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SDL_hints.h
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SDL_hints.h
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 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.
*/
/**
* \file SDL_hints.h
*
* \brief Official documentation for SDL configuration variables
*
* 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_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief A variable controlling whether the Android / iOS built-in
* accelerometer should be listed as a joystick device.
*
* This variable can be set to the following values:
* "0" - The accelerometer is not listed as a joystick
* "1" - The accelerometer is available as a 3 axis joystick (the default).
*/
#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
/**
* \brief 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)
*/
#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
/**
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
*
* This variable can be set to the following values:
* "0" - don't allow topmost
* "1" - allow topmost
*/
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
/**
* \brief 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)
*
* The value should be set before SDL is initialized.
*/
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
/**
* \brief A variable to control whether SDL will pause audio in background
* (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
*
* The variable can be set to the following values:
* "0" - Non paused.
* "1" - Paused. (default)
*
* The value should be set before SDL is initialized.
*/
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
/**
* \brief 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 set to 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.)
*
* The value of this hint is used at runtime, so it can be changed at any time.
*/
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
/**
* \brief A variable to control whether SDL activity is allowed to be re-created.
* If so, java static datas and static datas from native libraries remain with their current values.
* When not allowed, the activity terminates with exit(0) to be fully re-initialized afterward.
*
* The variable can be set to the following values:
* "0" - Not allowed. (default)
* "1" - Allowed.
*
* The value of this hint is used at runtime, so it can be changed at any time.
*/
#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY"
/**
* \brief 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.
*
* On Wayland this corresponds to the "app ID" window property and on X11 this
* corresponds to the WM_CLASS property. Windows inherit the value of this hint
* at creation time. Changing this hint after a window has been created will not
* change the app ID or class of existing windows.
*
* For *nix platforms, this string should be formatted in reverse-DNS notation
* and follow some basic rules to be valid:
*
* - The application ID must be composed of two or more elements separated by a
* period (‘.’) character.
*
* - Each element must contain one or more of the alphanumeric characters
* (A-Z, a-z, 0-9) plus underscore (‘_’) and hyphen (‘-’) and must not start
* with a digit. Note that hyphens, while technically allowed, should not be
* used if possible, as they are not supported by all components that use the ID,
* such as D-Bus. For maximum compatibility, replace hyphens with an underscore.
*
* - The empty string is not a valid element (ie: your application ID may not
* start or end with a period and it is not valid to have two periods in a row).
*
* - The entire ID must be less than 255 characters in length.
*
* Examples of valid app ID strings:
*
* - org.MyOrg.MyApp
* - com.your_company.your_app
*
* Desktops such as GNOME and KDE require that the app ID string matches your
* application's .desktop file name (e.g. if the app ID string is 'org.MyOrg.MyApp',
* your application's .desktop file should be named 'org.MyOrg.MyApp.desktop').
*
* If you plan to package your application in a container such as Flatpak, the
* app ID should match the name of your Flatpak container as well.
*
* If not set, SDL will attempt to use the application executable name.
* If the executable name cannot be retrieved, the generic string "SDL_App" will be used.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_APP_ID "SDL_APP_ID"
/**
* \brief Specify an 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")
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: probably the application's name or "SDL Application" if SDL
* doesn't have any better information.
*
* Note that, for audio streams, this can be overridden with
* SDL_HINT_AUDIO_DEVICE_APP_NAME.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_APP_NAME "SDL_APP_NAME"
/**
* \brief 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/
*
* This variable can be set to the following values:
* "0" - Controller input does not generate UI events (the default).
* "1" - Controller input generates UI events.
*/
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
/**
* \brief A variable controlling whether the Apple TV remote's joystick axes
* will automatically match the rotation of the remote.
*
* This variable can be set to the following values:
* "0" - Remote orientation does not affect joystick axes (the default).
* "1" - Joystick axes are based on the orientation of the remote.
*/
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
/**
* \brief A variable controlling the audio category on iOS and macOS
*
* This 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
*/
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
/**
* \brief Specify an application 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 program ("My Game 2: The Revenge")
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
* set. Otherwise, it'll probably the application's name or "SDL Application"
* if SDL doesn't have any better information.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
/**
* \brief Specify an application 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.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
/**
* \brief 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/capture 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.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
/**
* \brief A variable controlling whether SDL updates joystick state when getting input events
*
* This 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 toggled on and off at runtime.
*/
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
/**
* \brief A variable controlling whether SDL updates sensor state when getting input events
*
* This 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 toggled on and off at runtime.
*/
#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
/**
* \brief 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.
* "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.
*
* The default value is "0".
*/
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
/**
* \brief 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.
*/
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
/**
* \brief 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 (the default)
*/
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
/**
* \brief Specify the CSS selector used for the "default" window/canvas
*
* This hint only applies to the emscripten platform
*
* The default value is "#canvas"
*/
#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR"
/**
* \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 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:
* "0" - Do not show the on-screen keyboard
* "1" - Show the on-screen keyboard
*
* The default value is "1". This hint must be set before text input is activated.
*/
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
/**
* \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
*
* This 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.
* "3" - Include SDL_SysWMEvent 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_LogSetOutputFunction(), etc.
*
* This hint can be toggled on and off at runtime, if you only need to log
* events for a small subset of program execution.
*/
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
/**
* \brief A variable controlling whether raising the window should be done more forcefully
*
* This variable can be set to the following values:
* "0" - No forcing (the default)
* "1" - Extra level of forcing
*
* 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.
