Files
kaizen/include/SDL3/SDL_hints.h
Simone 51245fc0c5 Squashed 'external/SDL/' changes from b736285053..8ec576ddab
8ec576ddab tray, windows: fix logic error from commit 1167cf54e1572
748f0b3201 Improved Steam Controller detection on iOS
ba1a980535 wayland: Only apply the toplevel bounds when initially mapping the window
28389f1c38 wayland: Apply toplevel bounds to windows
ef52a4d4df Fixed warning C4389: '==': signed/unsigned mismatch
8d8649b33f Fixed error: returning 'SDL_TrayEntry **' from a function with incompatible return type 'const SDL_TrayEntry **'
f8b13dadd7 Enabled warning level 4 on Visual Studio
1167cf54e1 Fixed warning C4706: assignment within conditional expression
8a9b7ae8d1 Switched nEntries to int, to avoid signed/unsigned comparison warnings
fb4ec07119 Fixed warning C4701: potentially uninitialized local variable 'previous_context' used
b674b715f5 fix integer overflow ub in testautomation_sdltest
1e1442ed4a README-migration.md: Note the GL/EGL library environment variable removals.
d8c7006a42 README-migration.md: Removed obsolete documentation.
6473de59b7 SDL_keyboard.h: Note that SDL_GetKeyName() returns uppercase letters.
c7584df999 Sync SDL3 wiki -> header
1f54b228ff video: Convert some EGL environment variables to SDL hints.
7c9f6c6313 Remove debug logging
19ddb29d2d Sync SDL3 wiki -> header
d16f76e3d4 wasapi: Don't crash/hang if transitioning to/from a Remote Desktop Connection.
742f2a2fad SDL_render.h: Improve SDL_ConvertEventToRenderCoordinates documentation.
2b375d9704 wayland: Don't enable the text-input protocol when using Fcitx
dcc645e413 Fix HTML examples template tabs
ece6a6ed8f Sync SDL3 wiki -> header
7f9ee31024 include: Fill in more category documentation.
16ad3e5af6 cmake: consider X11 as not available when xext.h is not found
0ae57f1d90 tray: unix: Shutdown the GTK thread when not in use
6a0405b933 testautomation: Added a test to stdlib_swprintf that previously would fail.
9f2186ad52 Removed outdated comment in AndroidManifest.xml
181995b44f stdlib: Reworked SDL_vswprintf to be more efficient and return correct values.
8509041a09 video: Fix SDL_GL_GetAttribute depth/stencil size when 0
344e394bf4 camera: Favor v4l2 over pipewire, for now.
d8c679416b Sync SDL3 wiki -> header
b6dc44b133 Support dark theme for tray menus on Windows
7673b84f52 Make SDL_GetTrayEntires() NULL-terminated
a58bc3eaf4 [GPU] Fix crash in nvidia user-mode win32 driver when game window is minimized during swapchain resize (#11848)
0a5d2f3da2 Handle pen eraser button as a second button
3519ef3b3b SDL_asyncio.h: Fixed various datatype's `\since` documentation.
56d7cc7a02 SDL_video.h: Added a note about platform quirks to SDL_DestroyWindow docs.
04f3bdb118 Sync SDL3 wiki -> header
18c6958cae SDL_vulkan.h: Improve SDL_Vulkan_LoadLibrary/SDL_Vulkan_UnloadLibrary docs.
522682cd6e Add detailed documentation on building with MinGW64 (#11780)
a4cd17cce5 Fixed building on macOS with the dialog subsystem disabled
efba42a67b tests: avoid undefined signed overflow
156b3b4a8c Fixed language detection on iOS
53aaf8c26b cmake: custom generate-XXX targets must depend on outputs
9b40d43b1f Sync SDL3 wiki -> header
85851459d6 docs: Note that using the Wayland display scaling mode can have imprecision when positioning due to unit conversion and rounding
db97da4ccb ci: bump FreeBSD to 14.2
5579010b6a wayland: Adjust the scaled popup position even if the dimensions didn't change
2d37903323 pen: implement pen support for Windows.
ef21ccf080 Create a separate metal shader for NV12 textures
49663bfb58 Make Windows dialogs DPI aware
a8c41135aa Enable themed Windows dialogs when building with Visual Studio
8b83a57847 Check that dll's built by MinGW do not link to unwanted runtime libraries
e484182765 testcamera: Log the camera backend in use.
011454b237 Sync SDL3 wiki -> header
efc390d7e2 Don't log SDL errors by default
c077b7a918 Fixed the version availability of SDL_HINT_JOYSTICK_ENHANCED_REPORTS
0b520cd4b4 Sync SDL3 wiki -> header
9f7b2c3595 Fixed incorrect error message when a joystick can't be opened
2c0a8363a5 Added SDL_HINT_JOYSTICK_ENHANCED_REPORTS
95d44f11c7 Sync SDL3 wiki -> header
16dfaca728 Sync SDL3 wiki -> header
32ab09ba21 Sync SDL3 wiki -> header
1461f893c3 video: Correct the window position property documentation
a63052db96 Sync SDL3 wiki -> header
dd6b484359 Document platform gamepad hotplug requirements
ecf8dd054d Show the display content scale in SDLTest_CommonDrawWindowInfo()
4797970bfa Enable SDL_HINT_JOYSTICK_THREAD by default
6b4b9b5f2b Improved XInput controller detection
8ea4b326b3 video: Fix focus when non-focused popup windows are hidden
67ea67f191 Fix mip generation for 2x1 textures on D3D12
c6b5c21aaf clipboard: Ensure SDL_ClearClipboardData clears data even when no data has been set
f8f8d87bfa ci: always create binary packages if build succeeded
b713e7581b stdlib: fix SDL_strtol of "0" with base 0
54752f8d1c SDL_malloc.c: replace FORCEINLINE usage with SDL_FORCE_INLINE
3842384a38 dynapi: trigger a breakpoint on a fatal error when SDL is built in debug mode
6cf6b160cd SDL_hashtable: don't use assert from libc
62bc2c4c92 SDL_malloc: don't define FORCEINLINE
4fccfb142e cmake: avoid security cookies in SDL_uclibc when building with -DSDL_LIBC=ON
4fbf59ac3a Implement __chkstk for arm64
578ac0ef52 SDL_malloc: disable malloc stats
31a4c92ee5 When building with libc enabled, we don't need to provide __chkstk ourselves
02e85a153f Use the expected plane size when capturing Android camera frames
9955e1dc0d Updated the Android gradle plugin to version 8.7.3
0281071243 Lock joysticks when they are connected/disconnected on emscripten
c68ed04a06 Sync SDL3 wiki -> header
2b1d809b21 video: Fix positioning and focusing popups parented to child toplevel windows
6d554a9ea3 Sync SDL3 wiki -> header
9fbc767d4f Fixed formatting of SDL_storage documentation
e43aa12b49 Updated copyright for 2025
c0e5901c42 Reverted accidentally committed work in progress
f2074d7af3 Updated copyright for 2025
3197e27b59 testcamera: fixed return codes
f18e023317 Added testclipboard
54d4e48539 Get the initial clipboard state at startup
6575b8157b Synchronize clipboard mime types with external clipboard updates
30a22d3fed Allow a NULL size parameter to retrieve null terminated text
d666c2d189 Use a consistent error message when video isn't initialized
196e2c6662 Fixed crash if num_mime_types is NULL
b902b0527b Renamed n_mime_types to num_mime_types
a767952617 Fixed spacing
54c555e394 Send supported mime types for external clipboard contents on Windows
8b155708ff Fixed clipboard memory leak on shutdown
1d417ab27f win32: Set the WS_THICKFRAME style on popup windows
643281d022 Revert "win32: Use the size in the WINDOWPOS data while handling popup windows in the WM_WINDOWPOSCHANGED message"
2be89f0dd1 Clarify migration for GetWindowData and SetWindowData
a37f993a07 Sync SDL3 wiki -> header
65e0fed5b3 gpu: Document why VertexID/InstanceID builtins are unreliable
dd83908109 keyboard: Check for both caps lock and shift when looking up a keycode by name
99ad53ec3f Sync SDL3 wiki -> header
df97ccf283 win32: Return 0 from WM_WINDOWPOSCHANGING if a resize is expected
4f0a056b95 win32: Use the size in the WINDOWPOS data while handling popup windows in the WM_WINDOWPOSCHANGED message
18fc13c20d Sync SDL3 wiki -> header
6d20b65a9e Sync SDL3 wiki -> header
3cd3c9317e storage: Add error messages when ReadIO/WriteIO lengths mismatch
6ca2a48595 Sync SDL3 wiki -> header
fa9c3331d5 main: Adjust how SDL_HINT_MAIN_CALLBACK_RATE works.
cd1bd0ac2e storage: Remove an outdated FIXME.
0be5b8070d Update SDL_asyncio.c
1c04ebe423 Renamed SDL_ASYNCIO_CANCELLED to SDL_ASYNCIO_CANCELED
d4d5faedab Added SDL_EVENT_FINGER_CANCELED
8704ab8422 Wait for a display resize event before sending orientation changes
60deaf5f0f Send display mode change events when the orientation changes
5340f2e3fe Updated to the latest version of gradle, with support for Android SDK 35
e91c37f4dd Added support for inset handling on Android 15
f3cbd04a81 Fix C99 trailing enum comma warning.
5f25691c85 Fix C23 empty initializer warning.
8cc4735d74 wayland: Don't override the min/max values when scaling to the screen
2d91f096ca Remove libc function from Windows tray
78c1dc3e2c Sync SDL3 wiki -> header
0410328b15 Fixed warning: ordered comparison of pointer with integer zero
d5f08b8f4b stdinc: use __has_include to detect <stdbool.h>
543f244965 tests: include SDL_build_config.h when HAVE_BUILD_CONFIG is defined
c2121dd9a2 testcamera: fix MSVC build failure due to C4244 warning.
5c84d38822 testcamera: don't pick a frame size larger than the maximum texture size
6e1177ac03 Include tray function prototypes
c030e6f782 examples/pen/01-drawing-lines: Match render target size to renderer output.
0ad3a18937 uikit: reworked Apple Pencil code.
f6143da617 uikit: Patched to compile, added to Xcode project.
774e38d073 uikit: Initial Apple Pencil support.
