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			712 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			C
		
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgment in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be plainly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| /**
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|  *  \file SDL_hints.h
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|  *
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|  *  Official documentation for SDL configuration variables
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|  *
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|  *  This file contains functions to set and get configuration hints,
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|  *  as well as listing each of them alphabetically.
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|  *
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|  *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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|  *  the environment variable that can be used to override the default.
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|  *
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|  *  In general these hints are just that - they may or may not be
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|  *  supported or applicable on any given platform, but they provide
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|  *  a way for an application or user to give the library a hint as
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|  *  to how they would like the library to work.
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|  */
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| 
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| #ifndef _SDL_hints_h
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| #define _SDL_hints_h
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| 
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| #include "SDL_stdinc.h"
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| 
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| #include "begin_code.h"
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| /* Set up for C function definitions, even when using C++ */
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| #ifdef __cplusplus
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| extern "C" {
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| #endif
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| 
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| /**
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|  *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
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|  *
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|  *  SDL can try to accelerate the SDL screen surface by using streaming
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|  *  textures with a 3D rendering engine.  This variable controls whether and
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|  *  how this is done.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Disable 3D acceleration
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|  *    "1"       - Enable 3D acceleration, using the default renderer.
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|  *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.)
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|  *
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|  *  By default SDL tries to make a best guess for each platform whether
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|  *  to use acceleration or not.
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|  */
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| #define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
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| 
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| /**
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|  *  \brief  A variable specifying which render driver to use.
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|  *
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|  *  If the application doesn't pick a specific renderer to use, this variable
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|  *  specifies the name of the preferred renderer.  If the preferred renderer
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|  *  can't be initialized, the normal default renderer is used.
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|  *
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|  *  This variable is case insensitive and can be set to the following values:
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|  *    "direct3d"
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|  *    "opengl"
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|  *    "opengles2"
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|  *    "opengles"
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|  *    "software"
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|  *
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|  *  The default varies by platform, but it's the first one in the list that
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|  *  is available on the current platform.
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|  */
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| #define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
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| 
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| /**
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|  *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Disable shaders
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|  *    "1"       - Enable shaders
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|  *
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|  *  By default shaders are used if OpenGL supports them.
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|  */
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| #define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
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| 
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| /**
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|  *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Thread-safety is not enabled (faster)
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|  *    "1"       - Thread-safety is enabled
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|  *
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|  *  By default the Direct3D device is created with thread-safety disabled.
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|  */
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| #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
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| 
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| /**
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|  *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
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|  *
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|  *  This variable does not have any effect on the Direct3D 9 based renderer.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Disable Debug Layer use
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|  *    "1"       - Enable Debug Layer use
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|  *
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|  *  By default, SDL does not use Direct3D Debug Layer.
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|  */
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| #define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
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| 
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| /**
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|  *  \brief  A variable controlling the scaling quality
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0" or "nearest" - Nearest pixel sampling
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|  *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
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|  *    "2" or "best"    - Currently this is the same as "linear"
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|  *
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|  *  By default nearest pixel sampling is used
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|  */
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| #define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
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| 
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| /**
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|  *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Disable vsync
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|  *    "1"       - Enable vsync
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|  *
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|  *  By default SDL does not sync screen surface updates with vertical refresh.
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|  */
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| #define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
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| 
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| /**
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|  *  \brief  A variable controlling whether the screensaver is enabled. 
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Disable screensaver
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|  *    "1"       - Enable screensaver
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|  *
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|  *  By default SDL will disable the screensaver.
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|  */
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| #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
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| 
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| /**
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|  *  \brief  A variable controlling whether the X11 VidMode extension should be used.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Disable XVidMode
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|  *    "1"       - Enable XVidMode
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|  *
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|  *  By default SDL will use XVidMode if it is available.
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|  */
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| #define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
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| 
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| /**
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|  *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Disable Xinerama
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|  *    "1"       - Enable Xinerama
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|  *
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|  *  By default SDL will use Xinerama if it is available.
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|  */
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| #define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
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| 
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| /**
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|  *  \brief  A variable controlling whether the X11 XRandR extension should be used.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Disable XRandR
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|  *    "1"       - Enable XRandR
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|  *
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|  *  By default SDL will not use XRandR because of window manager issues.
