SDL 3.0
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#include <SDL3/SDL_error.h>
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
Go to the source code of this file.
Macros | |
#define | SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" |
#define | SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY" |
#define | SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" |
#define | SDL_HINT_ANDROID_LOW_LATENCY_AUDIO "SDL_ANDROID_LOW_LATENCY_AUDIO" |
#define | SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" |
#define | SDL_HINT_APP_ID "SDL_APP_ID" |
#define | SDL_HINT_APP_NAME "SDL_APP_NAME" |
#define | SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" |
#define | SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" |
#define | SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE "SDL_AUDIO_ALSA_DEFAULT_DEVICE" |
#define | SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
#define | SDL_HINT_AUDIO_CHANNELS "SDL_AUDIO_CHANNELS" |
#define | SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME "SDL_AUDIO_DEVICE_APP_ICON_NAME" |
#define | SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES" |
#define | SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" |
#define | SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" |
#define | SDL_HINT_AUDIO_DISK_INPUT_FILE "SDL_AUDIO_DISK_INPUT_FILE" |
#define | SDL_HINT_AUDIO_DISK_OUTPUT_FILE "SDL_AUDIO_DISK_OUTPUT_FILE" |
#define | SDL_HINT_AUDIO_DISK_TIMESCALE "SDL_AUDIO_DISK_TIMESCALE" |
#define | SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER" |
#define | SDL_HINT_AUDIO_DUMMY_TIMESCALE "SDL_AUDIO_DUMMY_TIMESCALE" |
#define | SDL_HINT_AUDIO_FORMAT "SDL_AUDIO_FORMAT" |
#define | SDL_HINT_AUDIO_FREQUENCY "SDL_AUDIO_FREQUENCY" |
#define | SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" |
#define | SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" |
#define | SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" |
#define | SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" |
#define | SDL_HINT_CAMERA_DRIVER "SDL_CAMERA_DRIVER" |
#define | SDL_HINT_CPU_FEATURE_MASK "SDL_CPU_FEATURE_MASK" |
#define | SDL_HINT_JOYSTICK_DIRECTINPUT "SDL_JOYSTICK_DIRECTINPUT" |
#define | SDL_HINT_FILE_DIALOG_DRIVER "SDL_FILE_DIALOG_DRIVER" |
#define | SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" |
#define | SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" |
#define | SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR" |
#define | SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
#define | SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" |
#define | SDL_HINT_EVDEV_DEVICES "SDL_EVDEV_DEVICES" |
#define | SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" |
#define | SDL_HINT_FORCE_RAISEWINDOW "SDL_FORCE_RAISEWINDOW" |
#define | SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" |
#define | SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
#define | SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" |
#define | SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" |
#define | SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
#define | SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" |
#define | SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION" |
#define | SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT "SDL_GDK_TEXTINPUT_DEFAULT_TEXT" |
#define | SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION" |
#define | SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH" |
#define | SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE" |
#define | SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE" |
#define | SDL_HINT_HIDAPI_LIBUSB "SDL_HIDAPI_LIBUSB" |
#define | SDL_HINT_HIDAPI_LIBUSB_WHITELIST "SDL_HIDAPI_LIBUSB_WHITELIST" |
#define | SDL_HINT_HIDAPI_UDEV "SDL_HIDAPI_UDEV" |
#define | SDL_HINT_GPU_DRIVER "SDL_GPU_DRIVER" |
#define | SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS" |
#define | SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" |
#define | SDL_HINT_IME_IMPLEMENTED_UI "SDL_IME_IMPLEMENTED_UI" |
#define | SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" |
#define | SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
#define | SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" |
#define | SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED" |
#define | SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" |
#define | SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" |
#define | SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" |
#define | SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" |
#define | SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED" |
#define | SDL_HINT_JOYSTICK_GAMEINPUT "SDL_JOYSTICK_GAMEINPUT" |
#define | SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" |
#define | SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED" |
#define | SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
#define | SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS" |
#define | SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" |
#define | SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE" |
#define | SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" |
#define | SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED" |
#define | SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" |
#define | SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC" |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER" |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL" |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" |
#define | SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" |
#define | SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" |
#define | SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
#define | SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED "SDL_JOYSTICK_HIDAPI_STEAM_HOME_LED" |
#define | SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK" |
#define | SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI "SDL_JOYSTICK_HIDAPI_STEAM_HORI" |
#define | SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
#define | SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" |
#define | SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED" |
#define | SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" |
#define | SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII" |
#define | SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED" |
#define | SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
#define | SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360" |
#define | SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED" |
#define | SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS" |
#define | SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE" |
#define | SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED" |
#define | SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT" |
#define | SDL_HINT_JOYSTICK_LINUX_CLASSIC "SDL_JOYSTICK_LINUX_CLASSIC" |
#define | SDL_HINT_JOYSTICK_LINUX_DEADZONES "SDL_JOYSTICK_LINUX_DEADZONES" |
#define | SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS "SDL_JOYSTICK_LINUX_DIGITAL_HATS" |
#define | SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES "SDL_JOYSTICK_LINUX_HAT_DEADZONES" |
#define | SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI" |
#define | SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" |
#define | SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" |
#define | SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM" |
#define | SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" |
#define | SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES" |
#define | SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED" |
#define | SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" |
#define | SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" |
#define | SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED" |
#define | SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES" |
#define | SDL_HINT_KEYCODE_OPTIONS "SDL_KEYCODE_OPTIONS" |
#define | SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" |
#define | SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" |
#define | SDL_HINT_LOGGING "SDL_LOGGING" |
#define | SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