5acd7fe208 wayland: Prevent popup configure events from overwriting the current size with old data
c714b1a38b Fixed public header inclusion in the Xcode project
cf439d5c63 Fix dib-to-bmp logic in SDL_windowsclipboard.c
ec29d3fd66 Define NDEBUG in release Xcode builds
92b7054870 Add SDL_tray.h to the public framework headers
1a466b5548 Sync SDL3 wiki -> header
ec8a780ad4 tray, unix: fix -Wformat warnings
cc723c9e4b ci: run emscripten on Ubuntu 22.04
0cb4a94c88 cmake: really disable xrandr by default on Solaris
4ffcb8ebab Sync SDL3 wiki -> header
49153ebfc4 audio: Add NULL check to SDL_UnbindAudioStreams
1b99467c71 audio: Make SDL_Bind/UnbindAudioStreams take const arrays
0be6dc5734 cmake: disable xrandr by default on Solaris
4fbd6cba60 cmake: Solaris' SunPro has alternative way to link to pthread libraries
e25cc7a88f cmake: cocoa video backend needs IOKit framework
38dd6bcd32 docs: gradle needs package identifier + change example Activity class path
f1232de3d2 cmake: add_dependencies must have at least 2 arguments
2664d36faf cmake: avoid parallel generation of headers through intermediate target
609b147432 Sync SDL3 wiki -> header
cc24518c41 render: Update GPU backend to use the new present workflow
a0e537b9c0 examples: Fix dead links in app metadata
df1f1c2e12 cmake: don't create relocatable packages by default with non-MSVC toolchains
af3d97dcac Update build-scripts/build-release.py
bc448fa445 win32: Use the nearest monitor size for calculating maximized window dimensions
599b4ef254 win32: Fix maximizing borderless windows
1c52e290a3 video: Don't overwrite pending size values when setting the window min/max
9a4d29699d Don't use connection state from the Nintendo Switch Pro report
75a24116b5 testcontroller: show gamepad connection state
22f6eed1d9 Use the NVIDIA Shield home button as the guide button
c148837546 Added a Bluetooth mapping for the NVIDIA Shield Controller on Linux
82a1e9f6df Fixed the guide button for the NVIDIA Shield Controller on Linux
ba5cf2b152 x11: Don't overwrite popup window coordinates when changing the size
567b828e18 wayland: Use the proper popup coordinates if the position is set while the window is hidden
1701208f32 Sync SDL3 wiki -> header
622c3ebb94 Updated Xcode project with new tray files
0461180e25 SDL_EVENT_QUIT when no window nor tray
ff139fe71b Sync SDL3 wiki -> header
e9290eeedf Use `pthread_setname_np` also on Android
578509c326 windows/SDL_tray.c, video/windows/SDL_surface_utils.h: use SDL_windows.h
05932e05da tray, windows: replace ZeroMemory() with SDL_zero()
e2323c1367 Refactor Android input handling and add pen support
f5fbdf7ed5 Make onNativePen available for Android
a5e8fc21b2 Add SDL_androidpen
80c39f2ff4 Expose SDL_GetPenStatus for Android pen buttons
e3c99e3bd3 misc: Fixed typo in iOS error message.
1413bfb185 Don't overwrite non-CRC gamepad mapping with a new mapping that specifies a CRC
948b16533c testcamera: use the first available cameras
cd1bb6247b video/windows/SDL_surface_utils.c: replace ZeroMemory() with SDL_zero()
a773558517 Sync SDL3 wiki -> header
50fbae9302 tray, windows: define NOTIFYICON_VERSION_4 and NIF_SHOWTIP, if missing.
c744c8fc0b Document how to check for gamepad capabilities
a8d585aac3 Don't try to enumerate possible texture failure reasons.
ca17d19f90 Updated iOS file path documentation
7bbe6025be misc: Make SDL_OpenURL work with VisionOS, tvOS, etc.
ffed1c50c0 misc: Fix SDL_OpenURL on newer iOS releases.
1a6e139dde win32: Only recalculate the position on show for popup windows
cf220ea4f1 win32: Fix popup positioning
17ef0c1237 SDL_video.c: replace strlcpy with memcpy in SDL_ShowMessageBox()
8fde28813e SDL_tray.h: Filled in doxygen for a few minor missing things.
17df3fe836 Sync SDL3 wiki -> header
eb1be89e70 Cleaned up thread state handling and added thread object validation
7647f16ae1 Sync SDL3 wiki -> header
eadc64973a Reset text field content on text input stop
b2c2a483e8 GPU: Rename HDR10_ST2048 to HDR10_ST2084
fe39509b85 GPU: Doc touch ups
b8036bdd41 Sync SDL3 wiki -> header
ca4f5dd40d Added SDL_GetThreadState
b7dac5072b correct termination of windows openfiledialog filters
0becdad392 Add missing includes to SDL_tray.h
5bf742daa6 Fix documentation for SDL_sinf
bed16f77d1 cmake: define HAVE_MALLOC_H when malloc.h is found
b2178857dc Corrected CoreAudio surround sound channel layouts
f40a530fd9 subclass the builtin system message class instead
cf946e32ba Fix memory management for Windows dialog title
4c70aa33ae Sync SDL3 wiki -> header
76920a230f Fixed Xcode build
01b9b0edb7 Add system tray support (#10873)
17a029502a Sync SDL3 wiki -> header
a27c139b12 GPU: Explicitly check Metal hardware support on device creation
aa817a67d1 GPU: Document system requirements for each driver
8653a5821b Fixed mingw64 Windows build
60dce94583 Fixed building with older Windows SDKs
440d5754f8 build_configs: remove unused symbols_to_check, added Windows ones
052cb5773e build_configs: remove `HAVE_LIBUNWIND_H`
42c67756cc build_configs: fix spacing
286cc2ebd0 build_config: change unnecessary replacement variables to 1
c2508d5d99 Fix various `#if defined`s
f2b7495adc SDL_camera_pipewire: use `SDL_CAMERA_DRIVER_PIPEWIRE_DYNAMIC`
ade829d7ca build_config: fix `SDL_DEFAULT_ASSERT_LEVEL`
e73d98ad72 build_config: add missing macros
7f1c9c9053 build_config: move unconditionally defined macros
6f462e244f build_config: remove unused `SIZEOF_VOIDP`
ddd7d0f927 build_configs: remove unused macros
483e79bf82 Fixed mouse click count for relative mode and multiple mice
ed75d9d22a Document that the mouse ID is only valid in mouse relative mode
024e5da6fb Mouse events only get a mouse ID in relative mode
8a0f649363 windows: fix BITMAPINFOHEADER values when getting bitmap from Clipboard
af2dbbcb53 Merge SDL_wasapi_win32 into SDL_wasapi
4d301b88d6 Sync SDL3 wiki -> header
5a2eb60389 Only save the pending flags we will restore when hiding a window
969f03d9f0 Added SDL_PROP_RENDERER_GPU_DEVICE_POINTER
7a22076a7c Sync SDL3 wiki -> header
3a1810f9a9 Fixed the Linux mapping for the NVIDIA Controller v1.03
49610fd1e8 Leave mouse relative mode when losing focus
62124e2c28 GPU: Enable Metal validation in debug mode (#11691)
18115ef6bd Sync SDL3 wiki -> header
8691408baf Clarify that you shouldn't make any assumptions about the an SDL_FingerID value.
37b87f79fb Fixed Bluetooth Steam Controller detection on iOS and Android
9a43c08146 Allow rendering during the modal resize loop on macOS
225c0e2ad9 Removed unused function declaration
4add7e2005 Round the window size values when using fixed aspect ratio
3ac28bae6a Removed references to non-existent method SDL_GetAsyncIOTaskResult
da37e1541b Sync SDL3 wiki -> header
ecea3471f6 Sync SDL3 wiki -> header
f8d8bf8066 SDL_GetNumAllocations returns -1 when allocation counting is disabled
a33144fbc9 SDL_test: disable memory tracking if SDL does not count allocations
2e4dc9c109 Disable tracking memory allocation counts by default
80c1b1e1a0 Fix testautomation pixels_saveLoadBMP big endian issue
478ac0b9bf Sync SDL3 wiki -> header
03d6e4b69e Sync SDL3 wiki -> header
ca4ffc8a00 Fix missing parens in preprocessor defined op
8475c496b4 Fix typo
56cf8d8dc9 Sync SDL3 wiki -> header
f0fad41f2c include: Filled in all remaining missing documentation!
4d8f5758cf Sync SDL3 wiki -> header
c080bb8417 GPU: Fix non-triangle D3D12 primitive topology types
33442701ca Use the monitor as the client rect for maximized borderless windows
7e298f50fe Make windows resizable if we're about to maximize them programmatically
34974d4d2b Don't remove the resizable style for borderless windows
cadeec9cc9 SDL_SoftStretch() doesn't handle large pixel formats
f37eef948c Removed raw mouse events
d07bb0e679 Removed raw key events
c44fa5bb07 Updated raw input events to match SDL style
1025087c2e Sync SDL3 wiki -> header
a47b62d1fe Removed PS2 compiler definition
f3c194f39a Remove EXTRA_CFLAGS.
7e8576fd19 gpu: Xbox fixes for swapchain presentation
f7580374a1 include: Always declare SDL_GDKSuspendComplete.
232c2970d3 Sync SDL3 wiki -> header
5ec5f23fff tests: Print accurate enabled/disabled relative mode status in testrelative
b815123cf2 Sync SDL3 wiki -> header
819e1cc95b SDL_stdinc.h: A couple wikiheaders fixes.
b2eb23a617 SDL_filesystem.h: Fill in missing documentation.
0b401137d2 SDL_stdinc.h: Document more stuff.
b83dd793fd SDL_stdinc.h: Tons of documentation updates.
a0864799f2 GDK: Fix compile_shaders_xbox.bat build events
5d9ccb6296 gpu: Add explicit casts to D3D12 staging descriptor changes
e992522cb2 Xbox buildfixes for WarpCursor jitter fix, dark mode
b2c15a8c2a Sync SDL3 wiki -> header
0f9e86fe1c tests: Fix GPU tests crashing when window is minimized
c9e22d4672 Sync SDL3 wiki -> header
ff366fba87 include: Move SDL_HAS_BUILTIN to SDL_begin_code.h, document it.
e46d8756e5 tests: Update GPU tests to use new swapchain best practice
401c8f8e4e SDL_timer.h: Fixed doxygen typo.
2f9a45af60 Sync SDL3 wiki -> header
0c42891826 include: Filled in more documentation gaps.