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|  */
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| #define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
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| 
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| /**
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|  *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Disable _NET_WM_PING
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|  *    "1"       - Enable _NET_WM_PING
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|  *
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|  *  By default SDL will use _NET_WM_PING, but for applications that know they
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|  *  will not always be able to respond to ping requests in a timely manner they can
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|  *  turn it off to avoid the window manager thinking the app is hung.
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|  *  The hint is checked in CreateWindow.
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|  */
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| #define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
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| 
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| /**
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|  *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden 
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
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|  *    "1"       - The window frame is interactive when the cursor is hidden
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|  *
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|  *  By default SDL will allow interaction with the window frame when the cursor is hidden
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|  */
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| #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
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| 
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| /**
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|  *  \brief  A variable controlling whether the windows message loop is processed by SDL 
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - The window message loop is not run
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|  *    "1"       - The window message loop is processed in SDL_PumpEvents()
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|  *
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|  *  By default SDL will process the windows message loop
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|  */
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| #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
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| 
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| /**
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|  *  \brief  A variable controlling whether grabbing input grabs the keyboard
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Grab will affect only the mouse
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|  *    "1"       - Grab will affect mouse and keyboard
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|  *
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|  *  By default SDL will not grab the keyboard so system shortcuts still work.
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|  */
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| #define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
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| 
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| /**
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| *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
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| *
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| *  This variable can be set to the following values:
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| *    "0"       - Relative mouse mode uses raw input
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| *    "1"       - Relative mouse mode uses mouse warping
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| *
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| *  By default SDL will use raw input for relative mouse mode
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| */
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| #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
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| 
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| /**
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|  *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
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|  *
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|  */
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| #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
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| 
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| /**
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|  *  \brief  A variable controlling whether the idle timer is disabled on iOS.
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|  *
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|  *  When an iOS app does not receive touches for some time, the screen is
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|  *  dimmed automatically. For games where the accelerometer is the only input
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|  *  this is problematic. This functionality can be disabled by setting this
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|  *  hint.
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|  *
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|  *  As of SDL 2.0.4, SDL_EnableScreenSaver and SDL_DisableScreenSaver accomplish
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|  *  the same thing on iOS. They should be preferred over this hint.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - Enable idle timer
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|  *    "1"       - Disable idle timer
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|  */
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| #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
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| 
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| /**
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|  *  \brief  A variable controlling which orientations are allowed on iOS.
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|  *
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|  *  In some circumstances it is necessary to be able to explicitly control
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|  *  which UI orientations are allowed.
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|  *
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|  *  This variable is a space delimited list of the following values:
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|  *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
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|  */
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| #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
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|     
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| /**
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|  *  \brief  A variable controlling whether the Android / iOS built-in
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|  *  accelerometer should be listed as a joystick device, rather than listing
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|  *  actual joysticks only.
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - List only real joysticks and accept input from them
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|  *    "1"       - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
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|  */
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| #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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| 
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| 
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| /**
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|  *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
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|  *
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|  *  The variable can be set to the following values:
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|  *    "0"       - Disable XInput detection (only uses direct input)
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|  *    "1"       - Enable XInput detection (the default)
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|  */
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| #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
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| 
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| 
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| /**
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|  *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
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|  *
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|  *  This hint is for backwards compatibility only and will be removed in SDL 2.1
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|  *
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|  *  The default value is "0".  This hint must be set before SDL_Init()
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|  */
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| #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
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| 
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| 
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| /**
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|  *  \brief  A variable that lets you manually hint extra gamecontroller db entries
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|  *
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|  *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
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|  *
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|  *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
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|  *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
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|  */
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| #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
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| 
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| 
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| /**
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|  *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
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|  *
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|  *  The variable can be set to the following values:
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|  *    "0"       - Disable joystick & gamecontroller input events when the
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|  *                application is in the background.
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|  *    "1"       - Enable joystick & gamecontroller input events when the
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|  *                application is in the background.
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|  *
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|  *  The default value is "0".  This hint may be set at any time.
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|  */
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| #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
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| 
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| 
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| /**
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|  *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
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|  *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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|  *
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|  *  This variable can be set to the following values:
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|  *    "0"       - don't allow topmost
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|  *    "1"       - allow topmost
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|  */
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| #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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| 
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| 
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| /**
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|  *  \brief A variable that controls the timer resolution, in milliseconds.