*/
#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
/**
* \brief A variable controlling whether the window is activated when the SDL_RaiseWindow function is called
*
* This 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
*
* By default SDL will activate the window when the SDL_RaiseWindow function is called.
* At present this is only available for MS Windows.
*/
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED"
/**
* \brief 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.
*
* This variable can be set to the following values:
* "0" - Disable 3D acceleration
* "1" - Enable 3D acceleration, using the default renderer.
* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
*
* By default SDL tries to make a best guess for each platform whether
* to use acceleration or not.
*/
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
/**
* \brief 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
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
* You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
*/
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
/**
* \brief 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
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
* You can update mappings after the system is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
*/
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
/**
* \brief 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
*
* The type should be one of:
* Xbox360
* XboxOne
* PS3
* PS4
* PS5
* SwitchPro
*
* This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
*/
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
/**
* \brief 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.
*/
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
/**
* \brief 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.
*/
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
/**
* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
*
* For example, on Nintendo Switch controllers, normally you'd get:
*
* (Y)
* (X) (B)
* (A)
*
* but if this hint is set, you'll get:
*
* (X)
* (Y) (A)
* (B)
*
* The variable can be set to the following values:
* "0" - Report the face buttons by position, as though they were on an Xbox controller.
* "1" - Report the face buttons by label instead of position
*
* The default value is "1". This hint may be set at any time.
*/
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
/**
* \brief 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 is checked when a gamepad is opened.
*/
#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION"
/**
* \brief A variable controlling whether grabbing input grabs the keyboard
*
* This variable can be set to the following values:
* "0" - Grab will affect only the mouse
* "1" - Grab will affect mouse and keyboard
*
* By default SDL will not grab the keyboard so system shortcuts still work.
*/
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
/**
* \brief A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.
*
* This 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
*
* 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.
*/
#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS"
/**
* \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
*
* For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
* have the string "0x2563/0x0523,0x28de/0x0000"
*/
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
/**
* \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_EVENT_TEXT_EDITING events.
*
* The variable can be set to the following values:
* "0" - SDL_EVENT_TEXT_EDITING 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_EVENT_TEXT_EDITING 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 certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
*
* The variable can be set to the following values:
* "0" - Native UI components are not display. (default)
* "1" - Native UI components are displayed.
*/
#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
/**
* \brief A variable to control if extended IME text support is enabled.
* If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
* Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
*
* The variable can be set to the following values:
* "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
* "1" - Modern behavior.
*/
#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
/**
* \brief A variable controlling whether the home indicator bar on iPhone X
* should be hidden.
*
* This 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)
*/
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
/**
* \brief 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.
* "1" - Enable joystick & gamecontroller input events when the
* application is in the background.
*
* The default value is "0". This hint may be set at any time.
*/
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
/**
* \brief A variable controlling whether the HIDAPI joystick drivers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI drivers are not used
* "1" - HIDAPI drivers are used (the default)
*
* This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
*/
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
/**
* \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube 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_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
/**
* \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_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"
*
* This 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
*
*/
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
/**
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons 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_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
/**
* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
*
* This 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 (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
/**
* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
*
* This variable can be set to the following values:
* "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
* "1" - Left and right Joy-Con controllers will be in vertical mode
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMEPAD)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
/**
* \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth 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_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
/**
* \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic 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_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
/**
* \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD 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_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
/**
* \brief A variable controlling whether the HIDAPI driver for PS3 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 on macOS, and "0" on other platforms.
*
* It is not possible to use this driver on Windows, due to limitations in the default drivers
* installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
/**
* \brief A variable controlling whether the HIDAPI driver for PS4 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_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
/**
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
*
* This variable can be set to the following values:
* "0" - extended reports are not enabled (the default)
* "1" - extended reports
*
* Extended input reports allow rumble on Bluetooth PS4 controllers, but
* break DirectInput handling for applications that don't use SDL.
*
* Once extended reports are enabled, they can not be disabled without
* power cycling the controller.
*
* For compatibility with applications written for versions of SDL prior
* to the introduction of PS5 controller support, this value will also
* control the state of extended reports on PS5 controllers when the
* SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
/**
* \brief A variable controlling whether the HIDAPI driver for PS5 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_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
/**
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
/**
* \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
*
* This variable can be set to the following values:
* "0" - extended reports are not enabled (the default)
* "1" - extended reports
*
* Extended input reports allow rumble on Bluetooth PS5 controllers, but
* break DirectInput handling for applications that don't use SDL.
*
* Once extended reports are enabled, they can not be disabled without
* power cycling the controller.
*
* For compatibility with applications written for versions of SDL prior
* to the introduction of PS5 controller support, this value defaults to
* the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
/**
* \brief A variable controlling whether the HIDAPI driver for Google Stadia 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_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
/**
* \brief A variable controlling whether the HIDAPI driver for Bluetooth 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 for Steam Controllers, which requires Bluetooth access
* and may prompt the user for permission on iOS and Android.
*
* The default is "0"
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
/**
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch 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_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
/**
* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
*
* This 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.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
/**
* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
*
* This 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.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
/**
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
/**
* \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
*
* This 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 SDL_FALSE for now.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
/**
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox 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 "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox 360 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_XBOX
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
/**
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless 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_XBOX_360
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox One 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_XBOX
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
/**
* \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
*
* This 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.