3ce68f80bc wayland: Clean up the relative pointer if the seat capability is removed
7c8171da92 wayland: Handle the relative pointer manager appearing after the seat has been initialized
4bfc8f84f7 tests: Add a raw event mode to testrelative
8c849ecc6c wayland: Add support for the MOUSE_RAW_* events
fce922b66c wayland: Add support for the SDL_MOUSE_RELATIVE_SYSTEM_SCALE hint
d6a95ae198 Sync SDL3 wiki -> header
42de2ac6a9 Fixed typo
e08f34c3be Removed SDL_HINT_MOUSE_RELATIVE_MODE_WARP
6e0df0af24 Reduce the possibility of SDL_LockMutex getting called on a destroyed mutex after SDL_StopEventLoop
519923ea80 Sync SDL3 wiki -> header
624a4d5f26 include: Documented important SDL_begin_code symbols.
5c0f8dc179 add alternate raw mouse motion events with windows implementation (#10042)
345cab1e36 streamline cursor clipping logic on windows (#11237)
35a9d156a6 render: convert tmotion vectors to render basis
3739749404 Improve Win32 darkmode and fix title bar's context menu (#11543)
10f868abf4 Sync SDL3 wiki -> header
f81472d767 Document that you should read from processes before waiting for them to exit.
3001c61de0 x11: Use the master pointer device for absolute motion
835b6e0c1a Enable high refresh rates on iOS
da80b9bce5 Fixed an inaccuracy in the documentation for SDL_ConvertPixelsAndColorspace
2ce21d1fed Fixed an inaccuracy in the documentation for SDL_CancelGPUCommandBuffer
0ca8027205 Fixed an inaccuracy in the documentation for SDL_PenProximityEvent and SDL_PenMotionEvent
4d9e7a2a68 Sync SDL3 wiki -> header
b5eea03d1e GPU: Clarify presentation concerns in SDL_gpu.h
7dd523fbb1 Sync SDL3 wiki -> header
48a0adb2ac Sync SDL3 wiki -> header
4d4a2786bb render: Updates to format-string versions of SDL_RenderDebugText.
6abebca943 Fix format string in debug-text example
1d0e28a5b3 Add SDL_RenderDebugTextF & SDL_RenderDebugTextV
5608bf5866 Sync SDL3 wiki -> header
0fbcd0d586 GPU: Optimize usage of D3D12 staging descriptors (#11657)
e957840d34 include: Filling in some more documentation gaps.
684098fac3 Fix possible bug with Windows dialogs
bc9c86bcc2 Dialog: Add suffix to filters all the time
b58e6d7274 .wikiheaders-options: Include CPU intrinsics macros in quick reference.
c9ab8ad8d9 SDL_intrin.h: Added missing NEON and Altivec documentation.
d38c09e5c4 Sync SDL3 wiki -> header
6730cf7bed SDL_intrin.h: Add documentation.
2f68efda83 wikiheaders: Add underscore to the "big ascii" character table.
19bdc01b8c Sync SDL3 wiki -> header
eda0261c4e video: Drop size and position requests for windows in a fixed size/position state
6fa6297441 fix typo from commit b84f150d0669592f
b84f150d06 fix macOS builds with hidapi disabled
c52a96ca8e Sync SDL3 wiki -> header
080b3002c6 Fixed building with an older Windows SDK
d0d1414836 messagebox: Copy title and message up front, to protect SDL_GetError() strings.
a92eade183 Sync SDL3 wiki -> header
0bb42cb023 alsa: a few more minor formatting tweaks.
483ceb5355 alsa: Reenable SDL's internal channel map support when ALSA can't swizzle.
35360ec4d7 alsa: Use more hints for opening default devices.
576f13ac7c alsa: Put debug logging back into correct category and logging level.
ff96c59df4 alsa: Add back in code to guess the correct ALSA device prefix.
b108b54c6a alsa: Bring up to current SDL coding conventions and standards, other tweaks.
639855b7e5 alsa: Remove direct calls to memset
a4a1dff219 alsa: remove `loop` macro
b9c062c858 alsa: Pulled in latest changes from @sylware
76e7bc4c04 Added support for ALSA dmix audio output (thanks @sylware!)
3fa0537565 Sync SDL3 wiki -> header
79316ca36e Heavy work on improving category documentation.
9aca97f4e7 Sync SDL3 wiki -> header
c0803f7683 SDL_dialog.h: Improvements and fixes to the documentation.
a55686ce61 hints: Clarify when joystick hints should be set.
eb3fc0684c wayland: Don't close an externally owned display on init failure
6cc9ce183d SDL_internal: remove `#undef SDL_LEAN_AND_MEAN`
8b6d3c88cf Fix `#ifdef`s to have config flags either defined as 1 or undefined
313d522f39 wayland: Only require fifo-v1 for Wayland by default
ac2edad809 audio: Simplify and unify audio stream format updating when devices change.
9a9616894d wikiheaders: Fix uninitialized variable issue.
9628549c7c Xbox buildfixes
80b9986418 audio: Fixed potential NULL dereference.
1944bc7407 Fixed warning C4702: unreachable code
63a498c966 Fixed warning C4189: 'cqe': local variable is initialized but not referenced
ce9dddfde2 Don't free properties while modifying the property hashtable
43a61fec91 Removed external hashtable locking functions
61511c48a4 SDL_HashTable is now optionally thread-safe
e0cee83a3a emscriptenaudio: Removed comment about Firefox not supporting userActivation.
2635239bbc README-migration: some improvements to the audio section.
ce7cb10541 dialog/unix: create zenity argv on the main thread
cf59fc797f dialog/unix: deep copy args to avoid data race
af6c641b8c dialog/unix: stricter typing
4c86511035 dialog/unix: reduce string allocations
ff82238172 dialog/unix: remove /usr/bin/env indirection
c5acbef3bf GPU: Fix D3D12_INTERNAL_StrToWStr returning incorrect length
6fe09e3aa4 dynapi: Minor optimization to SDL_SetError wrapper.
a1e8d5c327 Sync SDL3 wiki -> header
3ee39f6c3f GPU: Revise swapchain acquisition (#11633)
bbd4eeb287 examples/audio/04-multiple-streams: Note about web browser audio in README.
f45ce45603 ngage: Remove Nokia N-Gage support.
3f425b6f20 examples/audio/04-multiple-streams: Patched to compile on Visual Studio.
1fbb8e1824 examples/audio/04-multiple-streams: Remove drag-and-drop support.
e6e468d0c4 Sync SDL3 wiki -> header
962268ca21 Fixed Chinese locales on PSP (thanks @ccawley2011!)
ac92af02ea wikiheaders: put a header on the quick reference pages.
be5fba963a wikiheaders: optionally generate a Quick Reference page.
7c5c88a3ad cocoa: Fix conditional coding style
d4225070ad cocoa: Toggle the fullscreen menu item to 'leave' when entering a fullscreen space
48b6b93fb6 cmake: make RelWithDebInfo the default configuration
5447cb6d38 video: Prefer the window manager supplied coordinates for selecting a fullscreen display
e4215a04d9 gpu: make macro's function-like using do-while-0
fb71b44231 gpu: define EXPAND_ARRAY_IF_NEEDED macro once and make it function-like
0370b92d80 gpu: SDL_ClaimWindowForGPUDevice must set an error message on failure
5c020b9930 GPU: Enable VK_ERROR_NATIVE_WINDOW_IN_USE_KHR to print
279836d259 GPU: Swapchain image count respects number of allowed frames in flight
1d5d948ccf Fix building SDL3 without dialog support
19cc04a162 Add build-release.py updates from satellite libraries
b5c05b6e29 wayland: pass actual empty strings to zenity
1e7c7c69c5 wayland: handle 0 extra buttons in message box
09428688b9 Added a reminder to sign the source archives when creating a release
972c6d0b82 Add `SetTextInputProperties` to video device API and fix iOS handling
5d09656afa Refactor iOS text input activation to better work with hardware keyboards
72895a6994 Remove unused `hardwareKeyboard` variable
f64e9a52dc Sync SDL3 wiki -> header
ddb1e66d90 Updated the release checklist documentation
caf0348b26 Enable ApplePressAndHoldEnabled
900627f7fc Enable the SDL_HINT_MOUSE_DOUBLE_CLICK_TIME and SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS hints on macOS
6d1dac1404 Removed unused math code from the Visual Studio projects
d25cdc0fef Sync SDL3 wiki -> header
df48af22d4 Removed unused math code from the Xcode project
08de6656fc Document the pixel layout of YUV format surfaces
2ac62d8c67 Sync SDL3 wiki -> header
846eb9a886 Added SDL_RenderTextureAffine() to the exported API
7278399366 Sync SDL3 wiki -> header
d0f1910918 add SDL_RenderTextureAffine
2c4fc2e549 Sync SDL3 wiki -> header
8d8578785c SDL_asyncio.h is a public header and should be included in the framework
fa5f84fb6e GPU: Add SetGPUAllowedFramesInFlight (#11599)
47429227ab examples: Handle newlines in README.txt better.
0f228de48a examples: Add some metadata to the generated webpages.
ffb9b30e84 The metal renderer doesn't actually support RGB texture formats
1a5b0796b4 examples: fix canvas size for small screens
d1b8fcd692 work around type redefinition errors in SDL_immdevice.h
9b82d46259 GPU: Use correct logging category
5229b520af GPU: Log D3D12 driver version
b79e3ac830 examples: Let the browser handle README.txt word wrapping.
90efb63e52 examples: Improve webpage generation in various ways, add thumbnails, etc.
e50dc7265b examples: Fix some window titles in the demos.
7ddda4fe18 Add system theme support for Emscripten
3060105cfa Don't filter out controllers when launched by Steam under Proton
2e5208f353 kmsdrm: Fix Vulkan type redefinition errors from commit 24ed947cc35ebb9f50ac0685f1b88ec164d46c6c
c49f4ceeb2 Sync SDL3 wiki -> header
23828b62d4 Added SDL_IsMainThread() and SDL_RunOnMainThread()
bc4185c685 Document that video and input functions should be called on the main thread.
fffa6c7a2b Add missing include of fcntl.h
235e5c6a6c Fixed crash if a device doesn't have a USB product or manufacturer string
9f8157f42c Sync SDL3 wiki -> header
a0b8b57afe examples: add empty placeholder image
951ca96dc9 asyncio: Added more category documentation.
