BitScanReverse was introduced in Microsoft Visual Studio 2005
a78104a47 Disable long long support in the headers with SDL_NOLONGLONG
6cdde10ed gpu: Metal depth write should behave like Vulkan/D3D12
dd0dc64d5 Sync SDL3 wiki -> header
c688853a8 Sync SDL3 wiki -> header
507593f48 wikiheaders: Allow symbols to be filtered from manpage generation by regex.
7acf78ba9 storage: Trim the title storage root from enumerated paths
037cd25a2 win32: Use the pending size during NCCALCSIZE
e8916b260 pipewire: Use byte order pixel format aliases
d2090d1c8 Sync SDL3 wiki -> header
3f7f632e1 audio: Added SDL_AudioDeviceStreamPaused.
f61860fa9 testautomation: fixed incorrect test.
4bb3c2a1c render: Some cleanups.
61bdbacda render: SDL_RenderTextureTiled shouldn't try to drop draw calls, either.
f044a3d6c Revert "render: GetRenderViewportSize shouldn't use scale, just logical presentation."
fa7a52991 render: GetRenderViewportSize shouldn't scale viewport dimensions.
163600951 Sync SDL3 wiki -> header
bf8532094 render: Don't try to drop draws outside of the viewport.
f2f04e825 tests: Fix get/set window size test being skipped
cbdbd66e1 Sync SDL3 wiki -> header
ef1fdf11b tray: Create tray icons for libappindicator securely
e6bb50a71 Updated to version 3.1.9 for development
6b34c9fe7 Sync SDL3 wiki -> header
22422f774 Fixed ABI compatibility with 3.1.6
d7b10d05b Updated to version 3.1.8 for the preview release
4290fc8bd tray: Load GTK and libappindicator by versioned names, except on OpenBSD
6b38d250a tray: Don't try to use GTK 2 versions of libappindicator
bba066c44 tray: Don't call g_object_unref(NULL)
0bc370dfb Android doc cleanup
6934c910b opengl: use GL_UNSIGNED_BYTE instead of GL_UNSIGNED_INT_8_8_8_8_REV.
0176a19ae Fixed platform define condition for Windows phone
0180ca541 windows: Catch WM_POINTERCAPTURECHANGED events.

git-subtree-dir: external/SDL
git-subtree-split: 90fd2a3cbee5b7ead1f0517d7cc0eba1f3059207
2025-04-15 09:23:03 +02:00

4530 lines
150 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryHints
*
* This file contains functions to set and get configuration hints, as well as
* listing each of them alphabetically.
*
* The convention for naming hints is SDL_HINT_X, where "SDL_X" is the
* environment variable that can be used to override the default.
*
* In general these hints are just that - they may or may not be supported or
* applicable on any given platform, but they provide a way for an application
* or user to give the library a hint as to how they would like the library to
* work.
*/
#ifndef SDL_hints_h_
#define SDL_hints_h_
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Specify the behavior of Alt+Tab while the keyboard is grabbed.
*
* By default, SDL emulates Alt+Tab functionality while the keyboard is
* grabbed and your window is full-screen. This prevents the user from getting
* stuck in your application if you've enabled keyboard grab.
*
* The variable can be set to the following values:
*
* - "0": SDL will not handle Alt+Tab. Your application is responsible for
* handling Alt+Tab while the keyboard is grabbed.
* - "1": SDL will minimize your window when Alt+Tab is pressed (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
/**
* A variable to control whether the SDL activity is allowed to be re-created.
*
* If this hint is true, the activity can be recreated on demand by the OS,
* and Java static data and C++ static data remain with their current values.
* If this hint is false, then SDL will call exit() when you return from your
* main function and the application will be terminated and then started fresh
* each time.
*
* The variable can be set to the following values:
*
* - "0": The application starts fresh at each launch. (default)
* - "1": The application activity can be recreated by the OS.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY"
/**
* A variable to control whether the event loop will block itself when the app
* is paused.
*
* The variable can be set to the following values:
*
* - "0": Non blocking.
* - "1": Blocking. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
/**
* A variable to control whether low latency audio should be enabled.
*
* Some devices have poor quality output when this is enabled, but this is
* usually an improvement in audio latency.
*
* The variable can be set to the following values:
*
* - "0": Low latency audio is not enabled.
* - "1": Low latency audio is enabled. (default)
*
* This hint should be set before SDL audio is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_ANDROID_LOW_LATENCY_AUDIO "SDL_ANDROID_LOW_LATENCY_AUDIO"
/**
* A variable to control whether we trap the Android back button to handle it
* manually.
*
* This is necessary for the right mouse button to work on some Android
* devices, or to be able to trap the back button for use in your code
* reliably. If this hint is true, the back button will show up as an
* SDL_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP pair with a keycode of
* SDL_SCANCODE_AC_BACK.
*
* The variable can be set to the following values:
*
* - "0": Back button will be handled as usual for system. (default)
* - "1": Back button will be trapped, allowing you to handle the key press
* manually. (This will also let right mouse click work on systems where the
* right mouse button functions as back.)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
/**
* A variable setting the app ID string.
*
* This string is used by desktop compositors to identify and group windows
* together, as well as match applications with associated desktop settings
* and icons.
*
* This will override SDL_PROP_APP_METADATA_IDENTIFIER_STRING, if set by the
* application.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_APP_ID "SDL_APP_ID"
/**
* A variable setting the application name.
*
* This hint lets you specify the application name sent to the OS when
* required. For example, this will often appear in volume control applets for
* audio streams, and in lists of applications which are inhibiting the
* screensaver. You should use a string that describes your program ("My Game
* 2: The Revenge")
*
* This will override SDL_PROP_APP_METADATA_NAME_STRING, if set by the
* application.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_APP_NAME "SDL_APP_NAME"
/**
* A variable controlling whether controllers used with the Apple TV generate
* UI events.
*
* When UI events are generated by controller input, the app will be
* backgrounded when the Apple TV remote's menu button is pressed, and when
* the pause or B buttons on gamepads are pressed.
*
* More information about properly making use of controllers for the Apple TV
* can be found here:
* https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
*
* The variable can be set to the following values:
*
* - "0": Controller input does not generate UI events. (default)
* - "1": Controller input generates UI events.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
/**
* A variable controlling whether the Apple TV remote's joystick axes will
* automatically match the rotation of the remote.
*
* The variable can be set to the following values:
*
* - "0": Remote orientation does not affect joystick axes. (default)
* - "1": Joystick axes are based on the orientation of the remote.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
/**
* Specify the default ALSA audio device name.
*
* This variable is a specific audio device to open when the "default" audio
* device is used.
*
* This hint will be ignored when opening the default playback device if
* SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE is set, or when opening the
* default recording device if SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE is
* set.
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*
* \sa SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE
* \sa SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE
*/
#define SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE "SDL_AUDIO_ALSA_DEFAULT_DEVICE"
/**
* Specify the default ALSA audio playback device name.
*
* This variable is a specific audio device to open for playback, when the
* "default" audio device is used.
*
* If this hint isn't set, SDL will check SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE
* before choosing a reasonable default.
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*
* \sa SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE
* \sa SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE
*/
#define SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE "SDL_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE"
/**
* Specify the default ALSA audio recording device name.
*
* This variable is a specific audio device to open for recording, when the
* "default" audio device is used.
*
* If this hint isn't set, SDL will check SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE
* before choosing a reasonable default.
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*
* \sa SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE
* \sa SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE
*/
#define SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE "SDL_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE"
/**
* A variable controlling the audio category on iOS and macOS.
*
* The variable can be set to the following values:
*
* - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be
* muted by the phone mute switch (default)
* - "playback": Use the AVAudioSessionCategoryPlayback category.
*
* For more information, see Apple's documentation:
* https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
/**
* A variable controlling the default audio channel count.
*
* If the application doesn't specify the audio channel count when opening the
* device, this hint can be used to specify a default channel count that will
* be used. This defaults to "1" for recording and "2" for playback devices.
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_CHANNELS "SDL_AUDIO_CHANNELS"
/**
* Specify an application icon name for an audio device.
*
* Some audio backends (such as Pulseaudio and Pipewire) allow you to set an
* XDG icon name for your application. Among other things, this icon might
* show up in a system control panel that lets the user adjust the volume on
* specific audio streams instead of using one giant master volume slider.
* Note that this is unrelated to the icon used by the windowing system, which
* may be set with SDL_SetWindowIcon (or via desktop file on Wayland).
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default, "applications-games", which is likely to be installed. See
* https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html
* and
* https://specifications.freedesktop.org/icon-naming-spec/icon-naming-spec-latest.html
* for the relevant XDG icon specs.
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME "SDL_AUDIO_DEVICE_APP_ICON_NAME"
/**
* A variable controlling device buffer size.
*
* This hint is an integer > 0, that represents the size of the device's
* buffer in sample frames (stereo audio data in 16-bit format is 4 bytes per
* sample frame, for example).
*
* SDL3 generally decides this value on behalf of the app, but if for some
* reason the app needs to dictate this (because they want either lower
* latency or higher throughput AND ARE WILLING TO DEAL WITH what that might
* require of the app), they can specify it.
*
* SDL will try to accommodate this value, but there is no promise you'll get
* the buffer size requested. Many platforms won't honor this request at all,
* or might adjust it.
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES"
/**
* Specify an audio stream name for an audio device.
*
* Some audio backends (such as PulseAudio) allow you to describe your audio
* stream. Among other things, this description might show up in a system
* control panel that lets the user adjust the volume on specific audio
* streams instead of using one giant master volume slider.
*
* This hints lets you transmit that information to the OS. The contents of
* this hint are used while opening an audio device. You should use a string
* that describes your what your program is playing ("audio stream" is
* probably sufficient in many cases, but this could be useful for something
* like "team chat" if you have a headset playing VoIP audio separately).
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: "audio stream" or something similar.
*
* Note that while this talks about audio streams, this is an OS-level
* concept, so it applies to a physical audio device in this case, and not an
* SDL_AudioStream, nor an SDL logical audio device.
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
/**
* Specify an application role for an audio device.
*
* Some audio backends (such as Pipewire) allow you to describe the role of
* your audio stream. Among other things, this description might show up in a
* system control panel or software for displaying and manipulating media
* playback/recording graphs.
*
* This hints lets you transmit that information to the OS. The contents of
* this hint are used while opening an audio device. You should use a string
* that describes your what your program is playing (Game, Music, Movie,
* etc...).
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: "Game" or something similar.
*
* Note that while this talks about audio streams, this is an OS-level
* concept, so it applies to a physical audio device in this case, and not an
* SDL_AudioStream, nor an SDL logical audio device.
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
/**
* Specify the input file when recording audio using the disk audio driver.
*
* This defaults to "sdlaudio-in.raw"
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_DISK_INPUT_FILE "SDL_AUDIO_DISK_INPUT_FILE"
/**
* Specify the output file when playing audio using the disk audio driver.
*
* This defaults to "sdlaudio.raw"
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_DISK_OUTPUT_FILE "SDL_AUDIO_DISK_OUTPUT_FILE"
/**
* A variable controlling the audio rate when using the disk audio driver.
*
* The disk audio driver normally simulates real-time for the audio rate that
* was specified, but you can use this variable to adjust this rate higher or
* lower down to 0. The default value is "1.0".
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_DISK_TIMESCALE "SDL_AUDIO_DISK_TIMESCALE"
/**
* A variable that specifies an audio backend to use.