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|  *
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|  *  The higher resolution the timer, the more frequently the CPU services
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|  *  timer interrupts, and the more precise delays are, but this takes up
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|  *  power and CPU time.  This hint is only used on Windows 7 and earlier.
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|  *
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|  *  See this blog post for more information:
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|  *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
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|  *
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|  *  If this variable is set to "0", the system timer resolution is not set.
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|  *
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|  *  The default value is "1". This hint may be set at any time.
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|  */
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| #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
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| 
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| 
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| 
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| /**
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| *  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
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| *
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| *  Use this hint in case you need to set SDL's threads stack size to other than the default.
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| *  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
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| *  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
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| *  Support for this hint is currently available only in the pthread backend.
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| */
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| #define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
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| 
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| /**
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|  *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
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|  */
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| #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
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| 
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| /**
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|  *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
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|  *
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|  *  If present, holding ctrl while left clicking will generate a right click
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|  *  event when on Mac.
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|  */
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| #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
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| 
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| /**
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| *  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
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| *
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| *  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
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| *  can use two different sets of binaries, those compiled by the user from source
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| *  or those provided by the Chrome browser. In the later case, these binaries require
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| *  that SDL loads a DLL providing the shader compiler.
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| *
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| *  This variable can be set to the following values:
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| *    "d3dcompiler_46.dll" - default, best for Vista or later.
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| *    "d3dcompiler_43.dll" - for XP support.
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| *    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
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| *
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| */
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| #define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
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| 
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| /**
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| *  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
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| *  
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| *  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
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| *  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 
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| *  created SDL_Window:
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| *
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| *  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
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| *  needed for example when sharing an OpenGL context across multiple windows.
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| *
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| *  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
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| *  OpenGL rendering.
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| *
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| *  This variable can be set to the following values:
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| *    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
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| *    share a pixel format with.
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| */
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| #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
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| 
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| /**
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|  *  \brief A URL to a WinRT app's privacy policy
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|  *
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|  *  All network-enabled WinRT apps must make a privacy policy available to its
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|  *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
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|  *  be available in the Windows Settings charm, as accessed from within the app.
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|  *  SDL provides code to add a URL-based link there, which can point to the app's
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|  *  privacy policy.
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|  *
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|  *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
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|  *  before calling any SDL_Init functions.  The contents of the hint should
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|  *  be a valid URL.  For example, "http://www.example.com".
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|  *
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|  *  The default value is "", which will prevent SDL from adding a privacy policy
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|  *  link to the Settings charm.  This hint should only be set during app init.
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|  *
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|  *  The label text of an app's "Privacy Policy" link may be customized via another
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|  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
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|  *
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|  *  Please note that on Windows Phone, Microsoft does not provide standard UI
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|  *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
 | |
|  *  will not get used on that platform.  Network-enabled phone apps should display
 | |
|  *  their privacy policy through some other, in-app means.
 | |
|  */
 | |
| #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
 | |
| 
 | |
| /** \brief Label text for a WinRT app's privacy policy link
 | |
|  *
 | |
|  *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
 | |
|  *  Microsoft mandates that this policy be available via the Windows Settings charm.
 | |
|  *  SDL provides code to add a link there, with its label text being set via the
 | |
|  *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
 | |
|  *
 | |
|  *  Please note that a privacy policy's contents are not set via this hint.  A separate
 | |
|  *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
 | |
|  *  policy.
 | |
|  *
 | |
|  *  The contents of this hint should be encoded as a UTF8 string.
 | |
|  *
 | |
|  *  The default value is "Privacy Policy".  This hint should only be set during app
 | |
|  *  initialization, preferably before any calls to SDL_Init.
 | |
|  *
 | |
|  *  For additional information on linking to a privacy policy, see the documentation for
 | |
|  *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
 | |
|  */
 | |
| #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
 | |
| 
 | |
| /** \brief Allows back-button-press events on Windows Phone to be marked as handled
 | |
|  *
 | |
|  *  Windows Phone devices typically feature a Back button.  When pressed,
 | |
|  *  the OS will emit back-button-press events, which apps are expected to
 | |
|  *  handle in an appropriate manner.  If apps do not explicitly mark these
 | |
|  *  events as 'Handled', then the OS will invoke its default behavior for
 | |
|  *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
 | |
|  *  terminate the app (and attempt to switch to the previous app, or to the
 | |
|  *  device's home screen).