58f8e259d1 examples: fixup URLs for project subfolder
56da4e81d8 examples: added homepage + categories pages + added CSS (similar to wiki)
9784e10a75 audio: Let emscripten update device->sample_frames at device open time.
5bfece34f9 ran gendynapi.pl after PR/11170.
045e31178f Added SDL_dialog.c to the Xcode project
a74693c9a5 Sync SDL3 wiki -> header
a4852f3a10 SDL_ShowFileDialogWithProperties with more options
dc5a2ddfd0 GPU: Forward D3D12 validation warnings to the SDL log
efb59bd0bf GPU: Fix validation warning in D3D12 blit code
45869d6177 GPU: Vulkan requires drawIndirectFirstInstance feature (#11583)
d8eb68a6c5 GPU: Clean up D3D12 blit shader compilation
24ed947cc3 kmsdrm: Fix an LTO type mismatch warning
31128b6cdd kmsdrm: Clean up GLES function definitions
123306b18c X11: support _NET_WM_SYNC_REQUEST
d320d7143d Fix rawmouse wrong timestamp (#11553)
830b132cd4 SDL_asyncio_liburing.c: replace __kernel_time64_t use with SDL's Sint64
4ac78706bf SDL_asyncio_liburing.c: replace size_t casts on pointers with intptr_t
2ad5836d02 Sync SDL3 wiki -> header
31d09909b6 Sync SDL3 wiki -> header
1377cdb3f2 Fix the Indonesian language code on Android
46f43c2e6e asyncio: Remove `SDL_AsyncIOTask` from the public API.
4745aa3324 asyncio: Windows IoRing support, other tweaks and fixes.
3ca629ceb5 asyncio: Allow file closes to request a flush/fsyncdata.
022a6a9f97 asyncio: Added Linux io_uring support.
e79ce2a200 asyncio: Added async i/o APIs.
7293c18314 Fixed an inaccuracy in the return parameter information in the SDL_ConvertPixels function
401187eb6c Removed extra sa in SDL_ConvertSurfaceAndColorspace
b7a31ead08 added "gpu" to the list of possible values of SDL_HINT_RENDER_DRIVER in SDL_hints.h
9fb8661684 Fixed an inaccuracy in the return parameter information in the SDL_SurfaceHasAlternateImages function
6aab5a089d Fixed potential buffer overflow
65c9a58f5e audio: Make sure a few bitflag checks convert to bools correctly.
ec2ef5f9b5 dynapi: order headers for reproducible behavior
2762644e96 video: Don't error when setting an unbounded max window size while a minimum is set
068d9cc7d6 Sync SDL3 wiki -> header
2f59a1ce44 SDL_audio.h: Fixed a documentation typo (thanks, @JBetz!).
acf0f09320 SDL_migration.cocci: Fixed up some SDL3 symbols that had changed.
3a1d76d298 Sync SDL3 wiki -> header
ce573b01f8 audio: Added SDL_IsAudioDevicePhysical and SDL_IsAudioDevicePlayback.
d53241a299 docs/README-main-functions.md: reformatted Best Practices section.
5cd188bdbc Sync SDL3 wiki -> header
7099de4ae8 Update README-main-functions.md
bf9fa38920 SDL_audio.h: Fixed two typos.
f5ad66ef4b audio: Allow channel maps to specify -1 to mute a channel.
3303e9843f Sync SDL3 wiki -> header
f852038384 filesystem: Added SDL_GetCurrentDirectory().
16113374ff cmake: Enable POSIX fsops code for PS2 and PSP.
c0f1fe8e7f Sync SDL3 wiki -> header
f022501d52 fnsince.pl: Deal with post-3.1.3 releases before 3.2.0.
b8233aff8e Vita: implement mousewheel and buttons 4/5
b8bbd29ce9 Sync SDL3 wiki -> header
bbc9c75618 x11: Fix memory leaks in clipboard event handler
5c8bed3780 GPU: Fix D3D12 tearing query
03d15c031b Sync SDL3 wiki -> header
d55e6dfc5e hint for which system cursor to use as default
3c13bae64f Sync SDL3 wiki -> header
e0e61775b8 Add missing SDL_WindowFlags to SDL_test_common.c
6fab61b69d hidapi: check each usage on a device before ignoring it completely
e9fdcf6c60 Sync SDL3 wiki -> header
1720fc77fe examples: Added input/02-joystick-events
a07a88c1b4 examples: added input/01-joystick-polling
c508396e33 Avoid usage of CreateEventEx in WASAPI code
7a3f5ef129 Speed up full-surface fills
10e2ce9ba4 examples: Added audio/04-multiple-streams
88926f2b73 emscripten: send drag and drop events
e14d939ead Sync SDL3 wiki -> header
bbe843fd80 Full configuration of SDL_INSTALL_CMAKEDIR_ROOT
79f6f766d4 Avoid usage of `CreateEventEx` in D3D12 GPU backend
fdafa266d8 (doc): make cmake build parallel on linux
61ba8010d3 examples: Emscripten builds should allow memory growth.
212f0dcdb1 examples: Fix output name of demos.
41b0d36a6c fix MSVC projects after commit 51637495
f9ddb0bdea examples/demo/04-bytepusher: No need to check NULL before destroying things.
7bf3cae02e examples: fix cmake after commit 51637495
51637495e4 examples: Rename "game" to "demo".
566f3dc138 Add BytePusher example
b02285d495 Sync SDL3 wiki -> header
97ddc9adf2 Fix outdated references to SDL symbols in docs. Fixes #11503
465881d560 android: patched to compile.
c135386f58 events: Add render category to SDL_EventCategory.
615c935d11 events: Added SDL_RenderEvent.
848fd1eab4 ci: don't do 'brew install pkg-config' anymore II
0007451222 ci: don't do 'brew install pkg-config' anymore
3a2b595c4f PSP: Add locale support
e94ba6e700 Sync SDL3 wiki -> header
631c30527b Sync SDL3 wiki -> header
2e70944c44 gpu: Added an initial FAQ to the category documentation.
df73cae2b0 cocoa: Clear the pending flags on non-spaces fullscreen transitions
a4006e654e Fixed typo in the name of the SDL_GetAppMetadataProperty function in the description of the SDL_SetAppMetadataProperty function
5ee4d176f1 Added support for the Razer Wolverine V3 Pro
a0591ec4a3 README-documentation-rules.md: Mention not listing types in param/returns docs.
fef001cb48 Sync SDL3 wiki -> header
e770b4e266 dialog: Clean up filter param documentation.
795ceae520 Sync SDL3 wiki -> header
ecae3789ab SDL_dialog.h: Remove verbose docs on callback param from several functions.
587384756f render: use nearest pixel scaling for debug text
2b744c7df3 cocoa: Refuse to SDL_Init(SDL_INIT_VIDEO) from background thread.
932bb968d7 Fixed infinite recursion when the microphone is unavailable
1413848f41 Fixed crash if a window ends up without a display
35e6c92c3c Added the ROG Ally X to the list of Xbox controllers
4fb955c80b cmake: fix sdlcpu.cmake for C89 compilers
aa352837d5 cocoa: Don't sync on a pending fullscreen event if the window is miniaturized
18b7a2315c cocoa: Restore fullscreen state on the window regaining key status
014196d98d cocoa: Fix minimizing fullscreen windows on Sequoia
7a074f582e Steam Controller handling improvements
d2dc0fa920 Sync SDL3 wiki -> header
0c53d9a1ee Implemented SendEffect for Steam Controllers
d8f8cf3e99 Added SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED
184da780f5 Fixed a crash when unplugging a Steam Controller dongle
70fe38bcb2 wayland: Rename some display related variables to better reflect their purpose
e027b85cc4 Validate that pixel formats have the correct attributes
bd57cfdb55 ci: pin MSVC ARM Windows SDK version to 10.0.22621.0
0f9e551d71 joystick/gdk/SDL_gameinputjoystick.c: fix build errors due to -Wformat
af6ce629c4 Make sure pairing remains enabled for the entire time dongle pairing is active
2b10a040ff Fixed rare case of wireless Steam Controller not being detected at startup
572cc7af63 Sync SDL3 wiki -> header
7d7ee43ddb stdinc: document SDL_strnlen and SDL_strlen
e9f7a1b359 fix relative system scale function on Windows
25390d6c21 fix relative warp emulation broken by #11460
e0166256ff joystick: Fix connection type for Steam Controller and Xbox 360 dongles
8657fa8b3b Improved reliability of the Steam Controller driver
f8468d580d add brace for contitional
eaef956a9a fix errenous delta when warping
b54f6044a5 Removed Linux Steam Controller support
b43b333d25 Moved the GPU renderer to the bottom of the list
7f14eb33c6 snake: improve comment
b71151a697 Added support for pairing controllers to the Steam Controller dongle
e4778d53d3 testautomation_video: Another Emscripten test to be skipped.
d48d4c8c48 testautomation_video: Don't test window position on Emscripten.
f0b61c69e7 Fixed duplicate controllers showing up on the Steam Controller wireless dongle
fe3566ca46 Ignore Steam Controllers in the Linux driver if HIDAPI is handling them
7959b08a4d Fixed spacing
6ca8269b96 docs/README-raspberrypi.md: Corrected NEON information (thanks, @cmitu!).
0f9505256d Steam Controller support defaults off on mobile platforms
140aba9e5d Enable Steam Controller support by default
68c2cf84f6 hidapi: Add support for the Steam Controller wireless dongle
1a311bc638 hidapi: Add support for Steam controllers connected via USB
e67ae274a5 hidapi: Fix bus type in HIDAPI_IGNORE_DEVICE() on Linux
7c5a2cd462 Sync SDL3 wiki -> header
95c8a1cf7c iostream: Update docs about return values and SDL_GetIOStatus().
7007b4762b events: Fix a compiler warning.
6049ca4fb1 docs/README-raspberrypi.md: Initial updates.
c021c75737 Sync SDL3 wiki -> header
d20936b544 camera: Add some category docs about camera device warmup delays.
3877bf55a3 Sync SDL3 wiki -> header
c26dda10e0 Sync SDL3 wiki -> header
9a4ae4b9ed Fixed crash if SDL_GetVideoDisplayForWindow() returns NULL
20cd4290d7 Sync SDL3 wiki -> header
dcf6dd19c3 Sync SDL3 wiki -> header
6c99a4b783 Sync SDL3 wiki -> header
a85f0b49f4 GPU: Remove D3D11 shaders from testgpu_spinning_cube
5a74aadac9 GPU: Null check shader inputs in CreateGPUGraphicsPipeline
32cc92dceb pipewire: i/o callbacks should avoid higher-level iteration during device open.