*
* By default, SDL will try all available audio backends in a reasonable order
* until it finds one that can work, but this hint allows the app or user to
* force a specific driver, such as "pipewire" if, say, you are on PulseAudio
* but want to try talking to the lower level instead.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER"
/**
* A variable controlling the audio rate when using the dummy audio driver.
*
* The dummy audio driver normally simulates real-time for the audio rate that
* was specified, but you can use this variable to adjust this rate higher or
* lower down to 0. The default value is "1.0".
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_DUMMY_TIMESCALE "SDL_AUDIO_DUMMY_TIMESCALE"
/**
* A variable controlling the default audio format.
*
* If the application doesn't specify the audio format when opening the
* device, this hint can be used to specify a default format that will be
* used.
*
* The variable can be set to the following values:
*
* - "U8": Unsigned 8-bit audio
* - "S8": Signed 8-bit audio
* - "S16LE": Signed 16-bit little-endian audio
* - "S16BE": Signed 16-bit big-endian audio
* - "S16": Signed 16-bit native-endian audio (default)
* - "S32LE": Signed 32-bit little-endian audio
* - "S32BE": Signed 32-bit big-endian audio
* - "S32": Signed 32-bit native-endian audio
* - "F32LE": Floating point little-endian audio
* - "F32BE": Floating point big-endian audio
* - "F32": Floating point native-endian audio
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_FORMAT "SDL_AUDIO_FORMAT"
/**
* A variable controlling the default audio frequency.
*
* If the application doesn't specify the audio frequency when opening the
* device, this hint can be used to specify a default frequency that will be
* used. This defaults to "44100".
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_FREQUENCY "SDL_AUDIO_FREQUENCY"
/**
* A variable that causes SDL to not ignore audio "monitors".
*
* This is currently only used by the PulseAudio driver.
*
* By default, SDL ignores audio devices that aren't associated with physical
* hardware. Changing this hint to "1" will expose anything SDL sees that
* appears to be an audio source or sink. This will add "devices" to the list
* that the user probably doesn't want or need, but it can be useful in
* scenarios where you want to hook up SDL to some sort of virtual device,
* etc.
*
* The variable can be set to the following values:
*
* - "0": Audio monitor devices will be ignored. (default)
* - "1": Audio monitor devices will show up in the device list.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
/**
* A variable controlling whether SDL updates joystick state when getting
* input events.
*
* The variable can be set to the following values:
*
* - "0": You'll call SDL_UpdateJoysticks() manually.
* - "1": SDL will automatically call SDL_UpdateJoysticks(). (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
/**
* A variable controlling whether SDL updates sensor state when getting input
* events.
*
* The variable can be set to the following values:
*
* - "0": You'll call SDL_UpdateSensors() manually.
* - "1": SDL will automatically call SDL_UpdateSensors(). (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
/**
* Prevent SDL from using version 4 of the bitmap header when saving BMPs.
*
* The bitmap header version 4 is required for proper alpha channel support
* and SDL will use it when required. Should this not be desired, this hint
* can force the use of the 40 byte header version which is supported
* everywhere.
*
* The variable can be set to the following values:
*
* - "0": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
* BMP file with an alpha mask. SDL will use the bitmap header version 4 and
* set the alpha mask accordingly. (default)
* - "1": Surfaces with a colorkey or an alpha channel are saved to a 32-bit
* BMP file without an alpha mask. The alpha channel data will be in the
* file, but applications are going to ignore it.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
/**
* A variable that decides what camera backend to use.
*
* By default, SDL will try all available camera backends in a reasonable
* order until it finds one that can work, but this hint allows the app or
* user to force a specific target, such as "directshow" if, say, you are on
* Windows Media Foundations but want to try DirectShow instead.
*
* The default value is unset, in which case SDL will try to figure out the
* best camera backend on your behalf. This hint needs to be set before
* SDL_Init() is called to be useful.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_CAMERA_DRIVER "SDL_CAMERA_DRIVER"
/**
* A variable that limits what CPU features are available.
*
* By default, SDL marks all features the current CPU supports as available.
* This hint allows to limit these to a subset.
*
* When the hint is unset, or empty, SDL will enable all detected CPU
* features.
*
* The variable can be set to a comma separated list containing the following
* items:
*
* - "all"
* - "altivec"
* - "sse"
* - "sse2"
* - "sse3"
* - "sse41"
* - "sse42"
* - "avx"
* - "avx2"
* - "avx512f"
* - "arm-simd"
* - "neon"
* - "lsx"
* - "lasx"
*
* The items can be prefixed by '+'/'-' to add/remove features.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_CPU_FEATURE_MASK "SDL_CPU_FEATURE_MASK"
/**
* A variable controlling whether DirectInput should be used for controllers.
*
* The variable can be set to the following values:
*
* - "0": Disable DirectInput detection.
* - "1": Enable DirectInput detection. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_DIRECTINPUT "SDL_JOYSTICK_DIRECTINPUT"
/**
* A variable that specifies a dialog backend to use.
*
* By default, SDL will try all available dialog backends in a reasonable
* order until it finds one that can work, but this hint allows the app or
* user to force a specific target.
*
* If the specified target does not exist or is not available, the
* dialog-related function calls will fail.
*
* This hint currently only applies to platforms using the generic "Unix"
* dialog implementation, but may be extended to more platforms in the future.
* Note that some Unix and Unix-like platforms have their own implementation,
* such as macOS and Haiku.
*
* The variable can be set to the following values:
*
* - NULL: Select automatically (default, all platforms)
* - "portal": Use XDG Portals through DBus (Unix only)
* - "zenity": Use the Zenity program (Unix only)
*
* More options may be added in the future.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_FILE_DIALOG_DRIVER "SDL_FILE_DIALOG_DRIVER"
/**
* Override for SDL_GetDisplayUsableBounds().
*
* If set, this hint will override the expected results for
* SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
* to do this, but this allows an embedded system to request that some of the
* screen be reserved for other uses when paired with a well-behaved
* application.
*
* The contents of this hint must be 4 comma-separated integers, the first is
* the bounds x, then y, width and height, in that order.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
/**
* Disable giving back control to the browser automatically when running with
* asyncify.
*
* With -s ASYNCIFY, SDL calls emscripten_sleep during operations such as
* refreshing the screen or polling events.
*
* This hint only applies to the emscripten platform.
*
* The variable can be set to the following values:
*
* - "0": Disable emscripten_sleep calls (if you give back browser control
* manually or use asyncify for other purposes).
* - "1": Enable emscripten_sleep calls. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
/**
* Specify the CSS selector used for the "default" window/canvas.
*
* This hint only applies to the emscripten platform.
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR"
/**
* Override the binding element for keyboard inputs for Emscripten builds.
*
* This hint only applies to the emscripten platform.
*
* The variable can be one of:
*
* - "#window": the javascript window object
* - "#document": the javascript document object
* - "#screen": the javascript window.screen object
* - "#canvas": the WebGL canvas element
* - "#none": Don't bind anything at all
* - any other string without a leading # sign applies to the element on the
* page with that ID.
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
/**
* A variable that controls whether the on-screen keyboard should be shown
* when text input is active.
*
* The variable can be set to the following values:
*
* - "auto": The on-screen keyboard will be shown if there is no physical
* keyboard attached. (default)
* - "0": Do not show the on-screen keyboard.
* - "1": Show the on-screen keyboard, if available.
*
* This hint must be set before SDL_StartTextInput() is called
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
/**
* A variable containing a list of evdev devices to use if udev is not
* available.
*
* The list of devices is in the form:
*
* deviceclass:path[,deviceclass:path[,...]]
*
* where device class is an integer representing the SDL_UDEV_deviceclass and
* path is the full path to the event device.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_EVDEV_DEVICES "SDL_EVDEV_DEVICES"
/**
* A variable controlling verbosity of the logging of SDL events pushed onto
* the internal queue.
*
* The variable can be set to the following values, from least to most
* verbose:
*
* - "0": Don't log any events. (default)
* - "1": Log most events (other than the really spammy ones).
* - "2": Include mouse and finger motion events.
*
* This is generally meant to be used to debug SDL itself, but can be useful
* for application developers that need better visibility into what is going
* on in the event queue. Logged events are sent through SDL_Log(), which
* means by default they appear on stdout on most platforms or maybe
* OutputDebugString() on Windows, and can be funneled by the app with
* SDL_SetLogOutputFunction(), etc.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
/**
* A variable controlling whether raising the window should be done more
* forcefully.
*
* The variable can be set to the following values:
*
* - "0": Honor the OS policy for raising windows. (default)
* - "1": Force the window to be raised, overriding any OS policy.
*
* At present, this is only an issue under MS Windows, which makes it nearly
* impossible to programmatically move a window to the foreground, for
* "security" reasons. See http://stackoverflow.com/a/34414846 for a
* discussion.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_FORCE_RAISEWINDOW "SDL_FORCE_RAISEWINDOW"
/**
* A variable controlling how 3D acceleration is used to accelerate the SDL
* screen surface.
*
* SDL can try to accelerate the SDL screen surface by using streaming
* textures with a 3D rendering engine. This variable controls whether and how
* this is done.
*
* The variable can be set to the following values:
*
* - "0": Disable 3D acceleration
* - "1": Enable 3D acceleration, using the default renderer. (default)
* - "X": Enable 3D acceleration, using X where X is one of the valid
* rendering drivers. (e.g. "direct3d", "opengl", etc.)
*
* This hint should be set before calling SDL_GetWindowSurface()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
/**
* A variable that lets you manually hint extra gamecontroller db entries.
*
* The variable should be newline delimited rows of gamecontroller config
* data, see SDL_gamepad.h
*
* You can update mappings after SDL is initialized with
* SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
/**
* A variable that lets you provide a file with extra gamecontroller db
* entries.
*
* The file should contain lines of gamecontroller config data, see
* SDL_gamepad.h
*
* You can update mappings after SDL is initialized with
* SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
/**
* A variable that overrides the automatic controller type detection.
*
* The variable should be comma separated entries, in the form: VID/PID=type
*
* The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
*
* This hint affects what low level protocol is used with the HIDAPI driver.
*
* The variable can be set to the following values:
*
* - "Xbox360"
* - "XboxOne"
* - "PS3"
* - "PS4"
* - "PS5"
* - "SwitchPro"
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
/**
* A variable containing a list of devices to skip when scanning for game
* controllers.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
/**
* If set, all devices will be skipped when scanning for game controllers
* except for the ones listed in this variable.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
/**
* A variable that controls whether the device's built-in accelerometer and
* gyro should be used as sensors for gamepads.
*
* The variable can be set to the following values:
*
* - "0": Sensor fusion is disabled
* - "1": Sensor fusion is enabled for all controllers that lack sensors
*
* Or the variable can be a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint should be set before a gamepad is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION"
/**
* This variable sets the default text of the TextInput window on GDK
* platforms.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*
* This hint should be set before calling SDL_StartTextInput()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT "SDL_GDK_TEXTINPUT_DEFAULT_TEXT"
/**
* This variable sets the description of the TextInput window on GDK
* platforms.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*
* This hint should be set before calling SDL_StartTextInput()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION"
/**
* This variable sets the maximum input length of the TextInput window on GDK
* platforms.
*
* The value must be a stringified integer, for example "10" to allow for up
* to 10 characters of text input.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*
* This hint should be set before calling SDL_StartTextInput()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH"
/**
* This variable sets the input scope of the TextInput window on GDK
* platforms.
*
* Set this hint to change the XGameUiTextEntryInputScope value that will be
* passed to the window creation function. The value must be a stringified
* integer, for example "0" for XGameUiTextEntryInputScope::Default.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*
* This hint should be set before calling SDL_StartTextInput()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE"
/**
* This variable sets the title of the TextInput window on GDK platforms.