#define | SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" |
#define | SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH" |
#define | SDL_HINT_MAC_SCROLL_MOMENTUM "SDL_MAC_SCROLL_MOMENTUM" |
#define | SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE" |
#define | SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" |
#define | SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
#define | SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
#define | SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR "SDL_MOUSE_DEFAULT_SYSTEM_CURSOR" |
#define | SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE "SDL_MOUSE_EMULATE_WARP_WITH_RELATIVE" |
#define | SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
#define | SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" |
#define | SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER" |
#define | SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" |
#define | SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" |
#define | SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE" |
#define | SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION" |
#define | SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE" |
#define | SDL_HINT_MOUSE_RELATIVE_CLIP_INTERVAL "SDL_MOUSE_RELATIVE_CLIP_INTERVAL" |
#define | SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" |
#define | SDL_HINT_MUTE_CONSOLE_KEYBOARD "SDL_MUTE_CONSOLE_KEYBOARD" |
#define | SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
#define | SDL_HINT_OPENGL_LIBRARY "SDL_OPENGL_LIBRARY" |
#define | SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
#define | SDL_HINT_OPENVR_LIBRARY "SDL_OPENVR_LIBRARY" |
#define | SDL_HINT_ORIENTATIONS "SDL_ORIENTATIONS" |
#define | SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" |
#define | SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" |
#define | SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" |
#define | SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" |
#define | SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" |
#define | SDL_HINT_RENDER_VULKAN_DEBUG "SDL_RENDER_VULKAN_DEBUG" |
#define | SDL_HINT_RENDER_GPU_DEBUG "SDL_RENDER_GPU_DEBUG" |
#define | SDL_HINT_RENDER_GPU_LOW_POWER "SDL_RENDER_GPU_LOW_POWER" |
#define | SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" |
#define | SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" |
#define | SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE" |
#define | SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" |
#define | SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" |
#define | SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE" |
#define | SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED" |
#define | SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
#define | SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" |
#define | SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT" |
#define | SDL_HINT_STORAGE_TITLE_DRIVER "SDL_STORAGE_TITLE_DRIVER" |
#define | SDL_HINT_STORAGE_USER_DRIVER "SDL_STORAGE_USER_DRIVER" |
#define | SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" |
#define | SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" |
#define | SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" |
#define | SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
#define | SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" |
#define | SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" |
#define | SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" |
#define | SDL_HINT_VIDEO_DISPLAY_PRIORITY "SDL_VIDEO_DISPLAY_PRIORITY" |
#define | SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
#define | SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER" |
#define | SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES "SDL_VIDEO_DUMMY_SAVE_FRAMES" |
#define | SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK" |
#define | SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL" |
#define | SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
#define | SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
#define | SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES "SDL_VIDEO_OFFSCREEN_SAVE_FRAMES" |
#define | SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS" |
#define | SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" |
#define | SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" |
#define | SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING" |
#define | SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR" |
#define | SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY" |
#define | SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
#define | SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" |
#define | SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" |
#define | SDL_HINT_VIDEO_X11_NODIRECTCOLOR "SDL_VIDEO_X11_NODIRECTCOLOR" |
#define | SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR" |
#define | SDL_HINT_VIDEO_X11_VISUALID "SDL_VIDEO_X11_VISUALID" |
#define | SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" |
#define | SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" |
#define | SDL_HINT_VITA_ENABLE_BACK_TOUCH "SDL_VITA_ENABLE_BACK_TOUCH" |
#define | SDL_HINT_VITA_ENABLE_FRONT_TOUCH "SDL_VITA_ENABLE_FRONT_TOUCH" |
#define | SDL_HINT_VITA_MODULE_PATH "SDL_VITA_MODULE_PATH" |
#define | SDL_HINT_VITA_PVR_INIT "SDL_VITA_PVR_INIT" |
#define | SDL_HINT_VITA_RESOLUTION "SDL_VITA_RESOLUTION" |
#define | SDL_HINT_VITA_PVR_OPENGL "SDL_VITA_PVR_OPENGL" |
#define | SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_VITA_TOUCH_MOUSE_DEVICE" |
#define | SDL_HINT_VULKAN_DISPLAY "SDL_VULKAN_DISPLAY" |
#define | SDL_HINT_VULKAN_LIBRARY "SDL_VULKAN_LIBRARY" |
#define | SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" |
#define | SDL_HINT_WAVE_CHUNK_LIMIT "SDL_WAVE_CHUNK_LIMIT" |
#define | SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" |
#define | SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" |
#define | SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED" |
#define | SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN" |
#define | SDL_HINT_WINDOW_ALLOW_TOPMOST "SDL_WINDOW_ALLOW_TOPMOST" |
#define | SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" |
#define | SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 "SDL_WINDOWS_CLOSE_ON_ALT_F4" |
#define | SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS" |
#define | SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" |
#define | SDL_HINT_WINDOWS_GAMEINPUT "SDL_WINDOWS_GAMEINPUT" |
#define | SDL_HINT_WINDOWS_RAW_KEYBOARD "SDL_WINDOWS_RAW_KEYBOARD" |
#define | SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" |
#define | SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" |
#define | SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" |
#define | SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" |
#define | SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE "SDL_WINDOWS_ERASE_BACKGROUND_MODE" |
#define | SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" |
#define | SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" |
#define | SDL_HINT_X11_XCB_LIBRARY "SDL_X11_XCB_LIBRARY" |
#define | SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
#define | SDL_HINT_ASSERT "SDL_ASSERT" |
Typedefs | |
typedef void(* | SDL_HintCallback) (void *userdata, const char *name, const char *oldValue, const char *newValue) |
Enumerations | |
enum | SDL_HintPriority { SDL_HINT_DEFAULT , SDL_HINT_NORMAL , SDL_HINT_OVERRIDE } |
Functions | |
bool | SDL_SetHintWithPriority (const char *name, const char *value, SDL_HintPriority priority) |
bool | SDL_SetHint (const char *name, const char *value) |
bool | SDL_ResetHint (const char *name) |
void | SDL_ResetHints (void) |
const char * | SDL_GetHint (const char *name) |
bool | SDL_GetHintBoolean (const char *name, bool default_value) |
bool | SDL_AddHintCallback (const char *name, SDL_HintCallback callback, void *userdata) |
void | SDL_RemoveHintCallback (const char *name, SDL_HintCallback callback, void *userdata) |
#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" |
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. 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:
This hint can be set anytime.