119b4fa5f5 GPU: Remove D3D11 backend and allow D3D12 to ingest DXBC (#11456)
fc12cc6dfd ci: add linux-powerpc to test matrix
559223ff9d cmake: don't use uninitialized SDL_VERSION and use REVISION.txt
332fd824f0 GPU Vulkan: release submitted command buffer after defrag (#11430)
1ed1bc1d5d testautomation keyboard: use `space` instead of `a`
8a2cac7aaa Fix SDL_PRIs64 to use standard PRId64
54ff1f35bd Fixed audio dropouts when plenty of audio is queued on Android
37b49c98dc Fixed setting up surround sound on NVIDIA Shield TV
dbe82e685d Sync SDL3 wiki -> header
3e2ef64c98 Add SDL_SaveFile and SDL_SaveFile_IO functions
b0140fb1b4 Sync SDL3 wiki -> header
97dac37373 Added SDL_HINT_ANDROID_LOW_LATENCY_AUDIO
6836ef8fd2 Added logging for low latency audio state
908bd84c5e Fixed reopening a controller on Android
1ea4edddec Fixed Java exception if mConnection is null
588e32ea5a test: Change LoadContext() return value type from int to bool
ecfd143a26 testcontroller: update the controller name when it's opened as a gamepad
908b42f2b9 Fixed 8BitDo M30 mapping to match fighting game conventions and the layout in XInput mode
028194286c Added mappings for the various firmware versions of the 8BitDo SN30 Pro controller
0ef7a1d901 Show the guid of gamepads that are opened
ed943318e2 Support multiple joystick buttons bound to the same gamepad button
27b828754a Use HIDAPI to provide better names for DirectInput controllers
5a7b75607a Added the OpenVR license to openvr_capi.h
c1246e31a4 Added support for the PowerA OPS v1 and v3 Pro wireless controllers
d3b882b4f9 Added support for the PowerA Fusion Pro 4 and Fusion Pro Wireless controllers
fb2145f731 Sync SDL3 wiki -> header
96729e745a SDL_GetClosestFullscreenDisplayMode(): Rename parameter `mode` to `closest`
683991ab71 Get the full display bounds if the window doesn't fit in the usable bounds.
6823e3f005 Fixed gaps in scaled 9-grid texture rendering
458f616c53 wayland: Send a display removed event when a display is disconnected
73e0e8cf5b SDL_GetDisplayForPoint(), SDL_GetDisplayForRect(): Check argument for NULL.
8026866994 wayland: fixed memory leak at shutdown
cacfdc8cfa Sync SDL3 wiki -> header
7031b240df Added SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER
c56a3f60fe xcode+cmake: use SDL3.framework folder as IMPORTED_LOCATION
615d2dcd5b .wikiheader-options: Treat SDL int types (Uint64, etc) as API prefixes.
e001a309be create-release.py: use head of git ref as default commit
27f69c772c Updated the release checklist
87dade4421 Set SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER for the GPU renderer
0508f100e2 Sync SDL3 wiki -> header
927d297161 Updated to version 3.1.7 for development
78cc5c1734 Updated to version 3.1.6 for the preview release
19af3a2b34 Sync SDL3 wiki -> header
e31e3caece PSP: Fix building examples in parallel
c5f12b135d Fixed the D-pad on wireless Xbox 360 controllers
780578cd36 PSP: Allow building tests in parallel
8b48b70c6e Fixed return value setting state on combined Joy-Con controllers
77a0411dde Minor cleanup
68cc173d92 Sync SDL3 wiki -> header
7c968f1510 Update SDL_hints.h
e2857fc5a2 Update SDL_mouse.c
5699ba799e Add return to CHECK_VULKAN_ERROR_AND_RETURN macro
6c10446a6c Add version info when building CI/CD for apple platforms
d6b60bcc53 typo in player spawnpos, mov drawcall out of loop
09495059df Fixed the PS5 controller face buttons on Amazon Fire TV, Android 11
c099d0525e sort_controllers.py: fixed parsing SDL_PRIVATE_GAMEPAD_DEFINITIONS
24bdbb8bf4 Supress Metal warning when compiling against macOS 10.11-10.13
2a05b63580 Mark generate.py as executable
51628034d9 Don't offset the view if there's no text input rect
c8a04eec06 Autorelease keys should go down when pressed.
f543faf837 Allow in-tree build
6647345be0 Sync SDL3 wiki -> header
b4dff42dcd GPU: Add SDL_CancelGPUCommandBuffer (#11316)
94d110edd5 Specify C source file in example VC projects
415abf2ea2 Rename variables for readability
bdf16628fb Added 03-infinite-monkeys example game
2b92dc9baa Minor updates to woodeneye-008.c from template.c
a93ec0c679 Added Visual Studio project for 02-woodeneye-008
9a77ee2008 Added instructions for creating Visual Studio projects for examples
014b473bcc GPU D3D12: Fix depth texture sampling
ff14a1781f GPU D3D12: Fix indirect buffers not being refcounted
149ecffd6f SDL_vulkan.h: undefine VK_DEFINE_HANDLER and VK_DEFINE_NON_DISPATCHABLE_HANDLE
35e53f76a9 metal: check success of device creation (#11367)
feb10434a1 Order by subsystem
b2f216f9e2 Add GPU to iOS build config
54836050c9 metal: Add availability checks
8f9a562969 wayland: Remove vestigial struct member
152bcce85f Add examples to `SDL.sln` (#11255)
1e7c186461 Splitcreen FPS example with multiple mouse and keyboard (#11317)
5c5235fb51 ci: Add Steam Linux Runtime (Sniper) task
36c209080c wayland: Refactor some shell surface related names
2b7dc55364 wayland: Check the WM capabilities before sending a minimize event
1abbd13414 wayland: Throttle interactive user resize events
e0d019c941 Sync SDL3 wiki -> header
cb0c7c9680 SDL_CreateDirectory(): directory tree creation for absolute paths for non-Windows platforms
a10578acbd SDL_SYS_RenamePath(): Fix error message.
3922bcec95 Sync SDL3 wiki -> header
04a478b6a9 SDL_Enumerate[Storage]Directory() comments: Use enum constant names instead of integers.
5c3d42aade Update README-linux.md for openSUSE Tumbleweed dependencies
8468c372b2 SDL_EnumerateDirectory(): (posix) Fix return value when directory is invalid
97b924f985 typo: maxOS -> macOS
a851c5b648 create-release.py uses python3
47411d8007 build-release.py uses python3
4f160d69a6 Closes #10318 - implement Android prerotation in the Vulkan renderer
93471cf78d video/openvr: minor clean-up:
8bf1a84200 ci: add include headers of build directory to ci artifacts
590e1196d0 snake: check allocated memory before use
20e01c6fbe android: add (disabled) android.permission.INTERNET to AndroidManifest.xml
850158f83f testcontroller: fixed incorrect usage of memcpy()
344546b4ea cocoa: Make sure GL context destruction happens on the main thread.
dcd4ddb043 Sync SDL3 wiki -> header
8d3bec99a7 audio: Make SDL_GetAudioStreamProperties() thread safe.
10e52e1899 docs: Added more '\threadsafety` tags.
731853077a Send drop complete events when the drop leaves the window on Cocoa, Wayland, and X11
db4e2ccbac Allow redefinition of only one macro SDL_SINT64_C SDL_UINT64_C
c0bad724a7 README-ios.md: Add info about UIApplicationSupportsIndirectInputEvents on iOS 17
4ea26a7771 emscripten: scale mousewheel X coordinates correctly, not just Y coordinates.
d0cf2c19d1 Allow defining custom SDL_SINT64_C and SDL_UINT64_C macros (#11315)
7108291d0b video: Change SDL_GLattr to SDL_GLAttr.
c0e9205a92 video: Change capitalization on various OpenGL attribute typedefs.
3c506630c3 video: Turn several OpenGL attribute enums into integer typedefs.
a04fda211c Sync SDL3 wiki -> header
4e33440c04 Sync SDL3 wiki -> header
e8b69b03fe cmake: fail configuring when no X11 or wayland could be found (#11310)
540db0d164 Bumped version of macro 'main' to 3.1.3
370521363a Sync SDL3 wiki -> header
924f719b97 wayland: Get the window content scale from the backend
299587fa64 Sync SDL3 wiki -> header
5e855d82e3 Manually bump versions of non-function identifiers introduced after 3.1.3 to 3.2.0
22bc430bbb Set error using function hresult
6eca02a0e7 evdev: correctly handle composite devices
ba1412cb9f evdev: fixed devices not being removed on disconnect
370c0426ce testspriteminimal: only quit when escape is pressed
acfc223e15 Sync SDL3 wiki -> header
423337796c GPU Vulkan: Use dedicated allocation for download buffers (#11298)
24b376ef18 Sync SDL3 wiki -> header
1c1706a00b fnsince: update `\since` policy for documentation.
21c91d5535 examples now using SDL_ALPHA_OPAQUE(_FLOAT) for opaque alpha value
63ef5a2369 Sync SDL3 wiki -> header
fd530d029f Fixed typo in SDL_clipboard.h
7b6416add0 Sync SDL3 wiki -> header
af1c165352 Set version of new identifiers after 3.1.3 release to 3.1.6
45584ad73e Simplify get_channel_name() so it's easier for people to read and understand
c134dd6e5e Fixed typo in the channel layout documentation
4a8eadf167 include: Fixed typo in SDL_CopyFile's documentation.
d9e6fe0b7a Sync SDL3 wiki -> header
f5c27a3a2c render: Corrected docs for SDL_SetRenderVSync().
1f8b9a320c VITA: fix SDL_ShowMessageBox by using different memory type
a42c9ec5f7 Sync SDL3 wiki -> header
2318961b6f docs: Add `\threadsafety` to some low-hanging fruit across a few headers.
eed11ad6d6 docs: Fixed example code for SDL_qsort_r() and SDL_bsearch_r().
0bec18245d android: fix android.content.Context:getCacheDir JNI prototype
e9b5f6749e wikiheaders: add (disabled) code to check for missing `\threadsafety` tags.