*
* This hint is available only if SDL_GDK_TEXTINPUT defined.
*
* This hint should be set before calling SDL_StartTextInput()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE"
/**
* A variable to control whether HIDAPI uses libusb for device access.
*
* By default libusb will only be used for a few devices that require direct
* USB access, and this can be controlled with
* SDL_HINT_HIDAPI_LIBUSB_WHITELIST.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI will not use libusb for device access.
* - "1": HIDAPI will use libusb for device access if available. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_HIDAPI_LIBUSB "SDL_HIDAPI_LIBUSB"
/**
* A variable to control whether HIDAPI uses libusb only for whitelisted
* devices.
*
* By default libusb will only be used for a few devices that require direct
* USB access.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI will use libusb for all device access.
* - "1": HIDAPI will use libusb only for whitelisted devices. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_HIDAPI_LIBUSB_WHITELIST "SDL_HIDAPI_LIBUSB_WHITELIST"
/**
* A variable to control whether HIDAPI uses udev for device detection.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI will poll for device changes.
* - "1": HIDAPI will use udev for device detection. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_HIDAPI_UDEV "SDL_HIDAPI_UDEV"
/**
* A variable that specifies a GPU backend to use.
*
* By default, SDL will try all available GPU backends in a reasonable order
* until it finds one that can work, but this hint allows the app or user to
* force a specific target, such as "direct3d11" if, say, your hardware
* supports D3D12 but want to try using D3D11 instead.
*
* This hint should be set before any GPU functions are called.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_GPU_DRIVER "SDL_GPU_DRIVER"
/**
* A variable to control whether SDL_hid_enumerate() enumerates all HID
* devices or only controllers.
*
* The variable can be set to the following values:
*
* - "0": SDL_hid_enumerate() will enumerate all HID devices.
* - "1": SDL_hid_enumerate() will only enumerate controllers. (default)
*
* By default SDL will only enumerate controllers, to reduce risk of hanging
* or crashing on devices with bad drivers and avoiding macOS keyboard capture
* permission prompts.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS"
/**
* A variable containing a list of devices to ignore in SDL_hid_enumerate().
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* For example, to ignore the Shanwan DS3 controller and any Valve controller,
* you might use the string "0x2563/0x0523,0x28de/0x0000"
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
/**
* A variable describing what IME UI elements the application can display.
*
* By default IME UI is handled using native components by the OS where
* possible, however this can interfere with or not be visible when exclusive
* fullscreen mode is used.
*
* The variable can be set to a comma separated list containing the following
* items:
*
* - "none" or "0": The application can't render any IME elements, and native
* UI should be used. (default)
* - "composition": The application handles SDL_EVENT_TEXT_EDITING events and
* can render the composition text.
* - "candidates": The application handles SDL_EVENT_TEXT_EDITING_CANDIDATES
* and can render the candidate list.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_IME_IMPLEMENTED_UI "SDL_IME_IMPLEMENTED_UI"
/**
* A variable controlling whether the home indicator bar on iPhone X should be
* hidden.
*
* The variable can be set to the following values:
*
* - "0": The indicator bar is not hidden. (default for windowed applications)
* - "1": The indicator bar is hidden and is shown when the screen is touched
* (useful for movie playback applications).
* - "2": The indicator bar is dim and the first swipe makes it visible and
* the second swipe performs the "home" action. (default for fullscreen
* applications)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
/**
* A variable that lets you enable joystick (and gamecontroller) events even
* when your app is in the background.
*
* The variable can be set to the following values:
*
* - "0": Disable joystick & gamecontroller input events when the application
* is in the background. (default)
* - "1": Enable joystick & gamecontroller input events when the application
* is in the background.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
/**
* A variable containing a list of arcade stick style controllers.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES"
/**
* A variable containing a list of devices that are not arcade stick style
* controllers.
*
* This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in
* device list.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
/**
* A variable containing a list of devices that should not be considered
* joysticks.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES"
/**
* A variable containing a list of devices that should be considered
* joysticks.
*
* This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in
* device list.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"
/**
* A variable containing a comma separated list of devices to open as
* joysticks.
*
* This variable is currently only used by the Linux joystick driver.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
/**
* A variable controlling whether enhanced reports should be used for
* controllers when using the HIDAPI driver.
*
* Enhanced reports allow rumble and effects on Bluetooth PlayStation
* controllers and gyro on Nintendo Switch controllers, but break Windows
* DirectInput for other applications that don't use SDL.
*
* Once enhanced reports are enabled, they can't be disabled on PlayStation
* controllers without power cycling the controller.
*
* The variable can be set to the following values:
*
* - "0": enhanced reports are not enabled.
* - "1": enhanced reports are enabled. (default)
* - "auto": enhanced features are advertised to the application, but SDL
* doesn't change the controller report mode unless the application uses
* them.
*
* This hint can be enabled anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_ENHANCED_REPORTS "SDL_JOYSTICK_ENHANCED_REPORTS"
/**
* A variable containing a list of flightstick style controllers.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of @file, in which case the named file
* will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES"
/**
* A variable containing a list of devices that are not flightstick style
* controllers.
*
* This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in
* device list.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED"
/**
* A variable controlling whether GameInput should be used for controller
* handling on Windows.
*
* The variable can be set to the following values:
*
* - "0": GameInput is not used.
* - "1": GameInput is used.
*
* The default is "1" on GDK platforms, and "0" otherwise.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_GAMEINPUT "SDL_JOYSTICK_GAMEINPUT"
/**
* A variable containing a list of devices known to have a GameCube form
* factor.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES"
/**
* A variable containing a list of devices known not to have a GameCube form
* factor.
*
* This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in
* device list.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"
/**
* A variable controlling whether the HIDAPI joystick drivers should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI drivers are not used.
* - "1": HIDAPI drivers are used. (default)
*
* This variable is the default for all drivers, but can be overridden by the
* hints for specific drivers below.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
/**
* A variable controlling whether Nintendo Switch Joy-Con controllers will be
* combined into a single Pro-like controller when using the HIDAPI driver.
*
* The variable can be set to the following values:
*
* - "0": Left and right Joy-Con controllers will not be combined and each
* will be a mini-gamepad.
* - "1": Left and right Joy-Con controllers will be combined into a single
* controller. (default)
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
/**
* A variable controlling whether the HIDAPI driver for Nintendo GameCube
* controllers should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
/**
* A variable controlling whether rumble is used to implement the GameCube
* controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2).
*
* This is useful for applications that need full compatibility for things
* like ADSR envelopes. - Stop is implemented by setting low_frequency_rumble
* to 0 and high_frequency_rumble >0 - Rumble is both at any arbitrary value -
* StopHard is implemented by setting both low_frequency_rumble and
* high_frequency_rumble to 0
*
* The variable can be set to the following values:
*
* - "0": Normal rumble behavior is behavior is used. (default)
* - "1": Proper GameCube controller rumble behavior is used.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE"
/**
* A variable controlling whether the HIDAPI driver for Nintendo Switch
* Joy-Cons should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
/**
* A variable controlling whether the Home button LED should be turned on when
* a Nintendo Switch Joy-Con controller is opened.
*
* The variable can be set to the following values:
*
* - "0": home button LED is turned off
* - "1": home button LED is turned on
*
* By default the Home button LED state is not changed. This hint can also be
* set to a floating point value between 0.0 and 1.0 which controls the
* brightness of the Home button LED.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
/**
* A variable controlling whether the HIDAPI driver for Amazon Luna
* controllers connected via Bluetooth should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
/**
* A variable controlling whether the HIDAPI driver for Nintendo Online
* classic controllers should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
/**
* A variable controlling whether the HIDAPI driver for PS3 controllers should
* be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on
* other platforms.
*
* For official Sony driver (sixaxis.sys) use
* SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER. See
* https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
/**
* A variable controlling whether the Sony driver (sixaxis.sys) for PS3
* controllers (Sixaxis/DualShock 3) should be used.
*
* The variable can be set to the following values:
*
* - "0": Sony driver (sixaxis.sys) is not used.
* - "1": Sony driver (sixaxis.sys) is used.
*
* The default value is 0.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER"
/**
* A variable controlling whether the HIDAPI driver for PS4 controllers should
* be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
/**
* A variable controlling the update rate of the PS4 controller over Bluetooth
* when using the HIDAPI driver.
*
* This defaults to 4 ms, to match the behavior over USB, and to be more
* friendly to other Bluetooth devices and older Bluetooth hardware on the
* computer. It can be set to "1" (1000Hz), "2" (500Hz) and "4" (250Hz)
*
* This hint can be set anytime, but only takes effect when extended input
* reports are enabled.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL"
/**
* A variable controlling whether the HIDAPI driver for PS5 controllers should
* be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
/**
* A variable controlling whether the player LEDs should be lit to indicate
* which player is associated with a PS5 controller.
*
* The variable can be set to the following values:
*
* - "0": player LEDs are not enabled.
* - "1": player LEDs are enabled. (default)
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
/**
* A variable controlling whether the HIDAPI driver for NVIDIA SHIELD
* controllers should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
/**
* A variable controlling whether the HIDAPI driver for Google Stadia
* controllers should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
/**
* A variable controlling whether the HIDAPI driver for Bluetooth Steam
* Controllers should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used. (default)
* - "1": HIDAPI driver is used for Steam Controllers, which requires
* Bluetooth access and may prompt the user for permission on iOS and
* Android.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
/**
* A variable controlling whether the Steam button LED should be turned on
* when a Steam controller is opened.
*
* The variable can be set to the following values:
*
* - "0": Steam button LED is turned off.
* - "1": Steam button LED is turned on.
*
* By default the Steam button LED state is not changed. This hint can also be
* set to a floating point value between 0.0 and 1.0 which controls the
* brightness of the Steam button LED.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED "SDL_JOYSTICK_HIDAPI_STEAM_HOME_LED"
/**
* A variable controlling whether the HIDAPI driver for the Steam Deck builtin
* controller should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK"
/**
* A variable controlling whether the HIDAPI driver for HORI licensed Steam
* controllers should be used.
*
* This variable can be set to the following values: "0" - HIDAPI driver is
* not used "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI "SDL_JOYSTICK_HIDAPI_STEAM_HORI"
/**
* A variable controlling whether the HIDAPI driver for some Logitech wheels
* should be used.
*
* This variable can be set to the following values:
*
* - "0": HIDAPI driver is not used
* - "1": HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_LG4FF "SDL_JOYSTICK_HIDAPI_LG4FF"
/**
* A variable controlling whether the HIDAPI driver for 8BitDo controllers
* should be used.
*
* This variable can be set to the following values:
*
* "0" - HIDAPI driver is not used. "1" - HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_8BITDO "SDL_JOYSTICK_HIDAPI_8BITDO"
/**
* A variable controlling whether the HIDAPI driver for Nintendo Switch
* controllers should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
/**
* A variable controlling whether the Home button LED should be turned on when
* a Nintendo Switch Pro controller is opened.
*
* The variable can be set to the following values:
*
* - "0": Home button LED is turned off.
* - "1": Home button LED is turned on.
*
* By default the Home button LED state is not changed. This hint can also be
* set to a floating point value between 0.0 and 1.0 which controls the
* brightness of the Home button LED.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
/**
* A variable controlling whether the player LEDs should be lit to indicate
* which player is associated with a Nintendo Switch controller.
*
* The variable can be set to the following values:
*
* - "0": Player LEDs are not enabled.