Definition at line 66 of file SDL_hints.h.
#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY" |
A variable to control whether the SDL activity is allowed to be re-created.
If this hint is true, the activity can be recreated on demand by the OS, and Java static data and C++ static data remain with their current values. If this hint is false, then SDL will call exit() when you return from your main function and the application will be terminated and then started fresh each time.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 86 of file SDL_hints.h.
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" |
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:
This hint should be set before SDL is initialized.
Definition at line 101 of file SDL_hints.h.
#define SDL_HINT_ANDROID_LOW_LATENCY_AUDIO "SDL_ANDROID_LOW_LATENCY_AUDIO" |
A variable to control whether low latency audio should be enabled.
Some devices have poor quality output when this is enabled, but this is usually an improvement in audio latency.
The variable can be set to the following values:
This hint should be set before SDL audio is initialized.
Definition at line 118 of file SDL_hints.h.
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" |
A variable to control whether we trap the Android back button to handle it manually.
This is necessary for the right mouse button to work on some Android devices, or to be able to trap the back button for use in your code reliably. If this hint is true, the back button will show up as an SDL_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP pair with a keycode of SDL_SCANCODE_AC_BACK.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 141 of file SDL_hints.h.
#define SDL_HINT_APP_ID "SDL_APP_ID" |
A variable setting the app ID string.
This string is used by desktop compositors to identify and group windows together, as well as match applications with associated desktop settings and icons.
This will override SDL_PROP_APP_METADATA_IDENTIFIER_STRING, if set by the application.
This hint should be set before SDL is initialized.
Definition at line 157 of file SDL_hints.h.
#define SDL_HINT_APP_NAME "SDL_APP_NAME" |
A variable setting the application name.
This hint lets you specify the application name sent to the OS when required. For example, this will often appear in volume control applets for audio streams, and in lists of applications which are inhibiting the screensaver. You should use a string that describes your program ("My Game 2: The Revenge")
This will override SDL_PROP_APP_METADATA_NAME_STRING, if set by the application.
This hint should be set before SDL is initialized.
Definition at line 175 of file SDL_hints.h.
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" |
A variable controlling whether controllers used with the Apple TV generate UI events.
When UI events are generated by controller input, the app will be backgrounded when the Apple TV remote's menu button is pressed, and when the pause or B buttons on gamepads are pressed.
More information about properly making use of controllers for the Apple TV can be found here: https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 198 of file SDL_hints.h.
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" |
A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 213 of file SDL_hints.h.
#define SDL_HINT_ASSERT "SDL_ASSERT" |
A variable controlling response to SDL_assert failures.
The variable can be set to the following case-sensitive values:
Note that SDL_SetAssertionHandler offers a programmatic means to deal with assertion failures through a callback, and this hint is largely intended to be used via environment variables by end users and automated tools.
This hint should be set before an assertion failure is triggered and can be changed at any time.
Definition at line 4145 of file SDL_hints.h.
#define SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE "SDL_AUDIO_ALSA_DEFAULT_DEVICE" |
Specify the default ALSA audio device name.
This variable is a specific audio device to open when the "default" audio device is used. By default if 4 channel audio is requested, the "plug:surround40" device will be opened and if 6 channel audio is requested the "plug:surround51" device will be opened.
This hint should be set before an audio device is opened.
Definition at line 227 of file SDL_hints.h.
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
A variable controlling the audio category on iOS and macOS.
The variable can be set to the following values:
For more information, see Apple's documentation: https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
This hint should be set before an audio device is opened.
Definition at line 245 of file SDL_hints.h.
#define SDL_HINT_AUDIO_CHANNELS "SDL_AUDIO_CHANNELS" |
A variable controlling the default audio channel count.
If the application doesn't specify the audio channel count when opening the device, this hint can be used to specify a default channel count that will be used. This defaults to "1" for recording and "2" for playback devices.
This hint should be set before an audio device is opened.
Definition at line 258 of file SDL_hints.h.
#define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME "SDL_AUDIO_DEVICE_APP_ICON_NAME" |
Specify an application icon name for an audio device.
Some audio backends (such as Pulseaudio and Pipewire) allow you to set an XDG icon name for your application. Among other things, this icon might show up in a system control panel that lets the user adjust the volume on specific audio streams instead of using one giant master volume slider. Note that this is unrelated to the icon used by the windowing system, which may be set with SDL_SetWindowIcon (or via desktop file on Wayland).
Setting this to "" or leaving it unset will have SDL use a reasonable default, "applications-games", which is likely to be installed. See https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html and https://specifications.freedesktop.org/icon-naming-spec/icon-naming-spec-latest.html for the relevant XDG icon specs.
This hint should be set before an audio device is opened.
Definition at line 281 of file SDL_hints.h.
#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES" |
A variable controlling device buffer size.
This hint is an integer > 0, that represents the size of the device's buffer in sample frames (stereo audio data in 16-bit format is 4 bytes per sample frame, for example).
SDL3 generally decides this value on behalf of the app, but if for some reason the app needs to dictate this (because they want either lower latency or higher throughput AND ARE WILLING TO DEAL WITH what that might require of the app), they can specify it.