19a1175c02 include: Updated docs on SDL_TouchFingerEvent.
e61f0678ee x11: Remove the "safety net" error handler.
f9bffa31b6 docs: fix window flags in README-migration.md
b0982e8982 docs: Updated README-emscripten.md.
c56af0d975 Removed unused code
35be8bb7f9 Fixed warning C4456: declaration of 'e' hides previous local declaration
8119568805 x11: Remove text-scaling-factor setting checks
1c51b8dc33 Only set the OpenGL flag if the OpenVR driver is active
82b3325978 Fixed memory leaks if Windows initialization fails
d199586683 Fixed memory leaks if OpenVR initialization fails
7b492553c4 Allow the OpenVR driver to be enabled on Windows
0aea14cf45 Added logging for additional events
3d47877bb4 Added SDL_EVENT_RENDER_DEVICE_LOST
54e52d055f Sync SDL3 wiki -> header
9c848e08e4 docs: Explain events for already plugged in controllers (#11286)
26567df878 Don't treat mouse buttons as focus clicks if the window has mouse capture
ef758d05c1 render: GetRenderViewportSize shouldn't use scale, just logical presentation.
92520c1d9b Improved D3D12 handling of unrecoverable device loss
315842cf71 Fixed crashes handling D3D11/12 device lost in testsprite
e2254b1045 Added color scale info for the GPU renderer TODO item
4b54e32231 Tweak android path functions comment tag \sa
a6536a9298 RI_KEY_BREAK indicates key is up
679dd4b181 SDL_RequestAndroidPermission() comment: Add link to android permissions website
eb1451536e Sync SDL3 wiki -> header
5819d4b360 SDL_CreateRenderer() comment: Remove mention of flags
e0321ca5b6 SDL3: SDL_render_gl(render name: opengl) dose not support transparent on Linux/X11 (Bug #11273) (#11274)
dcbb2f11a8 Clamp the texture alpha and color modulation values to 0-255
541ba33714 Fix SDL_GetClosestFullscreenDisplayMode documentation
40070d899d Refactor Blit_RGB555_ARGB1555 to be more generic
3d2c8c510d add GLES3 headers from Khronos for OpenVR video driver.
2668558c5c Sync SDL3 wiki -> header
153f90a725 Revert "Use the correct return type for SDL_GetAndroidJNIEnv()"
ffb1d9e4b4 Removed Blit2101010toN and BlitNto2101010
5c1ccaefae Fixed VULKAN_UpdateViewport judgment.
4c2d0c422b wayland: Remove kde_output_order_v1 support
5f874b60a8 Sync SDL3 wiki -> header
1647d36aec docs: document copying shared SDL3 a bit more + document sanitizer/libc incompatibility
b6a6a4a7f8 audio: fix incorrect dynCall in Emscripten audio.
07bb8f1c4c openvr: added APIENTRY for OpenGL functions (thanks @cnlohr!)
b40ad5428b Fixed assertion at quit when the debug text was the last texture used.
a48fa675be Fix formatting
1d23d2c3c2 Renamed SDL_SANDBOX_UNKNOWN to SDL_SANDBOX_UNKNOWN_CONTAINER
a7da3ad59b x11: Support sorting displays via the priority hint
0faf9dc4a4 kmsdrm: Support sorting displays via the priority hint
a6e5ab437f video/openvr: Avoid type redefinition errors.
2654d5d48b Sync SDL3 wiki -> header
e81e917c5e Added an OpenVR video driver (thanks @cnlohr!)
569691797d windows/SDL_systhread.c: fix permissions
186c6e5c9d windows: fix race condition with exception-based thread naming.
faa404a652 If we get a newline character, treat it as SDLK_RETURN
a432abf4cc Make sure that we quit if we get a terminating event
c5e1ae4580 Only free debug_char_texture_atlas if it has been allocated
00f4cb308b Fixed crash if the Vulkan renderer changes swapchain image count
41366f73b2 Don't block in Android USB device open
60c3eaf5ee Use SDL_GetAndroidJNIEnv() in hid.cpp
2d3fa03d53 Use the correct return type for SDL_GetAndroidJNIEnv()
3d852da806 Requesting Bluetooth permission on Android is now asynchronous
be3d961b47 Treat clicking the right pad as a thumbstick click on a Steam Controller
6da4d94abf VITA: implement camera subsystem
f79f21217b VITA: fix yuv texture update
4612db21a3 SDL_utils.c: restrict gethostname() usage to non-windows
9a5420118a Define SDL_DIALOG_DUMMY in SDL_build_config_xbox.h
dd955332a2 Removed SDL_build_config_emscripten.h
5492be23a1 ci: test Apple x64 on macos-13 runner
c48fbbb067 Sync SDL3 wiki -> header
c41b2bb855 SDL_ShouldIgnoreGamepad() should take product IDs rather than a guid.
8a30def5f2 Only use Steam Virtual Gamepads if we're running under Steam
28504f5791 Steam virtual gamepad info isn't available in the macOS sandbox
d6981da5a4 Added SDL_GetSandbox()
d7b1ba1bfc Added support for the Steam Virtual Gamepad on macOS Sequoia
3ebfdb04be SDL_stdinc.h: provide a prototype for strdup for __clang_analyzer__ case
d9df87f19f Fix syntax of trailing doc comments
9cf388f260 Re-added HAVE_FDATASYNC and HAVE_GETHOSTNAME for platforms that have them.
6897385623 Add `void` to `run_colorspace_test()` function prototype
69433ee075 doc: explain build-scripts/create-release.py in the release checklist
18410c03ea cmake: fix checks for fdatasync() and gethostname()
a027ec59ca Make the name of the Steam Deck Controller consistent.
09e3af58b5 Fixed bug #10954: software renderer: examples/renderer/10-geometry missing a triangle typo when changing return code from int to bool
860e38a3a2 VITA: fix shader color format
ed1ec236c1 Removed fdatasync and gethostname definitions from platforms that don't have them
cbbad4051b Treat a button press location as an implicit mouse move
e5fa929245 Report win32 last error string windows_file_open (#11224)
b4554a8a75 Sync SDL3 wiki -> header
97f1da73da Rename GPU properties for consistency
9af5ffcfbe Improve support for private platforms (#11220)
66d09a1cda wayland: Adjust primary display selection priority
638b50b69b CI, LoongArch64: disable clang-tidy
dede2ab86f Sync SDL3 wiki -> header
553fc5fe0e wayland: Expose displays in a deterministic order, and attempt to better handle selecting a primary display.
075ae7db7d ci: update LoongArch toolchain to 2023.08.08
4162bddca7 cmake: fix configuration with -DCMAKE_DISABLE_FIND_PACKAGE_PkgConfig=ON
cdaaabb978 GPU: Fix Metal sampler address mode order
104dabb9de PSVITA: enable posix fsops
afee27a530 Make sure stdio handles are in blocking mode
bb764e3106 Added support for full range BT.709 YUV conversion
ce49465b13 Sync SDL3 wiki -> header
72bae5167e Updated documentation
e254c99b38 examples/game/01-snake: Update game logic in AppIterate, don't use a timer.
edb28e79b5 Make SDL_LoadBMP() use true instead of 1
f212cb5f92 Don't overwrite the SDL_IOFromConstMem() error in testshape
51dc978785 Don't overwrite the SDL_IOFromFile() error in SDL_LoadFile()
fb43dc3097 Set error for NULL SDL_IOStream in SDL_LoadWAV_IO()
00bb81de76 GPU: Allow size queries on depth formats
817fa9a975 releases: don't add static library to MinGW binary release
45dfdfbb7b Add parametrized build script
57f2577c65 GPU Vulkan: Fix depth-only framebuffer leak
46835650db Added config.xcconfig to the Xcode build
9fac4b9f5f SDL_windowsmodes.c: Fix MSVC builds against SDKs older than 10.0.17134.0
b865708039 Sync SDL3 wiki -> header
0b6ad8bf62 Improved the documentation for SDL_SetWindowShape()
f9d490045b Fixed uikit crash when GLES is disabled
3733b1d5d8 Sync SDL3 wiki -> header
c20918b0fb render: Add SDL_RenderDebugText().
44bc19b592 test: remove testaudio-art.txt (this info is in test/LICENSE.txt now).
1cc85c912b Check return value of SDL_small_alloc()
d7be7fc168 Fixed Cohen-Sutherland out code computation for float line intersection
db78c0f563 Sync SDL3 wiki -> header
a8ca024495 Added SDL_GetDefaultLogOutputFunction()
b766c824bd Don't overwrite the SDL_IOFromFile() error in SDL_LoadBMP()
aed1f76248 Sync SDL3 wiki -> header
a567786762 Added SDL_SetErrorV()
d5e02474ac Fixed SDL_oldnames.h to use the correct new names
1a1e2e9892 Set size parameter in SDL_GetClipboardData()
82598e5ca9 GPU Vulkan: Fix frame counter timing (#11189)
b641c2a0db Refactor gendynapi.py with the final goal to make it re-usable
173c168ff4 Default functions are already declared by the first SDL_dynapi_procs.h include
fd9f2ae5b5 Sync SDL3 wiki -> header
01c9c1d0eb Document main callbacks API thread safety
fd9e57b71e 3DS: Support simple message boxes
2bef8852fb testdrawchessboard: Allow using the standard render API
7556c44796 SDL3: Fixed Cocoa_GL_CreateContext() not returning a context on success (#11181)
94c8c170eb 3DS: Only bundle resources with tests that need them
fec006a4f9 Allow for more fine tuning of Duff's device routines
aebb64efa1 Remove leftover ARM SIMD code
9a81892447 Old env vars as fallback for SDL_VIDEO_DRIVER + SDL_AUDIO_DRIVER #11115
3e57d996fe Reduce the size of the SDL_blit_0 alpha code
05c53b5ab0 Add macro guards for OpenGL <=1.3 function prototypes
365dba6de8 Sync SDL3 wiki -> header
4898cbb6cf SDL_migration.cocci: Fix renaming SDL_bool
22566506d0 SDL3: opengles2 render not support window with transparent flag on Linux/X11 (#11167)
c6c195ff88 Always use WaitForSingleObjectEx() as a fallback in SDL_SYS_DelayNS()
c5904d8710 Improved implementation of SDL_DelayPrecise() (thanks @nightmareci!)