* - "1": Player LEDs are enabled. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
/**
* A variable controlling whether Nintendo Switch Joy-Con controllers will be
* in vertical mode when using the HIDAPI driver.
*
* The variable can be set to the following values:
*
* - "0": Left and right Joy-Con controllers will not be in vertical mode.
* (default)
* - "1": Left and right Joy-Con controllers will be in vertical mode.
*
* This hint should be set before opening a Joy-Con controller.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
/**
* A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U
* controllers should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* This driver doesn't work with the dolphinbar, so the default is false for
* now.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
/**
* A variable controlling whether the player LEDs should be lit to indicate
* which player is associated with a Wii controller.
*
* The variable can be set to the following values:
*
* - "0": Player LEDs are not enabled.
* - "1": Player LEDs are enabled. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
/**
* A variable controlling whether the HIDAPI driver for XBox controllers
* should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is "0" on Windows, otherwise the value of
* SDL_HINT_JOYSTICK_HIDAPI
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
/**
* A variable controlling whether the HIDAPI driver for XBox 360 controllers
* should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
/**
* A variable controlling whether the player LEDs should be lit to indicate
* which player is associated with an Xbox 360 controller.
*
* The variable can be set to the following values:
*
* - "0": Player LEDs are not enabled.
* - "1": Player LEDs are enabled. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
/**
* A variable controlling whether the HIDAPI driver for XBox 360 wireless
* controllers should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
/**
* A variable controlling whether the HIDAPI driver for XBox One controllers
* should be used.
*
* The variable can be set to the following values:
*
* - "0": HIDAPI driver is not used.
* - "1": HIDAPI driver is used.
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX.
*
* This hint should be set before initializing joysticks and gamepads.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
/**
* A variable controlling whether the Home button LED should be turned on when
* an Xbox One controller is opened.
*
* The variable can be set to the following values:
*
* - "0": Home button LED is turned off.
* - "1": Home button LED is turned on.
*
* By default the Home button LED state is not changed. This hint can also be
* set to a floating point value between 0.0 and 1.0 which controls the
* brightness of the Home button LED. The default brightness is 0.4.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
/**
* A variable controlling whether IOKit should be used for controller
* handling.
*
* The variable can be set to the following values:
*
* - "0": IOKit is not used.
* - "1": IOKit is used. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT"
/**
* A variable controlling whether to use the classic /dev/input/js* joystick
* interface or the newer /dev/input/event* joystick interface on Linux.
*
* The variable can be set to the following values:
*
* - "0": Use /dev/input/event* (default)
* - "1": Use /dev/input/js*
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_LINUX_CLASSIC "SDL_JOYSTICK_LINUX_CLASSIC"
/**
* A variable controlling whether joysticks on Linux adhere to their
* HID-defined deadzones or return unfiltered values.
*
* The variable can be set to the following values:
*
* - "0": Return unfiltered joystick axis values. (default)
* - "1": Return axis values with deadzones taken into account.
*
* This hint should be set before a controller is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_LINUX_DEADZONES "SDL_JOYSTICK_LINUX_DEADZONES"
/**
* A variable controlling whether joysticks on Linux will always treat 'hat'
* axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking
* whether they may be analog.
*
* The variable can be set to the following values:
*
* - "0": Only map hat axis inputs to digital hat outputs if the input axes
* appear to actually be digital. (default)
* - "1": Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as
* digital hats.
*
* This hint should be set before a controller is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS "SDL_JOYSTICK_LINUX_DIGITAL_HATS"
/**
* A variable controlling whether digital hats on Linux will apply deadzones
* to their underlying input axes or use unfiltered values.
*
* The variable can be set to the following values:
*
* - "0": Return digital hat values based on unfiltered input axis values.
* - "1": Return digital hat values with deadzones on the input axes taken
* into account. (default)
*
* This hint should be set before a controller is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES "SDL_JOYSTICK_LINUX_HAT_DEADZONES"
/**
* A variable controlling whether GCController should be used for controller
* handling.
*
* The variable can be set to the following values:
*
* - "0": GCController is not used.
* - "1": GCController is used. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI"
/**
* A variable controlling whether the RAWINPUT joystick drivers should be used
* for better handling XInput-capable devices.
*
* The variable can be set to the following values:
*
* - "0": RAWINPUT drivers are not used.
* - "1": RAWINPUT drivers are used. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
/**
* A variable controlling whether the RAWINPUT driver should pull correlated
* data from XInput.
*
* The variable can be set to the following values:
*
* - "0": RAWINPUT driver will only use data from raw input APIs.
* - "1": RAWINPUT driver will also pull data from XInput and
* Windows.Gaming.Input, providing better trigger axes, guide button
* presses, and rumble support for Xbox controllers. (default)
*
* This hint should be set before a gamepad is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
/**
* A variable controlling whether the ROG Chakram mice should show up as
* joysticks.
*
* The variable can be set to the following values:
*
* - "0": ROG Chakram mice do not show up as joysticks. (default)
* - "1": ROG Chakram mice show up as joysticks.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
/**
* A variable controlling whether a separate thread should be used for
* handling joystick detection and raw input messages on Windows.
*
* The variable can be set to the following values:
*
* - "0": A separate thread is not used.
* - "1": A separate thread is used for handling raw input messages. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
/**
* A variable containing a list of throttle style controllers.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES"
/**
* A variable containing a list of devices that are not throttle style
* controllers.
*
* This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in
* device list.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED"
/**
* A variable controlling whether Windows.Gaming.Input should be used for
* controller handling.
*
* The variable can be set to the following values:
*
* - "0": WGI is not used.
* - "1": WGI is used. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
/**
* A variable containing a list of wheel style controllers.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES"
/**
* A variable containing a list of devices that are not wheel style
* controllers.
*
* This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device
* list.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED"
/**
* A variable containing a list of devices known to have all axes centered at
* zero.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint should be set before a controller is opened.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
/**
* A variable containing a list of devices and their desired number of haptic
* (force feedback) enabled axis.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form plus the number of desired axes, e.g.
*
* `0xAAAA/0xBBBB/1,0xCCCC/0xDDDD/3`
*
* This hint supports a "wildcard" device that will set the number of haptic
* axes on all initialized haptic devices which were not defined explicitly in
* this hint.
*
* `0xFFFF/0xFFFF/1`
*
* This hint should be set before a controller is opened. The number of haptic
* axes won't exceed the number of real axes found on the device.
*
* \since This hint is available since SDL 3.2.5.
*/
#define SDL_HINT_JOYSTICK_HAPTIC_AXES "SDL_JOYSTICK_HAPTIC_AXES"
/**
* A variable that controls keycode representation in keyboard events.
*
* This variable is a comma separated set of options for translating keycodes
* in events:
*
* - "none": Keycode options are cleared, this overrides other options.
* - "hide_numpad": The numpad keysyms will be translated into their
* non-numpad versions based on the current NumLock state. For example,
* SDLK_KP_4 would become SDLK_4 if SDL_KMOD_NUM is set in the event
* modifiers, and SDLK_LEFT if it is unset.
* - "french_numbers": The number row on French keyboards is inverted, so
* pressing the 1 key would yield the keycode SDLK_1, or '1', instead of
* SDLK_AMPERSAND, or '&'
* - "latin_letters": For keyboards using non-Latin letters, such as Russian
* or Thai, the letter keys generate keycodes as though it had an en_US
* layout. e.g. pressing the key associated with SDL_SCANCODE_A on a Russian
* keyboard would yield 'a' instead of a Cyrillic letter.
*
* The default value for this hint is "french_numbers,latin_letters"
*
* Some platforms like Emscripten only provide modified keycodes and the
* options are not used.
*
* These options do not affect the return value of SDL_GetKeyFromScancode() or
* SDL_GetScancodeFromKey(), they just apply to the keycode included in key
* events.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_KEYCODE_OPTIONS "SDL_KEYCODE_OPTIONS"
/**
* A variable that controls what KMSDRM device to use.
*
* SDL might open something like "/dev/dri/cardNN" to access KMSDRM
* functionality, where "NN" is a device index number. SDL makes a guess at
* the best index to use (usually zero), but the app or user can set this hint
* to a number between 0 and 99 to force selection.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
/**
* A variable that controls whether SDL requires DRM master access in order to
* initialize the KMSDRM video backend.
*
* The DRM subsystem has a concept of a "DRM master" which is a DRM client
* that has the ability to set planes, set cursor, etc. When SDL is DRM
* master, it can draw to the screen using the SDL rendering APIs. Without DRM
* master, SDL is still able to process input and query attributes of attached
* displays, but it cannot change display state or draw to the screen
* directly.
*
* In some cases, it can be useful to have the KMSDRM backend even if it
* cannot be used for rendering. An app may want to use SDL for input
* processing while using another rendering API (such as an MMAL overlay on
* Raspberry Pi) or using its own code to render to DRM overlays that SDL
* doesn't support.
*
* The variable can be set to the following values:
*
* - "0": SDL will allow usage of the KMSDRM backend without DRM master.
* - "1": SDL Will require DRM master to use the KMSDRM backend. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
/**
* A variable controlling the default SDL log levels.
*
* This variable is a comma separated set of category=level tokens that define
* the default logging levels for SDL applications.
*
* The category can be a numeric category, one of "app", "error", "assert",
* "system", "audio", "video", "render", "input", "test", or `*` for any
* unspecified category.
*
* The level can be a numeric level, one of "verbose", "debug", "info",
* "warn", "error", "critical", or "quiet" to disable that category.
*
* You can omit the category if you want to set the logging level for all
* categories.
*
* If this hint isn't set, the default log levels are equivalent to:
*
* `app=info,assert=warn,test=verbose,*=error`
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_LOGGING "SDL_LOGGING"
/**
* A variable controlling whether to force the application to become the
* foreground process when launched on macOS.
*
* The variable can be set to the following values:
*
* - "0": The application is brought to the foreground when launched.
* (default)
* - "1": The application may remain in the background when launched.
*
* This hint needs to be set before SDL_Init().
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
/**
* A variable that determines whether Ctrl+Click should generate a right-click
* event on macOS.
*
* The variable can be set to the following values:
*
* - "0": Ctrl+Click does not generate a right mouse button click event.
* (default)
* - "1": Ctrl+Click generated a right mouse button click event.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
/**
* A variable controlling whether dispatching OpenGL context updates should
* block the dispatching thread until the main thread finishes processing on
* macOS.
*
* The variable can be set to the following values:
*
* - "0": Dispatching OpenGL context updates will block the dispatching thread
* until the main thread finishes processing. (default)
* - "1": Dispatching OpenGL context updates will allow the dispatching thread
* to continue execution.
*
* Generally you want the default, but if you have OpenGL code in a background
* thread on a Mac, and the main thread hangs because it's waiting for that
* background thread, but that background thread is also hanging because it's
* waiting for the main thread to do an update, this might fix your issue.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
/**
* A variable controlling whether the Option key on macOS should be remapped
* to act as the Alt key.
*
* The variable can be set to the following values:
*
* - "none": The Option key is not remapped to Alt. (default)
* - "only_left": Only the left Option key is remapped to Alt.
* - "only_right": Only the right Option key is remapped to Alt.
* - "both": Both Option keys are remapped to Alt.
*
* This will prevent the triggering of key compositions that rely on the
* Option key, but will still send the Alt modifier for keyboard events. In
* the case that both Alt and Option are pressed, the Option key will be
* ignored. This is particularly useful for applications like terminal
* emulators and graphical user interfaces (GUIs) that rely on Alt key
* functionality for shortcuts or navigation. This does not apply to
* SDL_GetKeyFromScancode and only has an effect if IME is enabled.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MAC_OPTION_AS_ALT "SDL_MAC_OPTION_AS_ALT"
/**
* A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have
* momentum on macOS.