SDL will try to accommodate this value, but there is no promise you'll get the buffer size requested. Many platforms won't honor this request at all, or might adjust it.
This hint should be set before an audio device is opened.
Definition at line 303 of file SDL_hints.h.
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" |
Specify an audio stream name for an audio device.
Some audio backends (such as PulseAudio) allow you to describe your audio stream. Among other things, this description might show up in a system control panel that lets the user adjust the volume on specific audio streams instead of using one giant master volume slider.
This hints lets you transmit that information to the OS. The contents of this hint are used while opening an audio device. You should use a string that describes your what your program is playing ("audio stream" is probably sufficient in many cases, but this could be useful for something like "team chat" if you have a headset playing VoIP audio separately).
Setting this to "" or leaving it unset will have SDL use a reasonable default: "audio stream" or something similar.
Note that while this talks about audio streams, this is an OS-level concept, so it applies to a physical audio device in this case, and not an SDL_AudioStream, nor an SDL logical audio device.
This hint should be set before an audio device is opened.
Definition at line 330 of file SDL_hints.h.
#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" |
Specify an application role for an audio device.
Some audio backends (such as Pipewire) allow you to describe the role of your audio stream. Among other things, this description might show up in a system control panel or software for displaying and manipulating media playback/recording graphs.
This hints lets you transmit that information to the OS. The contents of this hint are used while opening an audio device. You should use a string that describes your what your program is playing (Game, Music, Movie, etc...).
Setting this to "" or leaving it unset will have SDL use a reasonable default: "Game" or something similar.
Note that while this talks about audio streams, this is an OS-level concept, so it applies to a physical audio device in this case, and not an SDL_AudioStream, nor an SDL logical audio device.
This hint should be set before an audio device is opened.
Definition at line 356 of file SDL_hints.h.
#define SDL_HINT_AUDIO_DISK_INPUT_FILE "SDL_AUDIO_DISK_INPUT_FILE" |
Specify the input file when recording audio using the disk audio driver.
This defaults to "sdlaudio-in.raw"
This hint should be set before an audio device is opened.
Definition at line 367 of file SDL_hints.h.
#define SDL_HINT_AUDIO_DISK_OUTPUT_FILE "SDL_AUDIO_DISK_OUTPUT_FILE" |
Specify the output file when playing audio using the disk audio driver.
This defaults to "sdlaudio.raw"
This hint should be set before an audio device is opened.
Definition at line 378 of file SDL_hints.h.
#define SDL_HINT_AUDIO_DISK_TIMESCALE "SDL_AUDIO_DISK_TIMESCALE" |
A variable controlling the audio rate when using the disk audio driver.
The disk audio driver normally simulates real-time for the audio rate that was specified, but you can use this variable to adjust this rate higher or lower down to 0. The default value is "1.0".
This hint should be set before an audio device is opened.
Definition at line 391 of file SDL_hints.h.
#define SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER" |
A variable that specifies an audio backend to use.
By default, SDL will try all available audio backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific driver, such as "pipewire" if, say, you are on PulseAudio but want to try talking to the lower level instead.
This hint should be set before SDL is initialized.
Definition at line 405 of file SDL_hints.h.
#define SDL_HINT_AUDIO_DUMMY_TIMESCALE "SDL_AUDIO_DUMMY_TIMESCALE" |
A variable controlling the audio rate when using the dummy audio driver.
The dummy audio driver normally simulates real-time for the audio rate that was specified, but you can use this variable to adjust this rate higher or lower down to 0. The default value is "1.0".
This hint should be set before an audio device is opened.
Definition at line 418 of file SDL_hints.h.
#define SDL_HINT_AUDIO_FORMAT "SDL_AUDIO_FORMAT" |
A variable controlling the default audio format.
If the application doesn't specify the audio format when opening the device, this hint can be used to specify a default format that will be used.
The variable can be set to the following values:
This hint should be set before an audio device is opened.
Definition at line 445 of file SDL_hints.h.
#define SDL_HINT_AUDIO_FREQUENCY "SDL_AUDIO_FREQUENCY" |
A variable controlling the default audio frequency.
If the application doesn't specify the audio frequency when opening the device, this hint can be used to specify a default frequency that will be used. This defaults to "44100".
This hint should be set before an audio device is opened.
Definition at line 458 of file SDL_hints.h.
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" |
A variable that causes SDL to not ignore audio "monitors".
This is currently only used by the PulseAudio driver.
By default, SDL ignores audio devices that aren't associated with physical hardware. Changing this hint to "1" will expose anything SDL sees that appears to be an audio source or sink. This will add "devices" to the list that the user probably doesn't want or need, but it can be useful in scenarios where you want to hook up SDL to some sort of virtual device, etc.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 481 of file SDL_hints.h.
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" |
A variable controlling whether SDL updates joystick state when getting input events.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 496 of file SDL_hints.h.
#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" |
A variable controlling whether SDL updates sensor state when getting input events.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 511 of file SDL_hints.h.
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" |
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:
This hint can be set anytime.
Definition at line 534 of file SDL_hints.h.
#define SDL_HINT_CAMERA_DRIVER "SDL_CAMERA_DRIVER" |
A variable that decides what camera backend to use.
By default, SDL will try all available camera backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "directshow" if, say, you are on Windows Media Foundations but want to try DirectShow instead.
The default value is unset, in which case SDL will try to figure out the best camera backend on your behalf. This hint needs to be set before SDL_Init() is called to be useful.
Definition at line 550 of file SDL_hints.h.
#define SDL_HINT_CPU_FEATURE_MASK "SDL_CPU_FEATURE_MASK" |
A variable that limits what CPU features are available.
By default, SDL marks all features the current CPU supports as available. This hint allows to limit these to a subset.