 | |
|  *
 | |
|  *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
 | |
|  *  to mark back-button-press events as Handled, if and when one is sent to
 | |
|  *  the app.
 | |
|  *
 | |
|  *  Internally, Windows Phone sends back button events as parameters to
 | |
|  *  special back-button-press callback functions.  Apps that need to respond
 | |
|  *  to back-button-press events are expected to register one or more
 | |
|  *  callback functions for such, shortly after being launched (during the
 | |
|  *  app's initialization phase).  After the back button is pressed, the OS
 | |
|  *  will invoke these callbacks.  If the app's callback(s) do not explicitly
 | |
|  *  mark the event as handled by the time they return, or if the app never
 | |
|  *  registers one of these callback, the OS will consider the event
 | |
|  *  un-handled, and it will apply its default back button behavior (terminate
 | |
|  *  the app).
 | |
|  *
 | |
|  *  SDL registers its own back-button-press callback with the Windows Phone
 | |
|  *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
 | |
|  *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
 | |
|  *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
 | |
|  *  If the hint's value is set to "1", the back button event's Handled
 | |
|  *  property will get set to 'true'.  If the hint's value is set to something
 | |
|  *  else, or if it is unset, SDL will leave the event's Handled property
 | |
|  *  alone.  (By default, the OS sets this property to 'false', to note.)
 | |
|  *
 | |
|  *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
 | |
|  *  back button is pressed, or can set it in direct-response to a back button
 | |
|  *  being pressed.
 | |
|  *
 | |
|  *  In order to get notified when a back button is pressed, SDL apps should
 | |
|  *  register a callback function with SDL_AddEventWatch(), and have it listen
 | |
|  *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
 | |
|  *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
 | |
|  *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
 | |
|  *  set by such a callback, will be applied to the OS' current
 | |
|  *  back-button-press event.
 | |
|  *
 | |
|  *  More details on back button behavior in Windows Phone apps can be found
 | |
|  *  at the following page, on Microsoft's developer site:
 | |
|  *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
 | |
|  */
 | |
| #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
 | |
| 
 | |
| /**
 | |
|  *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
 | |
|  *
 | |
|  *  This hint only applies to Mac OS X.
 | |
|  *
 | |
|  *  The variable can be set to the following values:
 | |
|  *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
 | |
|  *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
 | |
|  *                button on their titlebars).
 | |
|  *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
 | |
|  *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
 | |
|  *                button on their titlebars).
 | |
|  *
 | |
|  *  The default value is "1". Spaces are disabled regardless of this hint if
 | |
|  *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
 | |
|  *   any windows are created.
 | |
|  */
 | |
| #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
 | |
| 
 | |
| /**
 | |
| *  \brief  When set don't force the SDL app to become a foreground process
 | |
| *
 | |
| *  This hint only applies to Mac OS X.
 | |
| *
 | |
| */
 | |
| #define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
 | |
| 
 | |
| /**
 | |
|  * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
 | |
|  *
 | |
|  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
 | |
|  *
 | |
|  * If both hints were set then SDL_RWFromFile() will look into expansion files
 | |
|  * after a given relative path was not found in the internal storage and assets.
 | |
|  *
 | |
|  * By default this hint is not set and the APK expansion files are not searched.
 | |
|  */
 | |
| #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
 | |
|  
 | |
| /**
 | |
|  * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
 | |
|  *
 | |
|  * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
 | |
|  *
 | |
|  * If both hints were set then SDL_RWFromFile() will look into expansion files
 | |
|  * after a given relative path was not found in the internal storage and assets.
 | |
|  *
 | |
|  * By default this hint is not set and the APK expansion files are not searched.
 | |
|  */
 | |
| #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
 | |
| 
 | |
| /**
 | |
|  * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
 | |
|  *
 | |
|  * The variable can be set to the following values:
 | |
|  *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
 | |
|  *               responsibility to render the text from these events and 
 | |
|  *               differentiate it somehow from committed text. (default)
 | |
|  *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent, 
 | |
|  *               and text that is being composed will be rendered in its own UI.