*
* The variable can be set to the following values:
*
* - "0": The mouse wheel events will have no momentum. (default)
* - "1": The mouse wheel events will have momentum.
*
* This hint needs to be set before SDL_Init().
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MAC_SCROLL_MOMENTUM "SDL_MAC_SCROLL_MOMENTUM"
/**
* Request SDL_AppIterate() be called at a specific rate.
*
* If this is set to a number, it represents Hz, so "60" means try to iterate
* 60 times per second. "0" means to iterate as fast as possible. Negative
* values are illegal, but reserved, in case they are useful in a future
* revision of SDL.
*
* There are other strings that have special meaning. If set to "waitevent",
* SDL_AppIterate will not be called until new event(s) have arrived (and been
* processed by SDL_AppEvent). This can be useful for apps that are completely
* idle except in response to input.
*
* On some platforms, or if you are using SDL_main instead of SDL_AppIterate,
* this hint is ignored. When the hint can be used, it is allowed to be
* changed at any time.
*
* This defaults to 0, and specifying NULL for the hint's value will restore
* the default.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE"
/**
* A variable controlling whether the mouse is captured while mouse buttons
* are pressed.
*
* The variable can be set to the following values:
*
* - "0": The mouse is not captured while mouse buttons are pressed.
* - "1": The mouse is captured while mouse buttons are pressed.
*
* By default the mouse is captured while mouse buttons are pressed so if the
* mouse is dragged outside the window, the application continues to receive
* mouse events until the button is released.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
/**
* A variable setting the double click radius, in pixels.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
/**
* A variable setting the double click time, in milliseconds.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
/**
* A variable setting which system cursor to use as the default cursor.
*
* This should be an integer corresponding to the SDL_SystemCursor enum. The
* default value is zero (SDL_SYSTEM_CURSOR_DEFAULT).
*
* This hint needs to be set before SDL_Init().
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR "SDL_MOUSE_DEFAULT_SYSTEM_CURSOR"
/**
* A variable controlling whether warping a hidden mouse cursor will activate
* relative mouse mode.
*
* When this hint is set, the mouse cursor is hidden, and multiple warps to
* the window center occur within a short time period, SDL will emulate mouse
* warps using relative mouse mode. This can provide smoother and more
* reliable mouse motion for some older games, which continuously calculate
* the distance travelled by the mouse pointer and warp it back to the center
* of the window, rather than using relative mouse motion.
*
* Note that relative mouse mode may have different mouse acceleration
* behavior than pointer warps.
*
* If your application needs to repeatedly warp the hidden mouse cursor at a
* high-frequency for other purposes, it should disable this hint.
*
* The variable can be set to the following values:
*
* - "0": Attempts to warp the mouse will always be made.
* - "1": Some mouse warps will be emulated by forcing relative mouse mode.
* (default)
*
* If not set, this is automatically enabled unless an application uses
* relative mouse mode directly.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE "SDL_MOUSE_EMULATE_WARP_WITH_RELATIVE"
/**
* Allow mouse click events when clicking to focus an SDL window.
*
* The variable can be set to the following values:
*
* - "0": Ignore mouse clicks that activate a window. (default)
* - "1": Generate events for mouse clicks that activate a window.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
/**
* A variable setting the speed scale for mouse motion, in floating point,
* when the mouse is not in relative mode.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
/**
* A variable controlling whether relative mouse mode constrains the mouse to
* the center of the window.
*
* Constraining to the center of the window works better for FPS games and
* when the application is running over RDP. Constraining to the whole window
* works better for 2D games and increases the chance that the mouse will be
* in the correct position when using high DPI mice.
*
* The variable can be set to the following values:
*
* - "0": Relative mouse mode constrains the mouse to the window.
* - "1": Relative mouse mode constrains the mouse to the center of the
* window. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
/**
* A variable setting the scale for mouse motion, in floating point, when the
* mouse is in relative mode.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
/**
* A variable controlling whether the system mouse acceleration curve is used
* for relative mouse motion.
*
* The variable can be set to the following values:
*
* - "0": Relative mouse motion will be unscaled. (default)
* - "1": Relative mouse motion will be scaled using the system mouse
* acceleration curve.
*
* If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will be applied after
* system speed scale.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
/**
* A variable controlling whether a motion event should be generated for mouse
* warping in relative mode.
*
* The variable can be set to the following values:
*
* - "0": Warping the mouse will not generate a motion event in relative mode
* - "1": Warping the mouse will generate a motion event in relative mode
*
* By default warping the mouse will not generate motion events in relative
* mode. This avoids the application having to filter out large relative
* motion due to warping.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
/**
* A variable controlling whether the hardware cursor stays visible when
* relative mode is active.
*
* This variable can be set to the following values:
*
* - "0": The cursor will be hidden while relative mode is active (default)
* - "1": The cursor will remain visible while relative mode is active
*
* Note that for systems without raw hardware inputs, relative mode is
* implemented using warping, so the hardware cursor will visibly warp between
* frames if this is enabled on those systems.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE"
/**
* A variable controlling whether mouse events should generate synthetic touch
* events.
*
* The variable can be set to the following values:
*
* - "0": Mouse events will not generate touch events. (default for desktop
* platforms)
* - "1": Mouse events will generate touch events. (default for mobile
* platforms, such as Android and iOS)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
/**
* A variable controlling whether the keyboard should be muted on the console.
*
* Normally the keyboard is muted while SDL applications are running so that
* keyboard input doesn't show up as key strokes on the console. This hint
* allows you to turn that off for debugging purposes.
*
* The variable can be set to the following values:
*
* - "0": Allow keystrokes to go through to the console.
* - "1": Mute keyboard input so it doesn't show up on the console. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_MUTE_CONSOLE_KEYBOARD "SDL_MUTE_CONSOLE_KEYBOARD"
/**
* Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms.
*
* The variable can be set to the following values:
*
* - "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a
* signal, convert it into an SDL_EVENT_QUIT event. (default)
* - "1": SDL will not install a signal handler at all.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
/**
* Specify the OpenGL library to load.
*
* This hint should be set before creating an OpenGL window or creating an
* OpenGL context. If this hint isn't set, SDL will choose a reasonable
* default.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_OPENGL_LIBRARY "SDL_OPENGL_LIBRARY"
/**
* Specify the EGL library to load.
*
* This hint should be set before creating an OpenGL window or creating an
* OpenGL context. This hint is only considered if SDL is using EGL to manage
* OpenGL contexts. If this hint isn't set, SDL will choose a reasonable
* default.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_EGL_LIBRARY "SDL_EGL_LIBRARY"
/**
* A variable controlling what driver to use for OpenGL ES contexts.
*
* On some platforms, currently Windows and X11, OpenGL drivers may support
* creating contexts with an OpenGL ES profile. By default SDL uses these
* profiles, when available, otherwise it attempts to load an OpenGL ES
* library, e.g. that provided by the ANGLE project. This variable controls
* whether SDL follows this default behaviour or will always load an OpenGL ES
* library.
*
* Circumstances where this is useful include - Testing an app with a
* particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those
* from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses
* at link time by linking with the OpenGL ES library instead of querying them
* at run time with SDL_GL_GetProcAddress().
*
* Caution: for an application to work with the default behaviour across
* different OpenGL drivers it must query the OpenGL ES function addresses at
* run time using SDL_GL_GetProcAddress().
*
* This variable is ignored on most platforms because OpenGL ES is native or
* not supported.
*
* The variable can be set to the following values:
*
* - "0": Use ES profile of OpenGL, if available. (default)
* - "1": Load OpenGL ES library using the default library names.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
/**
* Mechanism to specify openvr_api library location
*
* By default, when using the OpenVR driver, it will search for the API
* library in the current folder. But, if you wish to use a system API you can
* specify that by using this hint. This should be the full or relative path
* to a .dll on Windows or .so on Linux.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_OPENVR_LIBRARY "SDL_OPENVR_LIBRARY"
/**
* A variable controlling which orientations are allowed on iOS/Android.
*
* In some circumstances it is necessary to be able to explicitly control
* which UI orientations are allowed.
*
* This variable is a space delimited list of the following values:
*
* - "LandscapeLeft"
* - "LandscapeRight"
* - "Portrait"
* - "PortraitUpsideDown"
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_ORIENTATIONS "SDL_ORIENTATIONS"
/**
* A variable controlling the use of a sentinel event when polling the event
* queue.
*
* When polling for events, SDL_PumpEvents is used to gather new events from
* devices. If a device keeps producing new events between calls to
* SDL_PumpEvents, a poll loop will become stuck until the new events stop.
* This is most noticeable when moving a high frequency mouse.
*
* The variable can be set to the following values:
*
* - "0": Disable poll sentinels.
* - "1": Enable poll sentinels. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
/**
* Override for SDL_GetPreferredLocales().
*
* If set, this will be favored over anything the OS might report for the
* user's preferred locales. Changing this hint at runtime will not generate a
* SDL_EVENT_LOCALE_CHANGED event (but if you can change the hint, you can
* push your own event, if you want).
*
* The format of this hint is a comma-separated list of language and locale,
* combined with an underscore, as is a common format: "en_GB". Locale is
* optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
/**
* A variable that decides whether to send SDL_EVENT_QUIT when closing the
* last window.
*
* The variable can be set to the following values:
*
* - "0": SDL will not send an SDL_EVENT_QUIT event when the last window is
* requesting to close. Note that in this case, there are still other
* legitimate reasons one might get an SDL_EVENT_QUIT event: choosing "Quit"
* from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc.
* - "1": SDL will send a quit event when the last window is requesting to
* close. (default)
*
* If there is at least one active system tray icon, SDL_EVENT_QUIT will
* instead be sent when both the last window will be closed and the last tray
* icon will be destroyed.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
/**
* A variable controlling whether the Direct3D device is initialized for
* thread-safe operations.
*
* The variable can be set to the following values:
*
* - "0": Thread-safety is not enabled. (default)
* - "1": Thread-safety is enabled.
*
* This hint should be set before creating a renderer.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
/**
* A variable controlling whether to enable Direct3D 11+'s Debug Layer.
*
* This variable does not have any effect on the Direct3D 9 based renderer.
*
* The variable can be set to the following values:
*
* - "0": Disable Debug Layer use. (default)
* - "1": Enable Debug Layer use.
*
* This hint should be set before creating a renderer.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
/**
* A variable controlling whether to enable Vulkan Validation Layers.
*
* This variable can be set to the following values:
*
* - "0": Disable Validation Layer use
* - "1": Enable Validation Layer use
*
* By default, SDL does not use Vulkan Validation Layers.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RENDER_VULKAN_DEBUG "SDL_RENDER_VULKAN_DEBUG"
/**
* A variable controlling whether to create the GPU device in debug mode.
*
* This variable can be set to the following values:
*
* - "0": Disable debug mode use (default)
* - "1": Enable debug mode use
*
* This hint should be set before creating a renderer.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RENDER_GPU_DEBUG "SDL_RENDER_GPU_DEBUG"
/**
* A variable controlling whether to prefer a low-power GPU on multi-GPU
* systems.
*
* This variable can be set to the following values:
*
* - "0": Prefer high-performance GPU (default)
* - "1": Prefer low-power GPU
*
* This hint should be set before creating a renderer.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RENDER_GPU_LOW_POWER "SDL_RENDER_GPU_LOW_POWER"
/**
* A variable specifying which render driver to use.