When the hint is unset, or empty, SDL will enable all detected CPU features.
The variable can be set to a comma separated list containing the following items:
The items can be prefixed by '+'/'-' to add/remove features.
Definition at line 583 of file SDL_hints.h.
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" |
Override for SDL_GetDisplayUsableBounds().
If set, this hint will override the expected results for SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want to do this, but this allows an embedded system to request that some of the screen be reserved for other uses when paired with a well-behaved application.
The contents of this hint must be 4 comma-separated integers, the first is the bounds x, then y, width and height, in that order.
This hint can be set anytime.
Definition at line 644 of file SDL_hints.h.
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" |
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:
This hint can be set anytime.
Definition at line 665 of file SDL_hints.h.
#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR" |
Specify the CSS selector used for the "default" window/canvas.
This hint only applies to the emscripten platform.
The default value is "#canvas"
This hint should be set before creating a window.
Definition at line 678 of file SDL_hints.h.
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
Override the binding element for keyboard inputs for Emscripten builds.
This hint only applies to the emscripten platform.
The variable can be one of:
This hint should be set before creating a window.
Definition at line 698 of file SDL_hints.h.
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" |
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:
This hint must be set before SDL_StartTextInput() is called
Definition at line 715 of file SDL_hints.h.
#define SDL_HINT_EVDEV_DEVICES "SDL_EVDEV_DEVICES" |
A variable containing a list of evdev devices to use if udev is not available.
The list of devices is in the form:
deviceclass:path[,deviceclass:path[,...]]
where device class is an integer representing the SDL_UDEV_deviceclass and path is the full path to the event device.
This hint should be set before SDL is initialized.
Definition at line 732 of file SDL_hints.h.
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" |
A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
The variable can be set to the following values, from least to most verbose:
This is generally meant to be used to debug SDL itself, but can be useful for application developers that need better visibility into what is going on in the event queue. Logged events are sent through SDL_Log(), which means by default they appear on stdout on most platforms or maybe OutputDebugString() on Windows, and can be funneled by the app with SDL_SetLogOutputFunction(), etc.
This hint can be set anytime.
Definition at line 756 of file SDL_hints.h.
#define SDL_HINT_FILE_DIALOG_DRIVER "SDL_FILE_DIALOG_DRIVER" |
A variable that specifies a dialog backend to use.
By default, SDL will try all available dialog backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target.
If the specified target does not exist or is not available, the dialog-related function calls will fail.
This hint currently only applies to platforms using the generic "Unix" dialog implementation, but may be extended to more platforms in the future. Note that some Unix and Unix-like platforms have their own implementation, such as macOS and Haiku.
The variable can be set to the following values:
More options may be added in the future.
This hint can be set anytime.
Definition at line 626 of file SDL_hints.h.
#define SDL_HINT_FORCE_RAISEWINDOW "SDL_FORCE_RAISEWINDOW" |
A variable controlling whether raising the window should be done more forcefully.
The variable can be set to the following values:
At present, this is only an issue under MS Windows, which makes it nearly impossible to programmatically move a window to the foreground, for "security" reasons. See http://stackoverflow.com/a/34414846 for a discussion.
This hint can be set anytime.
Definition at line 776 of file SDL_hints.h.
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" |
A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
SDL can try to accelerate the SDL screen surface by using streaming textures with a 3D rendering engine. This variable controls whether and how this is done.
The variable can be set to the following values:
This hint should be set before calling SDL_GetWindowSurface()
Definition at line 797 of file SDL_hints.h.
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
A variable containing a list of devices to skip when scanning for game controllers.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 870 of file SDL_hints.h.
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" |
If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 888 of file SDL_hints.h.
#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION" |
A variable that controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads.
The variable can be set to the following values:
Or the variable can be a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint should be set before a gamepad is opened.
Definition at line 911 of file SDL_hints.h.
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
A variable that lets you manually hint extra gamecontroller db entries.
The variable should be newline delimited rows of gamecontroller config data, see SDL_gamepad.h
You can update mappings after SDL is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
This hint should be set before SDL is initialized.
Definition at line 812 of file SDL_hints.h.
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" |
A variable that lets you provide a file with extra gamecontroller db entries.
The file should contain lines of gamecontroller config data, see SDL_gamepad.h
You can update mappings after SDL is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()
This hint should be set before SDL is initialized.
Definition at line 828 of file SDL_hints.h.
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" |
A variable that overrides the automatic controller type detection.
The variable should be comma separated entries, in the form: VID/PID=type
The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
This hint affects what low level protocol is used with the HIDAPI driver.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 852 of file SDL_hints.h.
#define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT "SDL_GDK_TEXTINPUT_DEFAULT_TEXT" |
This variable sets the default text of the TextInput window on GDK platforms.
This hint is available only if SDL_GDK_TEXTINPUT defined.
This hint should be set before calling SDL_StartTextInput()
Definition at line 923 of file SDL_hints.h.
#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION" |
This variable sets the description of the TextInput window on GDK platforms.
This hint is available only if SDL_GDK_TEXTINPUT defined.
This hint should be set before calling SDL_StartTextInput()
Definition at line 935 of file SDL_hints.h.
#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH" |
This variable sets the maximum input length of the TextInput window on GDK platforms.
The value must be a stringified integer, for example "10" to allow for up to 10 characters of text input.
This hint is available only if SDL_GDK_TEXTINPUT defined.
This hint should be set before calling SDL_StartTextInput()
Definition at line 950 of file SDL_hints.h.
#define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE" |
This variable sets the input scope of the TextInput window on GDK platforms.
Set this hint to change the XGameUiTextEntryInputScope value that will be passed to the window creation function. The value must be a stringified integer, for example "0" for XGameUiTextEntryInputScope::Default.