 | |
|  */
 | |
| #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
 | |
| 
 | |
|  /**
 | |
|  * \brief A variable to control whether mouse and touch events are to be treated together or separately
 | |
|  *
 | |
|  * The variable can be set to the following values:
 | |
|  *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse
 | |
|  *               events. This is the behaviour of SDL <= 2.0.3. (default)
 | |
|  *   "1"       - Mouse events will be handled separately from pure touch events.
 | |
|  *
 | |
|  * The value of this hint is used at runtime, so it can be changed at any time.
 | |
|  */
 | |
| #define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
 | |
| 
 | |
| /**
 | |
|  *  \brief override the binding element for keyboard inputs for Emscripten builds
 | |
|  *
 | |
|  * This hint only applies to the emscripten platform
 | |
|  *
 | |
|  * The variable can be one of
 | |
|  *    "#window"      - The javascript window object (this is the default)
 | |
|  *    "#document"    - The javascript document object
 | |
|  *    "#screen"      - the javascript window.screen object
 | |
|  *    "#canvas"      - the WebGL canvas element
 | |
|  *    any other string without a leading # sign applies to the element on the page with that ID.
 | |
|  */
 | |
| #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
 | |
| 
 | |
| /**
 | |
|  *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
 | |
|  *
 | |
|  * This hint only applies to Unix-like 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_QUIT event.
 | |
|  *   "1"       - SDL will not install a signal handler at all.
 | |
|  */
 | |
| #define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
 | |
| 
 | |
| /**
 | |
|  *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
 | |
|  *
 | |
|  * The variable can be set to the following values:
 | |
|  *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
 | |
|  *   "1"       - SDL will only do normal key handling for Alt+F4.
 | |
|  */
 | |
| #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4	"SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
 | |
| 
 | |
| /**
 | |
|  *  \brief  An enumeration of hint priorities
 | |
|  */
 | |
| typedef enum
 | |
| {
 | |
|     SDL_HINT_DEFAULT,
 | |
|     SDL_HINT_NORMAL,
 | |
|     SDL_HINT_OVERRIDE
 | |
| } SDL_HintPriority;
 | |
| 
 | |
| 
 | |
| /**
 | |
|  *  \brief 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.
 | |
|  *
 | |
|  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
 | |
|                                                          const char *value,
 | |
|                                                          SDL_HintPriority priority);
 | |
| 
 | |
| /**
 | |
|  *  \brief Set a hint with normal priority
 | |
|  *
 | |
|  *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
 | |
|                                              const char *value);
 | |
| 
 | |
| /**
 | |
|  *  \brief Get a hint
 | |
|  *
 | |
|  *  \return The string value of a hint variable.
 | |
|  */
 | |
| extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
 | |
| 
 | |
| /**
 | |
|  *  \brief Add a function to watch a particular hint
 | |
|  *
 | |
|  *  \param name The hint to watch
 | |
|  *  \param callback The function to call when the hint value changes
 | |
|  *  \param userdata A pointer to pass to the callback function
 | |
|  */
 | |
| typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
 | |
| extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
 | |
|                                                  SDL_HintCallback callback,
 | |
|                                                  void *userdata);
 | |
| 
 | |
| /**
 | |
|  *  \brief Remove a function watching a particular hint
 | |
|  *
 | |
|  *  \param name The hint being watched
 | |
|  *  \param callback The function being called when the hint value changes
 | |
|  *  \param userdata A pointer being passed to the callback function
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
 | |
|                                                  SDL_HintCallback callback,
 | |
|                                                  void *userdata);
 | |
| 
 | |
| /**
 | |
|  *  \brief  Clear all hints
 | |
|  *
 | |
|  *  This function is called during SDL_Quit() to free stored hints.
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_ClearHints(void);
 | |
| 
 | |
| 
 | |
| /* Ends C function definitions when using C++ */
 | |
| #ifdef __cplusplus
 | |
| }
 | |
| #endif
 | |
| #include "close_code.h"
 | |
| 
 | |
| #endif /* _SDL_hints_h */
 | |
| 
 | |
| /* vi: set ts=4 sw=4 expandtab: */
 |