*
* If the application doesn't pick a specific renderer to use, this variable
* specifies the name of the preferred renderer. If the preferred renderer
* can't be initialized, creating a renderer will fail.
*
* This variable is case insensitive and can be set to the following values:
*
* - "direct3d"
* - "direct3d11"
* - "direct3d12"
* - "opengl"
* - "opengles2"
* - "opengles"
* - "metal"
* - "vulkan"
* - "gpu"
* - "software"
*
* This hint accepts a comma-separated list of driver names, and each will be
* tried in the order listed when creating a renderer until one succeeds or
* all of them fail.
*
* The default varies by platform, but it's the first one in the list that is
* available on the current platform.
*
* This hint should be set before creating a renderer.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
/**
* A variable controlling how the 2D render API renders lines.
*
* The variable can be set to the following values:
*
* - "0": Use the default line drawing method (Bresenham's line algorithm)
* - "1": Use the driver point API using Bresenham's line algorithm (correct,
* draws many points)
* - "2": Use the driver line API (occasionally misses line endpoints based on
* hardware driver quirks
* - "3": Use the driver geometry API (correct, draws thicker diagonal lines)
*
* This hint should be set before creating a renderer.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
/**
* A variable controlling whether the Metal render driver select low power
* device over default one.
*
* The variable can be set to the following values:
*
* - "0": Use the preferred OS device. (default)
* - "1": Select a low power device.
*
* This hint should be set before creating a renderer.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
/**
* A variable controlling whether updates to the SDL screen surface should be
* synchronized with the vertical refresh, to avoid tearing.
*
* This hint overrides the application preference when creating a renderer.
*
* The variable can be set to the following values:
*
* - "0": Disable vsync. (default)
* - "1": Enable vsync.
*
* This hint should be set before creating a renderer.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
/**
* A variable to control whether the return key on the soft keyboard should
* hide the soft keyboard on Android and iOS.
*
* This hint sets the default value of SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN.
*
* The variable can be set to the following values:
*
* - "0": The return key will be handled as a key event. (default)
* - "1": The return key will hide the keyboard.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
/**
* A variable containing a list of ROG gamepad capable mice.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*
* \sa SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED
*/
#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE"
/**
* A variable containing a list of devices that are not ROG gamepad capable
* mice.
*
* This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list.
*
* The format of the string is a comma separated list of USB VID/PID pairs in
* hexadecimal form, e.g.
*
* `0xAAAA/0xBBBB,0xCCCC/0xDDDD`
*
* The variable can also take the form of "@file", in which case the named
* file will be loaded and interpreted as the value of the variable.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED"
/**
* A variable controlling which Dispmanx layer to use on a Raspberry PI.
*
* Also known as Z-order. The variable can take a negative or positive value.
* The default is 10000.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
/**
* Specify an "activity name" for screensaver inhibition.
*
* Some platforms, notably Linux desktops, list the applications which are
* inhibiting the screensaver or other power-saving features.
*
* This hint lets you specify the "activity name" sent to the OS when
* SDL_DisableScreenSaver() is used (or the screensaver is automatically
* disabled). The contents of this hint are used when the screensaver is
* disabled. You should use a string that describes what your program is doing
* (and, therefore, why the screensaver is disabled). For example, "Playing a
* game" or "Watching a video".
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: "Playing a game" or something similar.
*
* This hint should be set before calling SDL_DisableScreenSaver()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
/**
* A variable controlling whether SDL calls dbus_shutdown() on quit.
*
* This is useful as a debug tool to validate memory leaks, but shouldn't ever
* be set in production applications, as other libraries used by the
* application might use dbus under the hood and this can cause crashes if
* they continue after SDL_Quit().
*
* The variable can be set to the following values:
*
* - "0": SDL will not call dbus_shutdown() on quit. (default)
* - "1": SDL will call dbus_shutdown() on quit.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT"
/**
* A variable that specifies a backend to use for title storage.
*
* By default, SDL will try all available storage backends in a reasonable
* order until it finds one that can work, but this hint allows the app or
* user to force a specific target, such as "pc" if, say, you are on Steam but
* want to avoid SteamRemoteStorage for title data.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_STORAGE_TITLE_DRIVER "SDL_STORAGE_TITLE_DRIVER"
/**
* A variable that specifies a backend to use for user storage.
*
* By default, SDL will try all available storage backends in a reasonable
* order until it finds one that can work, but this hint allows the app or
* user to force a specific target, such as "pc" if, say, you are on Steam but
* want to avoid SteamRemoteStorage for user data.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_STORAGE_USER_DRIVER "SDL_STORAGE_USER_DRIVER"
/**
* Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as
* realtime.
*
* On some platforms, like Linux, a realtime priority thread may be subject to
* restrictions that require special handling by the application. This hint
* exists to let SDL know that the app is prepared to handle said
* restrictions.
*
* On Linux, SDL will apply the following configuration to any thread that
* becomes realtime:
*
* - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
* - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
* - Exceeding this limit will result in the kernel sending SIGKILL to the
* app, refer to the man pages for more information.
*
* The variable can be set to the following values:
*
* - "0": default platform specific behaviour
* - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling
* policy
*
* This hint should be set before calling SDL_SetCurrentThreadPriority()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
/**
* A string specifying additional information to use with
* SDL_SetCurrentThreadPriority.
*
* By default SDL_SetCurrentThreadPriority will make appropriate system
* changes in order to apply a thread priority. For example on systems using
* pthreads the scheduler policy is changed automatically to a policy that
* works well with a given priority. Code which has specific requirements can
* override SDL's default behavior with this hint.
*
* pthread hint values are "current", "other", "fifo" and "rr". Currently no
* other platform hint values are defined but may be in the future.
*
* On Linux, the kernel may send SIGKILL to realtime tasks which exceed the
* distro configured execution budget for rtkit. This budget can be queried
* through RLIMIT_RTTIME after calling SDL_SetCurrentThreadPriority().
*
* This hint should be set before calling SDL_SetCurrentThreadPriority()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
/**
* A variable that controls the timer resolution, in milliseconds.
*
* The higher resolution the timer, the more frequently the CPU services timer
* interrupts, and the more precise delays are, but this takes up power and
* CPU time. This hint is only used on Windows.
*
* See this blog post for more information:
* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
*
* The default value is "1".
*
* If this variable is set to "0", the system timer resolution is not set.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
/**
* A variable controlling whether touch events should generate synthetic mouse
* events.
*
* The variable can be set to the following values:
*
* - "0": Touch events will not generate mouse events.
* - "1": Touch events will generate mouse events. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
/**
* A variable controlling whether trackpads should be treated as touch
* devices.
*
* On macOS (and possibly other platforms in the future), SDL will report
* touches on a trackpad as mouse input, which is generally what users expect
* from this device; however, these are often actually full multitouch-capable
* touch devices, so it might be preferable to some apps to treat them as
* such.
*
* The variable can be set to the following values:
*
* - "0": Trackpad will send mouse events. (default)
* - "1": Trackpad will send touch events.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
/**
* A variable controlling whether the Android / tvOS remotes should be listed
* as joystick devices, instead of sending keyboard events.
*
* The variable can be set to the following values:
*
* - "0": Remotes send enter/escape/arrow key events.
* - "1": Remotes are available as 2 axis, 2 button joysticks. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
/**
* A variable controlling whether the screensaver is enabled.
*
* The variable can be set to the following values:
*
* - "0": Disable screensaver. (default)
* - "1": Enable screensaver.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
/**
* A comma separated list containing the names of the displays that SDL should
* sort to the front of the display list.
*
* When this hint is set, displays with matching name strings will be
* prioritized in the list of displays, as exposed by calling
* SDL_GetDisplays(), with the first listed becoming the primary display. The
* naming convention can vary depending on the environment, but it is usually
* a connector name (e.g. 'DP-1', 'DP-2', 'HDMI-A-1',etc...).
*
* On Wayland and X11 desktops, the connector names associated with displays
* can typically be found by using the `xrandr` utility.
*
* This hint is currently supported on the following drivers:
*
* - KMSDRM (kmsdrm)
* - Wayland (wayland)
* - X11 (x11)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_DISPLAY_PRIORITY "SDL_VIDEO_DISPLAY_PRIORITY"
/**
* Tell the video driver that we only want a double buffer.
*
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
* wastes no CPU time on waiting for vsync after issuing a flip, but
* introduces a frame of latency. On the other hand, using a double buffer
* scheme instead is recommended for cases where low latency is an important
* factor because we save a whole frame of latency.
*
* We do so by waiting for vsync immediately after issuing a flip, usually
* just after eglSwapBuffers call in the backend's *_SwapWindow function.
*
* This hint is currently supported on the following drivers:
*
* - Raspberry Pi (raspberrypi)
* - Wayland (wayland)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
/**
* A variable that specifies a video backend to use.
*
* By default, SDL will try all available video backends in a reasonable order
* until it finds one that can work, but this hint allows the app or user to
* force a specific target, such as "x11" if, say, you are on Wayland but want
* to try talking to the X server instead.
*
* This hint accepts a comma-separated list of driver names, and each will be
* tried in the order listed during init, until one succeeds or all of them
* fail.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER"
/**
* A variable controlling whether the dummy video driver saves output frames.
*
* - "0": Video frames are not saved to disk. (default)
* - "1": Video frames are saved to files in the format "SDL_windowX-Y.bmp",
* where X is the window ID, and Y is the frame number.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES "SDL_VIDEO_DUMMY_SAVE_FRAMES"
/**
* If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.
*
* The variable can be set to one of the following values:
*
* - "0": Do not fall back to eglGetDisplay.
* - "1": Fall back to eglGetDisplay if eglGetPlatformDisplay fails. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK"
/**
* A variable controlling whether the OpenGL context should be created with
* EGL.
*
* The variable can be set to the following values:
*
* - "0": Use platform-specific GL context creation API (GLX, WGL, CGL, etc).
* (default)
* - "1": Use EGL
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL"
/**
* A variable that specifies the policy for fullscreen Spaces on macOS.
*
* The variable can be set to the following values:
*
* - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
* SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their
* titlebars).
* - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their
* titlebars). (default)
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
/**
* A variable that specifies the menu visibility when a window is fullscreen
* in Spaces on macOS.
*
* The variable can be set to the following values:
*
* - "0": The menu will be hidden when the window is in a fullscreen space,
* and not accessible by moving the mouse to the top of the screen.
* - "1": The menu will be accessible when the window is in a fullscreen
* space.
* - "auto": The menu will be hidden if fullscreen mode was toggled on
* programmatically via `SDL_SetWindowFullscreen()`, and accessible if
* fullscreen was entered via the "fullscreen" button on the window title
* bar. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY "SDL_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY"
/**
* A variable controlling whether SDL will attempt to automatically set the
* destination display to a mode most closely matching that of the previous
* display if an exclusive fullscreen window is moved onto it.
*
* The variable can be set to the following values:
*
* - "0": SDL will not attempt to automatically set a matching mode on the
* destination display. If an exclusive fullscreen window is moved to a new
* display, the window will become fullscreen desktop.
* - "1": SDL will attempt to automatically set a mode on the destination
* display that most closely matches the mode of the display that the
* exclusive fullscreen window was previously on. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.4.0.
*/
#define SDL_HINT_VIDEO_MATCH_EXCLUSIVE_MODE_ON_MOVE "SDL_VIDEO_MATCH_EXCLUSIVE_MODE_ON_MOVE"
/**
* A variable controlling whether fullscreen windows are minimized when they
* lose focus.
*
* The variable can be set to the following values:
*
* - "0": Fullscreen windows will not be minimized when they lose focus.