This hint is available only if SDL_GDK_TEXTINPUT defined.
This hint should be set before calling SDL_StartTextInput()
Definition at line 966 of file SDL_hints.h.
#define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE" |
This variable sets the title of the TextInput window on GDK platforms.
This hint is available only if SDL_GDK_TEXTINPUT defined.
This hint should be set before calling SDL_StartTextInput()
Definition at line 977 of file SDL_hints.h.
#define SDL_HINT_GPU_DRIVER "SDL_GPU_DRIVER" |
A variable that specifies a GPU backend to use.
By default, SDL will try all available GPU backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "direct3d11" if, say, your hardware supports D3D12 but want to try using D3D11 instead.
This hint should be set before any GPU functions are called.
Definition at line 1041 of file SDL_hints.h.
#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS" |
A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.
The variable can be set to the following values:
By default SDL will only enumerate controllers, to reduce risk of hanging or crashing on devices with bad drivers and avoiding macOS keyboard capture permission prompts.
This hint can be set anytime.
Definition at line 1060 of file SDL_hints.h.
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" |
A variable containing a list of devices to ignore in SDL_hid_enumerate().
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
For example, to ignore the Shanwan DS3 controller and any Valve controller, you might use the string "0x2563/0x0523,0x28de/0x0000"
This hint can be set anytime.
Definition at line 1077 of file SDL_hints.h.
#define SDL_HINT_HIDAPI_LIBUSB "SDL_HIDAPI_LIBUSB" |
A variable to control whether HIDAPI uses libusb for device access.
By default libusb will only be used for a few devices that require direct USB access, and this can be controlled with SDL_HINT_HIDAPI_LIBUSB_WHITELIST.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 995 of file SDL_hints.h.
#define SDL_HINT_HIDAPI_LIBUSB_WHITELIST "SDL_HIDAPI_LIBUSB_WHITELIST" |
A variable to control whether HIDAPI uses libusb only for whitelisted devices.
By default libusb will only be used for a few devices that require direct USB access.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 1013 of file SDL_hints.h.
#define SDL_HINT_HIDAPI_UDEV "SDL_HIDAPI_UDEV" |
A variable to control whether HIDAPI uses udev for device detection.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 1027 of file SDL_hints.h.
#define SDL_HINT_IME_IMPLEMENTED_UI "SDL_IME_IMPLEMENTED_UI" |
A variable describing what IME UI elements the application can display.
By default IME UI is handled using native components by the OS where possible, however this can interfere with or not be visible when exclusive fullscreen mode is used.
The variable can be set to a comma separated list containing the following items:
This hint should be set before SDL is initialized.
Definition at line 1100 of file SDL_hints.h.
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" |
A variable controlling whether the home indicator bar on iPhone X should be hidden.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 1119 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
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:
This hint can be set anytime.
Definition at line 1136 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" |
A variable containing a list of arcade stick style controllers.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 1153 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED" |
A variable containing a list of devices that are not arcade stick style controllers.
This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 1174 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" |
A variable containing a list of devices that should not be considered joysticks.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 1192 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" |
A variable containing a list of devices that should be considered joysticks.
This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 1213 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" |
A variable containing a comma separated list of devices to open as joysticks.
This variable is currently only used by the Linux joystick driver.
Definition at line 1223 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_DIRECTINPUT "SDL_JOYSTICK_DIRECTINPUT" |
A variable controlling whether DirectInput should be used for controllers.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 597 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" |
Definition at line 1240 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED" |
A variable containing a list of devices that are not flightstick style controllers.
This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 1261 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" |
A variable containing a list of devices known to have a GameCube form factor.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 1296 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED" |
A variable containing a list of devices known not to have a GameCube form factor.
This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 1317 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_GAMEINPUT "SDL_JOYSTICK_GAMEINPUT" |
A variable controlling whether GameInput should be used for controller handling on Windows.
The variable can be set to the following values:
The default is "1" on GDK platforms, and "0" otherwise.
This hint should be set before SDL is initialized.
Definition at line 1278 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
A variable controlling whether the HIDAPI joystick drivers should be used.
The variable can be set to the following values:
This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1334 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS" |
A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver.
The variable can be set to the following values:
This hint should be set before initializing joysticks and gamepads.
Definition at line 1351 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" |
A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI
This hint should be set before initializing joysticks and gamepads.
Definition at line 1368 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE" |
A variable controlling whether rumble is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2).
This is useful for applications that need full compatibility for things like ADSR envelopes. - Stop is implemented by setting low_frequency_rumble to 0 and high_frequency_rumble >0 - Rumble is both at any arbitrary value - StopHard is implemented by setting both low_frequency_rumble and high_frequency_rumble to 0
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 1389 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" |
A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1406 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED" |
A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened.
The variable can be set to the following values:
By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
This hint can be set anytime.
Definition at line 1425 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" |
A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1442 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC" |
A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1459 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" |
A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
For official Sony driver (sixaxis.sys) use SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1481 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER" |
A variable controlling whether the Sony driver (sixaxis.sys) for PS3 controllers (Sixaxis/DualShock 3) should be used.
The variable can be set to the following values:
The default value is 0.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1498 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1515 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL" |
A variable controlling the update rate of the PS4 controller over Bluetooth when using the HIDAPI driver.
This defaults to 4 ms, to match the behavior over USB, and to be more friendly to other Bluetooth devices and older Bluetooth hardware on the computer. It can be set to "1" (1000Hz), "2" (500Hz) and "4" (250Hz)
This hint can be set anytime, but only takes effect when extended input reports are enabled.
Definition at line 1530 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" |
A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
The variable can be set to the following values:
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.
This hint can be enabled anytime.