25251a9405 Fixed warning C4723: potential divide by 0
33366b0a4e Fix SDL_MAIN_USE_CALLBACKS with Android, introduce SDL_MAIN_EXPORTED
86ef790a23 explicit cast to int in SDL_bits
3cd7e22e8b Fixed converting full range YUV to RGB
3086b25c4e Set hint SDL_HINT_MAC_SCROLL_MOMENTUM version to SDL 3.1.4.
b676413657 Sync SDL3 wiki -> header
48ff3efdb9 Clarify README-highdpi.md (#10083)
e31c68427a Sync SDL3 wiki -> header
6ea4a66451 GPU: Add SDL_CalculateGPUTextureFormatSize (#11146)
6d85127560 Rename hint string literal SDL_HINT_MAC_SCROLL_MOMENTUM
3db10a6b2c GPU: ASTC block size fixes (#11157)
90a3a2359b thread: Rewrote generic Condition Variables.
41dfe2c246 test/testautomation_stdlib.c: fix gcc warning on 32 bit
73b995fbad Don't assume OpenGL on Android
8aaaeb7560 Sync SDL3 wiki -> header
2a9cb68b91 Sync SDL3 wiki -> header
0babb284dd fnsince.pl: Make fixes now that we've reached ABI lock.
40ff6a2785 test: Fix mouse focus test on X11
e4b1a9f382 Sync SDL3 wiki -> header
7ff819141d libm/e_exp.c: fix gcc warning on 32 bit:
ac6b9e2d19 Sync SDL3 wiki -> header
8262072d91 Fixed possible memset(NULL) call in testautomation's SDL_aligned_alloc() check
4b7c5f561b Fixed warning: ‘new_item.probe_len’ may be used uninitialized in this function
c8f5f6d47a Added SDL_DelayPrecise()
28a70a5b71 Use the correct version for the \since field
bf351b0b0e Add more configChanges to Android Manifest (#11145)
9c322386bf gpu: vulkan: Fix an uninitialised structure in SDL_BlitGPUTexture()
da5a1585cd GPU: Avoid calling SDL_GetWindowSizeInPixels when possible (#11139)
4707bb730e Sync SDL3 wiki -> header
9023a199dd Fixed crash in RLE colorkey blitting
f946f87f30 Don't rely on event.buttonMask being set in touchesEnded
ee9b6204cf Updated to version 3.1.5 for development
02f3a96476 Sync SDL3 wiki -> header
f8eac30276 Added SDL_StepBackUTF8()
1f08a03794 Switched drag-n-drop logging to trace level
5b6342a00d Default SDL_HINT_JOYSTICK_GAMEINPUT to "1" on GDK platforms
ed87e7e434 test: enable GameInput driver on GDK platforms
acb18e05b5 GPU: fix swapchain buffer size not set on Xbox
ff834f7733 Removed the restrict keyword
8e6ead2f7b [GPU] Added ASTC texture format support (#11116)
02434cd293 emscripten: Fixes for data addresses above 2gb
c34790f9f1 Fixed spacing
312ecc4a52 SDL_main.h: Remove dead code for hypothetical C++ platforms
823b218051 Simplify code to include SDL_main_impl.h in SDL_main.h
cba77834f2 init: Log '<unspecified>' not '(null)' if the app name isn't set.
fb8244d6d9 init: Also log the SDL revision here
c24f7d2453 Log app ID as SYSTEM/INFO during initialization
e7ee92e822 Switched drag-n-drop logging to trace level
d9f8474dd7 Sync SDL3 wiki -> header
95aaaa3232 Sync SDL3 wiki -> header
158ba93d61 Update some window function documentation
300daf308a Replace SDL_TRUE/FALSE with true/false in the coccinelle script
95ab38ba15 ci: actions/cache might return a boolean as string
7acfdfd3e7 Sync SDL3 wiki -> header
326ab439d7 Sync SDL3 wiki -> header
fb07ab91c6 Improved SDL_main documentation and remove extern "C" comment.
03fa9ff0b0 Sync SDL3 wiki -> header
2000ccb541 Allow linear interpolation of the font textures
f6fa617139 Define SDL_DIALOG_DUMMY in SDL_build_config.h as needed
4627283eca Allow building both Cocoa and dummy dialog implementations
c8526532de Changed objectVersion to 54 so Xcode 12 can load the projects (thanks @Wohlstand!)
2fd12b2e8a keyboard: Note that enabling text input can also enable an IME
81b48de3f5 Fixed VID/PID list parsing of SDL_HINT_GAMECONTROLLER_SENSOR_FUSION
5db64300b8 Fixed SDL_GetStringInteger() for values starting with '0' and '1' (thanks @DanielGibson!)
7da728a642 Added support for wired XBox controllers on macOS 15.0 Sequoia
659f2f4b04 examples: add basic app metadata to all existing examples.
aa534c3ac3 core: Fixed incorrect comment in core/windows/SDL_windows.h.
ee7f61fd9a snake: Add extended app metadata
ca82405d5a snake: Add basic app metadata
6ae5666acf Check for VK_SUBOPTIMAL_KHR also in vkQueuePresentKHR (#11113)
06bd214af6 Fixed warnings building on Android
596fcfa6c4 fix microphone permission and feature flags being spread out
54e622c2e6 Use the printf vararg verification macros when compiling with clang
fca05fa754 examples: Use SDL_Log() instead of message boxes for errors.
9f170286ba test: Replace README with LICENSE.txt
d0ef58b442 Sync SDL3 wiki -> header
cbb9a16367 Sync SDL3 wiki -> header
65539bc4f7 Make sure trackpad state is updated when button presses are delivered
03b259893a Fixed return value of SDL_AddGamepadMapping()
bf54eddba9 macOS: Clarify when macOS hints need to be set
c2b98e21ba macOS: Add hint for smooth SDL_EVENT_MOUSE_WHEEL values
2fa8acb084 x11: Refresh the global cursor coordinates when confining the pointer
e59078ac6f Sync SDL3 wiki -> header
9e74ada7b8 gpu: fixed formatting in docs.
c358bf3f9b Removed test program list, it's better to just look at the code.
f8dd73fdb9 Fixed build
0f47d3a77b Fixed use after free (thanks @meyraud705!)
e159bcf5de test: Make blit_testExampleApplicationRender work on big endian
c9ffa3f9e1 Remove vestiges of the TAKE_FOCUS window event
596ef1ba2e Moved the SDL_ttf IME demo to showfont in the SDL_ttf project
e00b1fdd67 clipboard: include mime types in SDL_ClipboarUpdate
2880b40e33 fix pipewire prototype
b6ab7d28f6 Replaced \r\n with \n in SDL root files
b8e72b0969 Note that creating a renderer will fail if the preferred renderer isn't available.
1ca45c5891 Fix typo: DiretMedia->DirectMedia
8db3b47482 Just use normal stdio for the child process
8c3f88b495 docs: Wrote CategoryVulkan.
369b93771b Sync SDL3 wiki -> header
deeffaa8d6 Sync SDL3 wiki -> header
84ecf7fd3e docs: Add CategorySurface text.
e292d1f5ac Sync SDL3 wiki -> header
d5af0c7e09 Added missing parentheses
5a60d073c0 Sync SDL3 wiki -> header
a3413e050b Sync SDL3 wiki -> header
c25423b94c docs: Filled in some category pages.
a57ecad648 Fixed documentation typos
37315110c1 Sync SDL3 wiki -> header
f26dd52090 SDL_GetProcessProperties is missing a SDLCALL
d318a4a6b1 .wikiheaders-options: Declare SDL3 to be a stable API!
64cbf02dbf Sync SDL3 wiki -> header
ffe4e571d1 wikiheaders: regex hack to make a URL not confuse wikilink genertion.
a7e4e9219a Sync SDL3 wiki -> header
e8c852d77c GPU: re-add parens to wiki intro
00385951a1 Use file descriptor I/O for process pipes
f592a35439 Sync SDL3 wiki -> header
12d007038c GPU: wiki header link typo
f275731e18 Sync SDL3 wiki -> header
f3285b01c8 GPU: Intro fixes
93c7521dd5 Sync SDL3 wiki -> header
c1084bfaa3 GPU Introduction (#11062)
21e7fa45e8 GPU: fix padding field typo
bd4cd34a74 Add docs to mingw development archive
f859d69c44 Sync SDL3 wiki -> header
6c64c62114 Rename SDL_BUTTON() to SDL_BUTTON_MASK()
d529407ce7 Sync SDL3 wiki -> header
fe2880fcda Rename SDL_SetThreadPriority() to SDL_SetCurrentThreadPriority()
69196ab30d Change evasive library handle to `SDL_SharedObject*`
3a6a3ab64f gpu: Fix memory leak in Vulkan backend.
43e7ce7dfc Updated to version 3.1.3 for the preview release
ca0b1eaf5a Sync SDL3 wiki -> header
93c27a6675 Fixed the documentation for consistency.
3ae2af8aa1 Sync SDL3 wiki -> header
9a5d5a2839 video: Improve the EGL attribute callbacks.
d4143e02d1 Always set checked_monotonic_time when calling CheckMonotonicTime()
020fb6889c Removed unnecessary const-qualifiers in src and test files
b8e8dcaa9a Add void to openbsd function prototypes
0e909d2785 Removed redundant condition in src/events/SDL_pen.c
191f3ecbbc render: Restore previous policy for converting window/render coordinates.
3246df8bd3 Remove redundant SDL_Vulkan_GetResultString() declaration
07fd88d241 docs: Fix migration documentation for SDL_WINDOWEVENT_SIZE_CHANGED
a0de6c4abf Add properties to SDL_IOStreams returned by IOFromMem
1bb7e2b1a8 SDL_migration.cocci: Removed obsolete SDL_CreateWindowWithPosition code.
f4cea5e019 Removed const qualifiers from SDL_CreateHashTable() parameter types
d287feaddf render: Remove non-pointer args' const qualifiers on SDL_RenderTextureRotated.
e3757f072b Sync SDL3 wiki -> header
8b4f5f09c1 dynapi: It's a Python script now, not a perl script.
35b002be82 audio: Clarified SDL_GetAudioStreamQueued docs.
47450425fd Allow iterating just the keys or values in a hashtable
d5fe6dd627 Don't use const for non-pointer API parameters
d2b2a752ce SDL_migration.cocci: A few fixes.