* (default)
* - "1": Fullscreen windows are minimized when they lose focus.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
/**
* A variable controlling whether the offscreen video driver saves output
* frames.
*
* This only saves frames that are generated using software rendering, not
* accelerated OpenGL rendering.
*
* - "0": Video frames are not saved to disk. (default)
* - "1": Video frames are saved to files in the format "SDL_windowX-Y.bmp",
* where X is the window ID, and Y is the frame number.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES "SDL_VIDEO_OFFSCREEN_SAVE_FRAMES"
/**
* A variable controlling whether all window operations will block until
* complete.
*
* Window systems that run asynchronously may not have the results of window
* operations that resize or move the window applied immediately upon the
* return of the requesting function. Setting this hint will cause such
* operations to block after every call until the pending operation has
* completed. Setting this to '1' is the equivalent of calling
* SDL_SyncWindow() after every function call.
*
* Be aware that amount of time spent blocking while waiting for window
* operations to complete can be quite lengthy, as animations may have to
* complete, which can take upwards of multiple seconds in some cases.
*
* The variable can be set to the following values:
*
* - "0": Window operations are non-blocking. (default)
* - "1": Window operations will block until completed.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS"
/**
* A variable controlling whether the libdecor Wayland backend is allowed to
* be used.
*
* libdecor is used over xdg-shell when xdg-decoration protocol is
* unavailable.
*
* The variable can be set to the following values:
*
* - "0": libdecor use is disabled.
* - "1": libdecor use is enabled. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
/**
* A variable controlling whether video mode emulation is enabled under
* Wayland.
*
* When this hint is set, a standard set of emulated CVT video modes will be
* exposed for use by the application. If it is disabled, the only modes
* exposed will be the logical desktop size and, in the case of a scaled
* desktop, the native display resolution.
*
* The variable can be set to the following values:
*
* - "0": Video mode emulation is disabled.
* - "1": Video mode emulation is enabled. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
/**
* A variable controlling how modes with a non-native aspect ratio are
* displayed under Wayland.
*
* When this hint is set, the requested scaling will be used when displaying
* fullscreen video modes that don't match the display's native aspect ratio.
* This is contingent on compositor viewport support.
*
* The variable can be set to the following values:
*
* - "aspect" - Video modes will be displayed scaled, in their proper aspect
* ratio, with black bars.
* - "stretch" - Video modes will be scaled to fill the entire display.
* (default)
* - "none" - Video modes will be displayed as 1:1 with no scaling.
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING"
/**
* A variable controlling whether the libdecor Wayland backend is preferred
* over native decorations.
*
* When this hint is set, libdecor will be used to provide window decorations,
* even if xdg-decoration is available. (Note that, by default, libdecor will
* use xdg-decoration itself if available).
*
* The variable can be set to the following values:
*
* - "0": libdecor is enabled only if server-side decorations are unavailable.
* (default)
* - "1": libdecor is always enabled if available.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
/**
* A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling.
*
* This must be set before initializing the video subsystem.
*
* When this hint is set, Wayland windows that are not flagged as being
* DPI-aware will be output with scaling designed to force 1:1 pixel mapping.
*
* This is intended to allow legacy applications to be displayed without
* desktop scaling being applied, and has issues with certain display
* configurations, as this forces the window to behave in a way that Wayland
* desktops were not designed to accommodate:
*
* - Rounding errors can result with odd window sizes and/or desktop scales,
* which can cause the window contents to appear slightly blurry.
* - Positioning the window may be imprecise due to unit conversions and
* rounding.
* - The window may be unusably small on scaled desktops.
* - The window may jump in size when moving between displays of different
* scale factors.
* - Displays may appear to overlap when using a multi-monitor setup with
* scaling enabled.
* - Possible loss of cursor precision due to the logical size of the window
* being reduced.
*
* New applications should be designed with proper DPI awareness handling
* instead of enabling this.
*
* The variable can be set to the following values:
*
* - "0": Windows will be scaled normally.
* - "1": Windows will be forced to scale to achieve 1:1 output.
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY"
/**
* A variable specifying which shader compiler to preload when using the
* Chrome ANGLE binaries.
*
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can
* use two different sets of binaries, those compiled by the user from source
* or those provided by the Chrome browser. In the later case, these binaries
* require that SDL loads a DLL providing the shader compiler.
*
* The variable can be set to the following values:
*
* - "d3dcompiler_46.dll" - best for Vista or later. (default)
* - "d3dcompiler_43.dll" - for XP support.
* - "none" - do not load any library, useful if you compiled ANGLE from
* source and included the compiler in your binaries.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
/**
* A variable controlling whether SDL should call XSelectInput() to enable
* input events on X11 windows wrapped by SDL windows.
*
* The variable can be set to the following values:
*
* - "0": Don't call XSelectInput(), assuming the native window code has done
* it already.
* - "1": Call XSelectInput() to enable input events. (default)
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.10.
*/
#define SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT "SDL_VIDEO_X11_EXTERNAL_WINDOW_INPUT"
/**
* A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint
* should be used.
*
* The variable can be set to the following values:
*
* - "0": Disable _NET_WM_BYPASS_COMPOSITOR.
* - "1": Enable _NET_WM_BYPASS_COMPOSITOR. (default)
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
/**
* A variable controlling whether the X11 _NET_WM_PING protocol should be
* supported.
*
* By default SDL will use _NET_WM_PING, but for applications that know they
* will not always be able to respond to ping requests in a timely manner they
* can turn it off to avoid the window manager thinking the app is hung.
*
* The variable can be set to the following values:
*
* - "0": Disable _NET_WM_PING.
* - "1": Enable _NET_WM_PING. (default)
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
/**
* A variable controlling whether SDL uses DirectColor visuals.
*
* The variable can be set to the following values:
*
* - "0": Disable DirectColor visuals.
* - "1": Enable DirectColor visuals. (default)
*
* This hint should be set before initializing the video subsystem.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_X11_NODIRECTCOLOR "SDL_VIDEO_X11_NODIRECTCOLOR"
/**
* A variable forcing the content scaling factor for X11 displays.
*
* The variable can be set to a floating point value in the range 1.0-10.0f
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR"
/**
* A variable forcing the visual ID used for X11 display modes.
*
* This hint should be set before initializing the video subsystem.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_X11_VISUALID "SDL_VIDEO_X11_VISUALID"
/**
* A variable forcing the visual ID chosen for new X11 windows.
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
/**
* A variable controlling whether the X11 XRandR extension should be used.
*
* The variable can be set to the following values:
*
* - "0": Disable XRandR.
* - "1": Enable XRandR. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
/**
* A variable controlling whether touch should be enabled on the back panel of
* the PlayStation Vita.
*
* The variable can be set to the following values:
*
* - "0": Disable touch on the back panel.
* - "1": Enable touch on the back panel. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VITA_ENABLE_BACK_TOUCH "SDL_VITA_ENABLE_BACK_TOUCH"
/**
* A variable controlling whether touch should be enabled on the front panel
* of the PlayStation Vita.
*
* The variable can be set to the following values:
*
* - "0": Disable touch on the front panel.
* - "1": Enable touch on the front panel. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VITA_ENABLE_FRONT_TOUCH "SDL_VITA_ENABLE_FRONT_TOUCH"
/**
* A variable controlling the module path on the PlayStation Vita.
*
* This hint defaults to "app0:module"
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VITA_MODULE_PATH "SDL_VITA_MODULE_PATH"
/**
* A variable controlling whether to perform PVR initialization on the
* PlayStation Vita.
*
* - "0": Skip PVR initialization.
* - "1": Perform the normal PVR initialization. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VITA_PVR_INIT "SDL_VITA_PVR_INIT"
/**
* A variable overriding the resolution reported on the PlayStation Vita.
*
* The variable can be set to the following values:
*
* - "544": 544p (default)
* - "720": 725p for PSTV
* - "1080": 1088i for PSTV
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VITA_RESOLUTION "SDL_VITA_RESOLUTION"
/**
* A variable controlling whether OpenGL should be used instead of OpenGL ES
* on the PlayStation Vita.
*
* The variable can be set to the following values:
*
* - "0": Use OpenGL ES. (default)
* - "1": Use OpenGL.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VITA_PVR_OPENGL "SDL_VITA_PVR_OPENGL"
/**
* A variable controlling which touchpad should generate synthetic mouse
* events.
*
* The variable can be set to the following values:
*
* - "0": Only front touchpad should generate mouse events. (default)
* - "1": Only back touchpad should generate mouse events.
* - "2": Both touchpads should generate mouse events.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_VITA_TOUCH_MOUSE_DEVICE"
/**
* A variable overriding the display index used in SDL_Vulkan_CreateSurface()
*
* The display index starts at 0, which is the default.
*
* This hint should be set before calling SDL_Vulkan_CreateSurface()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VULKAN_DISPLAY "SDL_VULKAN_DISPLAY"
/**
* Specify the Vulkan library to load.
*
* This hint should be set before creating a Vulkan window or calling
* SDL_Vulkan_LoadLibrary().
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_VULKAN_LIBRARY "SDL_VULKAN_LIBRARY"
/**
* A variable controlling how the fact chunk affects the loading of a WAVE
* file.
*
* The fact chunk stores information about the number of samples of a WAVE
* file. The Standards Update from Microsoft notes that this value can be used
* to 'determine the length of the data in seconds'. This is especially useful
* for compressed formats (for which this is a mandatory chunk) if they
* produce multiple sample frames per block and truncating the block is not
* allowed. The fact chunk can exactly specify how many sample frames there
* should be in this case.
*
* Unfortunately, most application seem to ignore the fact chunk and so SDL
* ignores it by default as well.
*
* The variable can be set to the following values:
*
* - "truncate" - Use the number of samples to truncate the wave data if the
* fact chunk is present and valid.
* - "strict" - Like "truncate", but raise an error if the fact chunk is
* invalid, not present for non-PCM formats, or if the data chunk doesn't
* have that many samples.
* - "ignorezero" - Like "truncate", but ignore fact chunk if the number of
* samples is zero.
* - "ignore" - Ignore fact chunk entirely. (default)
*
* This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
/**
* A variable controlling the maximum number of chunks in a WAVE file.
*
* This sets an upper bound on the number of chunks in a WAVE file to avoid
* wasting time on malformed or corrupt WAVE files. This defaults to "10000".
*
* This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WAVE_CHUNK_LIMIT "SDL_WAVE_CHUNK_LIMIT"
/**
* A variable controlling how the size of the RIFF chunk affects the loading
* of a WAVE file.
*
* The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
* file) is not always reliable. In case the size is wrong, it's possible to
* just ignore it and step through the chunks until a fixed limit is reached.
*
* Note that files that have trailing data unrelated to the WAVE file or
* corrupt files may slow down the loading process without a reliable
* boundary. By default, SDL stops after 10000 chunks to prevent wasting time.
* Use SDL_HINT_WAVE_CHUNK_LIMIT to adjust this value.
*
* The variable can be set to the following values:
*
* - "force" - Always use the RIFF chunk size as a boundary for the chunk
* search.
* - "ignorezero" - Like "force", but a zero size searches up to 4 GiB.
* (default)
* - "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB.
* - "maximum" - Search for chunks until the end of file. (not recommended)
*
* This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
/**
* A variable controlling how a truncated WAVE file is handled.
*
* A WAVE file is considered truncated if any of the chunks are incomplete or
* the data chunk size is not a multiple of the block size. By default, SDL
* decodes until the first incomplete block, as most applications seem to do.
*
* The variable can be set to the following values:
*
* - "verystrict" - Raise an error if the file is truncated.