Definition at line 1556 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" |
A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1573 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" |
A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
The variable can be set to the following values:
Definition at line 1586 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" |
A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
The variable can be set to the following values:
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.
This hint can be enabled anytime.
Definition at line 1611 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" |
A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1628 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" |
A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
Definition at line 1643 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
The variable can be set to the following values:
This hint should be set before initializing joysticks and gamepads.
Definition at line 1660 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED "SDL_JOYSTICK_HIDAPI_STEAM_HOME_LED" |
A variable controlling whether the Steam button LED should be turned on when a Steam controller is opened.
The variable can be set to the following values:
By default the Steam button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Steam button LED.
This hint can be set anytime.
Definition at line 1679 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI "SDL_JOYSTICK_HIDAPI_STEAM_HORI" |
A variable controlling whether the HIDAPI driver for HORI licensed Steam controllers should be used.
This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used
The default is the value of SDL_HINT_JOYSTICK_HIDAPI
Definition at line 1707 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK" |
A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1696 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1724 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" |
A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened.
The variable can be set to the following values:
By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
This hint can be set anytime.
Definition at line 1743 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED" |
A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 1758 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" |
A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver.
The variable can be set to the following values:
This hint should be set before opening a Joy-Con controller.
Definition at line 1774 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII" |
A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
The variable can be set to the following values:
This driver doesn't work with the dolphinbar, so the default is false for now.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1792 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED" |
A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 1807 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
A variable controlling whether the HIDAPI driver for XBox controllers should be used.
The variable can be set to the following values:
The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
This hint should be set before initializing joysticks and gamepads.
Definition at line 1825 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360" |
A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
This hint should be set before initializing joysticks and gamepads.
Definition at line 1842 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED" |
A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 1857 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS" |
A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
This hint should be set before initializing joysticks and gamepads.
Definition at line 1874 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE" |
A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX.
This hint should be set before initializing joysticks and gamepads.
Definition at line 1891 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED" |
A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened.
The variable can be set to the following values:
By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
This hint can be set anytime.
Definition at line 1910 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT" |
A variable controlling whether IOKit should be used for controller handling.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 1925 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_LINUX_CLASSIC "SDL_JOYSTICK_LINUX_CLASSIC" |
A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 1940 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_LINUX_DEADZONES "SDL_JOYSTICK_LINUX_DEADZONES" |
A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
The variable can be set to the following values:
This hint should be set before a controller is opened.
Definition at line 1955 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS "SDL_JOYSTICK_LINUX_DIGITAL_HATS" |
A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
The variable can be set to the following values:
This hint should be set before a controller is opened.
Definition at line 1973 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES "SDL_JOYSTICK_LINUX_HAT_DEADZONES" |
A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
The variable can be set to the following values:
This hint should be set before a controller is opened.
Definition at line 1989 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI" |
A variable controlling whether GCController should be used for controller handling.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 2004 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" |
A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 2019 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" |
A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
The variable can be set to the following values:
This hint should be set before a gamepad is opened.
Definition at line 2036 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM" |
A variable controlling whether the ROG Chakram mice should show up as joysticks.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 2051 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" |
A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 2066 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES" |
A variable containing a list of throttle style controllers.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 2083 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED" |
A variable containing a list of devices that are not throttle style controllers.
This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 2104 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" |
A variable controlling whether Windows.Gaming.Input should be used for controller handling.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 2119 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" |
A variable containing a list of wheel style controllers.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 2136 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED" |
A variable containing a list of devices that are not wheel style controllers.
This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
Definition at line 2157 of file SDL_hints.h.
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES" |
A variable containing a list of devices known to have all axes centered at zero.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint should be set before a controller is opened.
Definition at line 2175 of file SDL_hints.h.
#define SDL_HINT_KEYCODE_OPTIONS "SDL_KEYCODE_OPTIONS" |
A variable that controls keycode representation in keyboard events.
This variable is a comma separated set of options for translating keycodes in events:
The default value for this hint is "french_numbers,latin_letters"
Some platforms like Emscripten only provide modified keycodes and the options are not used.
These options do not affect the return value of SDL_GetKeyFromScancode() or SDL_GetScancodeFromKey(), they just apply to the keycode included in key events.
This hint can be set anytime.
Definition at line 2209 of file SDL_hints.h.
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" |
A variable that controls what KMSDRM device to use.
SDL might open something like "/dev/dri/cardNN" to access KMSDRM functionality, where "NN" is a device index number. SDL makes a guess at the best index to use (usually zero), but the app or user can set this hint to a number between 0 and 99 to force selection.
This hint should be set before SDL is initialized.
Definition at line 2223 of file SDL_hints.h.
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" |
A variable that controls whether SDL requires DRM master access in order to initialize the KMSDRM video backend.
The DRM subsystem has a concept of a "DRM master" which is a DRM client that has the ability to set planes, set cursor, etc. When SDL is DRM master, it can draw to the screen using the SDL rendering APIs. Without DRM master, SDL is still able to process input and query attributes of attached displays, but it cannot change display state or draw to the screen directly.
In some cases, it can be useful to have the KMSDRM backend even if it cannot be used for rendering. An app may want to use SDL for input processing while using another rendering API (such as an MMAL overlay on Raspberry Pi) or using its own code to render to DRM overlays that SDL doesn't support.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 2251 of file SDL_hints.h.
#define SDL_HINT_LOGGING "SDL_LOGGING" |
A variable controlling the default SDL log levels.
This variable is a comma separated set of category=level tokens that define the default logging levels for SDL applications.
The category can be a numeric category, one of "app", "error", "assert", "system", "audio", "video", "render", "input", "test", or *
for any unspecified category.
The level can be a numeric level, one of "verbose", "debug", "info", "warn", "error", "critical", or "quiet" to disable that category.