91b074beb7 Removed SDL_IPHONE_MAX_GFORCE
34033d5838 Sync SDL3 wiki -> header
eced9f58a9 Added a userdata parameter for EGL attribute callbacks
798c9574d0 Sync SDL3 wiki -> header
89e68aa801 Added missing return value documentation for bsearch()
4fa92d233d Include stdbool.h when using Visual Studio 2017+
522321b7c9 test: Fix testcustomcursor on high-DPI displays
3b3c4a79b6 Don't close file descriptors already handled by AddFileDescriptorCloseActions()
5f5379dc99 Add `SDL_IsTV()` (#11004)
6bcf2f919a Sync SDL3 wiki -> header
0b5e01a305 loadso: library handles are now `SDL_SharedObject*` instead of `void*`.
f351395c46 Sync SDL3 wiki -> header
3234a3b902 Simplified internal SDL_Surface structure
1f3a0d12e6 Made texture size and format public in the API
5136b30652 render: SDL_ConvertEventToRenderCoordinates() now handles pen events.
b4fcd1f345 pen: Corrected some documentation.
e3dbd74fe7 Improved documentation for SDL_Surface fields
13c5d1092f hidapi: update hid_write() for windows from mainstream.
3eab599977 just force the barrier on UpdateTexture actually
e17741a6cb Render GPU: Only cycle on update if entire texture is replaced
45ad763de5 Disable backface culling and use a constant rectangle winding order.
fa14b53273 GPU Vulkan: Clear up some swapchain edge cases
c16d7c87d6 Sync SDL3 wiki -> header
ab832f1be0 Added documentation for qsort and bsearch functions
818d7d892a x11: store all atoms in a specific struct
801870c8cf video: cache some more atoms under X11
dcc7560a5c Sync SDL3 wiki -> header
afdf325fb4 GPU: Add swapchain dimension out params (#11003)
b3388d5753 Haiku does not have fdatasync, but has fsync
396afa2117 ci: bump haiku to r1beta5
0b64520997 hashtable: fixed unused-parameter warnings
1787d6ca5c main: SDL_AppQuit() now reports the result value.
6a7f8b74f1 filesystem: SDL_GlobDirectory shouldn't strip final '/' if the path is "/".
7241dd9ec3 Add more SDL_Process tests
f6055432c8 Fix null-pointer dereference on failing SDL_SYS_CreateProcess
e9bfa5bf6a Mitigate BatBadBut vulnerability
06e122103c Fix window opacity update
c84d825241 Added SDL_HashPointer() and SDL_KeyMatchPointer()
d0c9c008e1 wayland: Use high-DPI system cursors on non-DPI aware windows
5f304b3a47 Fix builed error after commit 0e45b824e34 due to -Wunused-variable
0e45b824e3 renderer: always update the output pixel size at startup
2825a682f0 Fixed build errors
ba7b346e52 hashtable: reimplement as open-addressed robin hood hashtable
62938837c2 Sync SDL3 wiki -> header
fc242abbd2 GPU: recreate swapchain on window pixel size change event (#10985)
66f6b40c92 Render GPU: Don't call GetWindowSizeInPixels during RenderPreset (#10984)
a923771978 Added SDL_murmur3_32()
039148fb0e Updated check for stdbool.h
7ca0e9ede1 wayland: Scale the pointer destination size relative to the theme size
d2094bd0a2 wayland: Don't query the cursor info with DBus if the cursor shape protocol is present
dee62e1b47 Remove trailing comma in enum
7d21a49c9c filesystem: SDL_EnumerateDirectoryCallback uses an enum now, not an int.
55bd9f5311 iostream: flush() should attempt to sync file data to physical media.
0852307b58 gpu: Check Vulkan device features for IsDeviceSuitable
fb165a542b GPU Vulkan: add resolve info to framebuffer and render pass lookups
0542bbbf1a Sync SDL3 wiki -> header
4a296f1bde filesystem: Fixed memory leak on Windows.
e944f0fb9d testfilesystem: Added test of creating parent dirs.
428f2f35be filesystem: SDL_CreateDirectory should make parent directories.
94030131de filesystem: Windows SDL_SYS_CreateDirectory should succeed if dir exists.
48c3ee2120 testcolorspace.c: Fix unreachable code warning
8d6b397cd8 Sync SDL3 wiki -> header
3f446d8fb5 Minor cleanup
1088ea55fa SDL_gpu_d3d11.c: define D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD for old toolchains
8377cad974 Sync SDL3 wiki -> header
c39e8298b7 GPU: Document swapchain dimensions
de40d6bae0 GPU Metal: Set texture to NULL even if AcquireSwapchainTexture fails
0e5a49542d Sync SDL3 wiki -> header
f32e96f5e2 clipboard: add SDL_ClipboardMimeTypes
0befa7d8e9 Sync SDL3 wiki -> header
eedd2039f9 GPU: 32-bit component texture formats
769ff47461 Sync SDL3 wiki -> header
05d0656bd6 GPU: Simultaneous compute pass read-write (#10965)
d39acc6d1e Fixed warning C4702: unreachable code
5ff6e8d522 GPU: Add enable_depth_clip to RasterizerState (#10964)
04bb105d09 Added header for SDL_ThreadID type
e98cf3c870 Fix Xbox builds
c7442b04f0 Sync SDL3 wiki -> header
be401dd1e3 GPU: More robust error reporting (#10958)
48e213b4cd Fixed SDL_ShouldQuit() returning false during status transitions
d8c76d2f34 filesystem: POSIX SDL_SYS_CopyFile shouldn't use a temp file.
0d593cf39a Sync SDL3 wiki -> header
f267ec7681 filesystem: Improve docs, make some promises about overwrites and file caches.
c1587b1eac Sync SDL3 wiki -> header
125e592844 Added SDL_ShouldInit() and SDL_ShouldQuit()
0e2c4e407a README-migration: note that logical presentation state is different from SDL2.
4e09e58f62 include: Small clarification on directory enumeration documentation.
38f971bac5 filesystem: SDL_SYS_EnumerateDirectory() now returns bool.
86ea283904 examples: No need to explicitly seed the RNG at startup.
671a33c2f7 wayland: Raise all touches on a cancel event
457d0edeaf Remove some extra semicolons
345cae361d Document mode parameter of SDL_GetRenderLogicalPresentation
345d9bfe19 A zero source rect is valid for blitting
1aea43846e Don't use BlitARGBto555PixelAlpha() for SDL_PIXELFORMAT_ARGB1555
59d69a3ba3 Sync SDL3 wiki -> header
d9a7da4fac Optimized SDL_HasEvent() and SDL_HasEvents()
3abb213083 opengl: Fixed SDL_RENDERCMD_SETDRAWCOLOR code checking the wrong variable.
961cd51611 opengl: Removed a FIXME (this is documented as not-thread-safe now.
80cf3f7c38 ci: Fix check_stdlib_usage.py and run on ci
76f28ea120 Fix stdlib usage
80da805688 build: Fix testprocess invocation during "as-installed" tests
81644d260f Sync SDL3 wiki -> header
122cd4db2b include: Added `\threadsafety` notes to all SDL_render.h functions.
276969cd58 Sync SDL3 wiki -> header
4c48ff51f8 render: SDL_RenderPresent now behaves when a render target is currently set.
7a6a0becb8 render: Fixed a FIXME for SDL_SetRenderViewport with a negative size.
54459def69 render: Remove the logical presentation render target.
bf7a48cdcc render/gpu: Change some memcpy calls to SDL_memcpy.
b48f29dd9b examples: Fix name of renderer/17-read-pixels binary.
925e47a077 GPU: Fix backwards LogError and SetError calls
1561d7c089 Fix warnings in build-scripts/check_stdlib_usage.py
2070adb262 android: add python script checking Android JNI bindings
cf4049cfde ci: check versioning on ci
557c6dfb18 GPU: call SDL_SetError where appropriate
6ec8b1a173 Throttle tickle reports to PS4/PS5 controllers
53bf2baac3 Change JNI calls to comply with recent Boolean changes
fcab6c99fb examples: Fixed some window titles.
9881c4e582 examples: Added renderer/17-read-pixels
62389ada6f examples/renderer/02-primitives: seed the RNG.
95134f6d58 examples: Added renderer/15-cliprect
ad3a4c677b wayland: Clean up cursor scaling
e5d3a1b6f5 Remove casts from typed pointer to void * for printf %p in test projects
57418475ce kmsdrm: Keep fd around if we can drop master
13f88df190 kmsdrm: Fix KMSDRM_Vulkan_CreateSurface() return value
8f55f48337 kmsdrm: Move property initialization a bit further down
1ed3dac021 examples: Added renderer/14-viewport
e00ea27d25 examples/renderer/01-clear: No longer needs vsync.
004ac40226 Fix warning: no function prototype
4a3faf20ac gpu: Replace high-level logs with SetError
043c876a15 Move default colorspace aliases into enum
0685b96469 GPU: fix build when SDL_GPU_DISABLED is set
e973b687cd examples: Added renderer/11-color-mods
0478a6ee3b Move endian pixel format aliases into enum
1828bde49f examples/renderer/01-clear: Use the color-cycle code from testvulkan.c
3bc2bd790c build-web-examples.pl: Added a FIXME.

git-subtree-dir: external/SDL
git-subtree-split: 8ec576ddabdc7edfd68e7a8a3214e84e4026328d
2025-01-07 15:13:06 +00:00

4364 lines
144 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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.8.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*
* \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 3.1.7.
*
* \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 3.1.7.
*
* \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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
/**
* Specify the CSS selector used for the "default" window/canvas.
*
* This hint only applies to the emscripten platform.
*
* The default value is "#canvas"
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.1.3.
*/
#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 (default)
* - "#document": the javascript document object
* - "#screen": the javascript window.screen object
* - "#canvas": the WebGL canvas element
* - any other string without a leading # sign applies to the element on the
* page with that ID.
*
* This hint should be set before creating a window.
*
* \since This hint is available since SDL 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.8.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.8.
*/
#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 3.1.3.
*/
#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 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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
/**
* 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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
/**
* 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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 override the
* system speed scale.
*
* This hint can be set anytime.
*
* \since This hint is available since SDL 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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"
*
* 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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*
* \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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
/**
* 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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
/**
* 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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#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 3.1.3.
*/
#define SDL_HINT_ASSERT "SDL_ASSERT"
/**
* An enumeration of hint priorities.
*
* \since This enum is available since SDL 3.1.3.
*/
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 3.1.3.
*
* \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 3.1.3.
*
* \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 3.1.3.
*
* \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 3.1.3.
*
* \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 3.1.3.
*
* \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 3.1.3.
*
* \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 3.1.3.
*
* \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 3.1.3.
*
* \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 3.1.3.
*
* \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_ */