* - "strict" - Like "verystrict", but the size of the RIFF chunk is ignored.
* - "dropframe" - Decode until the first incomplete sample frame.
* - "dropblock" - Decode until the first incomplete block. (default)
*
* This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
/**
* A variable controlling whether the window is activated when the
* SDL_RaiseWindow function is called.
*
* The variable can be set to the following values:
*
* - "0": The window is not activated when the SDL_RaiseWindow function is
* called.
* - "1": The window is activated when the SDL_RaiseWindow function is called.
* (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED"
/**
* A variable controlling whether the window is activated when the
* SDL_ShowWindow function is called.
*
* The variable can be set to the following values:
*
* - "0": The window is not activated when the SDL_ShowWindow function is
* called.
* - "1": The window is activated when the SDL_ShowWindow function is called.
* (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN"
/**
* If set to "0" then never set the top-most flag on an SDL Window even if the
* application requests it.
*
* This is a debugging aid for developers and not expected to be used by end
* users.
*
* The variable can be set to the following values:
*
* - "0": don't allow topmost
* - "1": allow topmost (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOW_ALLOW_TOPMOST "SDL_WINDOW_ALLOW_TOPMOST"
/**
* A variable controlling whether the window frame and title bar are
* interactive when the cursor is hidden.
*
* The variable can be set to the following values:
*
* - "0": The window frame is not interactive when the cursor is hidden (no
* move, resize, etc).
* - "1": The window frame is interactive when the cursor is hidden. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
/**
* A variable controlling whether SDL generates window-close events for Alt+F4
* on Windows.
*
* The variable can be set to the following values:
*
* - "0": SDL will only do normal key handling for Alt+F4.
* - "1": SDL will generate a window-close event when it sees Alt+F4.
* (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 "SDL_WINDOWS_CLOSE_ON_ALT_F4"
/**
* A variable controlling whether menus can be opened with their keyboard
* shortcut (Alt+mnemonic).
*
* If the mnemonics are enabled, then menus can be opened by pressing the Alt
* key and the corresponding mnemonic (for example, Alt+F opens the File
* menu). However, in case an invalid mnemonic is pressed, Windows makes an
* audible beep to convey that nothing happened. This is true even if the
* window has no menu at all!
*
* Because most SDL applications don't have menus, and some want to use the
* Alt key for other purposes, SDL disables mnemonics (and the beeping) by
* default.
*
* Note: This also affects keyboard events: with mnemonics enabled, when a
* menu is opened from the keyboard, you will not receive a KEYUP event for
* the mnemonic key, and *might* not receive one for Alt.
*
* The variable can be set to the following values:
*
* - "0": Alt+mnemonic does nothing, no beeping. (default)
* - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
/**
* A variable controlling whether the windows message loop is processed by
* SDL.
*
* The variable can be set to the following values:
*
* - "0": The window message loop is not run.
* - "1": The window message loop is processed in SDL_PumpEvents(). (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
/**
* A variable controlling whether GameInput is used for raw keyboard and mouse
* on Windows.
*
* The variable can be set to the following values:
*
* - "0": GameInput is not used for raw keyboard and mouse events.
* - "1": GameInput is used for raw keyboard and mouse events, if available.
* (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_GAMEINPUT "SDL_WINDOWS_GAMEINPUT"
/**
* A variable controlling whether raw keyboard events are used on Windows.
*
* The variable can be set to the following values:
*
* - "0": The Windows message loop is used for keyboard events. (default)
* - "1": Low latency raw keyboard events are used.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_RAW_KEYBOARD "SDL_WINDOWS_RAW_KEYBOARD"
/**
* A variable controlling whether SDL uses Kernel Semaphores on Windows.
*
* Kernel Semaphores are inter-process and require a context switch on every
* interaction. On Windows 8 and newer, the WaitOnAddress API is available.
* Using that and atomics to implement semaphores increases performance. SDL
* will fall back to Kernel Objects on older OS versions or if forced to by
* this hint.
*
* The variable can be set to the following values:
*
* - "0": Use Atomics and WaitOnAddress API when available, otherwise fall
* back to Kernel Objects. (default)
* - "1": Force the use of Kernel Objects in all cases.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
/**
* A variable to specify custom icon resource id from RC file on Windows
* platform.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
/**
* A variable to specify custom icon resource id from RC file on Windows
* platform.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
/**
* A variable controlling whether SDL uses the D3D9Ex API introduced in
* Windows Vista, instead of normal D3D9.
*
* Direct3D 9Ex contains changes to state management that can eliminate device
* loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may
* require some changes to your application to cope with the new behavior, so
* this is disabled by default.
*
* For more information on Direct3D 9Ex, see:
*
* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
*
* The variable can be set to the following values:
*
* - "0": Use the original Direct3D 9 API. (default)
* - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex
* is unavailable)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
/**
* A variable controlling whether SDL will clear the window contents when the
* WM_ERASEBKGND message is received.
*
* The variable can be set to the following values:
*
* - "0"/"never": Never clear the window.
* - "1"/"initial": Clear the window when the first WM_ERASEBKGND event fires.
* (default)
* - "2"/"always": Clear the window on every WM_ERASEBKGND event.
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE "SDL_WINDOWS_ERASE_BACKGROUND_MODE"
/**
* A variable controlling whether X11 windows are marked as override-redirect.
*
* If set, this _might_ increase framerate at the expense of the desktop not
* working as expected. Override-redirect windows aren't noticed by the window
* manager at all.
*
* You should probably only use this for fullscreen windows, and you probably
* shouldn't even use it for that. But it's here if you want to try!
*
* The variable can be set to the following values:
*
* - "0": Do not mark the window as override-redirect. (default)
* - "1": Mark the window as override-redirect.
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
/**
* A variable specifying the type of an X11 window.
*
* During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to
* report to the window manager the type of window it wants to create. This
* might be set to various things if SDL_WINDOW_TOOLTIP or
* SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
* haven't set a specific type, this hint can be used to specify a custom
* type. For example, a dock window might set this to
* "_NET_WM_WINDOW_TYPE_DOCK".
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
/**
* Specify the XCB library to load for the X11 driver.
*
* The default is platform-specific, often "libX11-xcb.so.1".
*
* This hint should be set before initializing the video subsystem.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_X11_XCB_LIBRARY "SDL_X11_XCB_LIBRARY"
/**
* A variable controlling whether XInput should be used for controller
* handling.
*
* The variable can be set to the following values:
*
* - "0": XInput is not enabled.
* - "1": XInput is enabled. (default)
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
/**
* A variable controlling response to SDL_assert failures.
*
* The variable can be set to the following case-sensitive values:
*
* - "abort": Program terminates immediately.
* - "break": Program triggers a debugger breakpoint.
* - "retry": Program reruns the SDL_assert's test again.
* - "ignore": Program continues on, ignoring this assertion failure this
* time.
* - "always_ignore": Program continues on, ignoring this assertion failure
* for the rest of the run.
*
* Note that SDL_SetAssertionHandler offers a programmatic means to deal with
* assertion failures through a callback, and this hint is largely intended to
* be used via environment variables by end users and automated tools.
*
* This hint should be set before an assertion failure is triggered and can be
* changed at any time.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_ASSERT "SDL_ASSERT"
/**
* A variable controlling whether pen events should generate synthetic mouse
* events.
*
* The variable can be set to the following values:
*
* - "0": Pen events will not generate mouse events.
* - "1": Pen events will generate mouse events. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_PEN_MOUSE_EVENTS "SDL_PEN_MOUSE_EVENTS"
/**
* A variable controlling whether pen events should generate synthetic touch
* events.
*
* The variable can be set to the following values:
*
* - "0": Pen events will not generate touch events.
* - "1": Pen events will generate touch events. (default)
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.2.0.
*/
#define SDL_HINT_PEN_TOUCH_EVENTS "SDL_PEN_TOUCH_EVENTS"
/**
* An enumeration of hint priorities.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_HintPriority
{
SDL_HINT_DEFAULT,
SDL_HINT_NORMAL,
SDL_HINT_OVERRIDE
} SDL_HintPriority;
/**
* Set a hint with a specific priority.
*
* The priority controls the behavior when setting a hint that already has a
* value. Hints will replace existing hints of their priority and lower.
* Environment variables are considered to have override priority.
*
* \param name the hint to set.
* \param value the value of the hint variable.
* \param priority the SDL_HintPriority level for the hint.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetHint
* \sa SDL_ResetHint
* \sa SDL_SetHint
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetHintWithPriority(const char *name, const char *value, SDL_HintPriority priority);
/**
* Set a hint with normal priority.
*
* Hints will not be set if there is an existing override hint or environment
* variable that takes precedence. You can use SDL_SetHintWithPriority() to
* set the hint with override priority instead.
*
* \param name the hint to set.
* \param value the value of the hint variable.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetHint
* \sa SDL_ResetHint
* \sa SDL_SetHintWithPriority
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetHint(const char *name, const char *value);
/**
* Reset a hint to the default value.
*
* This will reset a hint to the value of the environment variable, or NULL if
* the environment isn't set. Callbacks will be called normally with this
* change.
*
* \param name the hint to set.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetHint
* \sa SDL_ResetHints
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ResetHint(const char *name);
/**
* Reset all hints to the default values.
*
* This will reset all hints to the value of the associated environment
* variable, or NULL if the environment isn't set. Callbacks will be called
* normally with this change.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ResetHint
*/
extern SDL_DECLSPEC void SDLCALL SDL_ResetHints(void);
/**
* Get the value of a hint.
*
* \param name the hint to query.
* \returns the string value of a hint or NULL if the hint isn't set.
*
* \threadsafety It is safe to call this function from any thread, however the
* return value only remains valid until the hint is changed; if
* another thread might do so, the app should supply locks
* and/or make a copy of the string. Note that using a hint
* callback instead is always thread-safe, as SDL holds a lock
* on the thread subsystem during the callback.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetHint
* \sa SDL_SetHintWithPriority
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
/**
* Get the boolean value of a hint variable.
*
* \param name the name of the hint to get the boolean value from.
* \param default_value the value to return if the hint does not exist.
* \returns the boolean value of a hint or the provided default value if the
* hint does not exist.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetHint
* \sa SDL_SetHint
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetHintBoolean(const char *name, bool default_value);
/**
* A callback used to send notifications of hint value changes.
*
* This is called an initial time during SDL_AddHintCallback with the hint's
* current value, and then again each time the hint's value changes.
*
* \param userdata what was passed as `userdata` to SDL_AddHintCallback().
* \param name what was passed as `name` to SDL_AddHintCallback().
* \param oldValue the previous hint value.
* \param newValue the new value hint is to be set to.
*
* \threadsafety This callback is fired from whatever thread is setting a new
* hint value. SDL holds a lock on the hint subsystem when
* calling this callback.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_AddHintCallback
*/
typedef void(SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
/**
* Add a function to watch a particular hint.
*
* The callback function is called _during_ this function, to provide it an
* initial value, and again each time the hint's value changes.
*
* \param name the hint to watch.
* \param callback An SDL_HintCallback function that will be called when the
* hint value changes.
* \param userdata a pointer to pass to the callback function.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_RemoveHintCallback
*/
extern SDL_DECLSPEC bool SDLCALL SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata);
/**
* Remove a function watching a particular hint.
*
* \param name the hint being watched.
* \param callback an SDL_HintCallback function that will be called when the
* hint value changes.
* \param userdata a pointer being passed to the callback function.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddHintCallback
*/
extern SDL_DECLSPEC void SDLCALL SDL_RemoveHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_hints_h_ */