You can omit the category if you want to set the logging level for all categories.
If this hint isn't set, the default log levels are equivalent to:
app=info,assert=warn,test=verbose,*=error
This hint can be set anytime.
Definition at line 2277 of file SDL_hints.h.
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
A variable controlling whether to force the application to become the foreground process when launched on macOS.
The variable can be set to the following values:
This hint needs to be set before SDL_Init().
Definition at line 2293 of file SDL_hints.h.
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" |
A variable that determines whether Ctrl+Click should generate a right-click event on macOS.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 2309 of file SDL_hints.h.
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH" |
A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing on macOS.
The variable can be set to the following values:
Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread hangs because it's waiting for that background thread, but that background thread is also hanging because it's waiting for the main thread to do an update, this might fix your issue.
This hint can be set anytime.
Definition at line 2332 of file SDL_hints.h.
#define SDL_HINT_MAC_SCROLL_MOMENTUM "SDL_MAC_SCROLL_MOMENTUM" |
A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have momentum on macOS.
The variable can be set to the following values:
This hint needs to be set before SDL_Init().
Definition at line 2347 of file SDL_hints.h.
#define SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE" |
Request SDL_AppIterate() be called at a specific rate.
This number is in Hz, so "60" means try to iterate 60 times per second.
On some platforms, or if you are using SDL_main instead of SDL_AppIterate, this hint is ignored. When the hint can be used, it is allowed to be changed at any time.
This defaults to 60, and specifying NULL for the hint's value will restore the default.
This hint can be set anytime.
Definition at line 2365 of file SDL_hints.h.
#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" |
A variable controlling whether the mouse is captured while mouse buttons are pressed.
The variable can be set to the following values:
By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged outside the window, the application continues to receive mouse events until the button is released.
This hint can be set anytime.
Definition at line 2384 of file SDL_hints.h.
#define SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR "SDL_MOUSE_DEFAULT_SYSTEM_CURSOR" |
A variable setting which system cursor to use as the default cursor.
This should be an integer corresponding to the SDL_SystemCursor enum. The default value is zero (SDL_SYSTEM_CURSOR_DEFAULT).
This hint needs to be set before SDL_Init().
Definition at line 2414 of file SDL_hints.h.
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
A variable setting the double click radius, in pixels.
This hint can be set anytime.
Definition at line 2393 of file SDL_hints.h.
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
A variable setting the double click time, in milliseconds.
This hint can be set anytime.
Definition at line 2402 of file SDL_hints.h.
#define SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE "SDL_MOUSE_EMULATE_WARP_WITH_RELATIVE" |
A variable controlling whether warping a hidden mouse cursor will activate relative mouse mode.
When this hint is set, the mouse cursor is hidden, and multiple warps to the window center occur within a short time period, SDL will emulate mouse warps using relative mouse mode. This can provide smoother and more reliable mouse motion for some older games, which continuously calculate the distance travelled by the mouse pointer and warp it back to the center of the window, rather than using relative mouse motion.
Note that relative mouse mode may have different mouse acceleration behavior than pointer warps.
If your application needs to repeatedly warp the hidden mouse cursor at a high-frequency for other purposes, it should disable this hint.
The variable can be set to the following values:
If not set, this is automatically enabled unless an application uses relative mouse mode directly.
This hint can be set anytime.
Definition at line 2446 of file SDL_hints.h.
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
Allow mouse click events when clicking to focus an SDL window.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 2460 of file SDL_hints.h.
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" |
A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode.
This hint can be set anytime.
Definition at line 2470 of file SDL_hints.h.
#define SDL_HINT_MOUSE_RELATIVE_CLIP_INTERVAL "SDL_MOUSE_RELATIVE_CLIP_INTERVAL" |
Controls how often SDL issues cursor confinement commands to the operating system while relative mode is active, in case the desired confinement state became out-of-sync due to interference from other running programs.
The variable can be integers representing milliseconds between each refresh. A value of zero means SDL will not automatically refresh the confinement. The default value varies depending on the operating system, this variable might not have any effects on inapplicable platforms such as those without a cursor.
This hint can be set anytime.
Definition at line 2590 of file SDL_hints.h.
#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE" |
A variable controlling whether the hardware cursor stays visible when relative mode is active.
This variable can be set to the following values:
Note that for systems without raw hardware inputs, relative mode is implemented using warping, so the hardware cursor will visibly warp between frames if this is enabled on those systems.
This hint can be set anytime.
Definition at line 2573 of file SDL_hints.h.
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER" |
A variable controlling whether relative mouse mode constrains the mouse to the center of the window.
Constraining to the center of the window works better for FPS games and when the application is running over RDP. Constraining to the whole window works better for 2D games and increases the chance that the mouse will be in the correct position when using high DPI mice.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 2491 of file SDL_hints.h.
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" |
A variable controlling whether relative mouse mode is implemented using mouse warping.
The variable can be set to the following values:
This hint can be set anytime relative mode is not currently enabled.
Definition at line 2506 of file SDL_hints.h.
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" |
A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode.
This hint can be set anytime.
Definition at line 2516 of file SDL_hints.h.
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE" |
A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
The variable can be set to the following values:
If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
This hint can be set anytime.
Definition at line 2535 of file SDL_hints.h.
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION" |
A variable controlling whether a motion event should be generated for mouse warping in relative mode.
The variable can be set to the following values:
By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
This hint can be set anytime.
Definition at line 2554 of file SDL_hints.h.
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" |
A variable controlling whether mouse events should generate synthetic touch events.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 2607 of file SDL_hints.h.
#define SDL_HINT_MUTE_CONSOLE_KEYBOARD "SDL_MUTE_CONSOLE_KEYBOARD" |
A variable controlling whether the keyboard should be muted on the console.
Normally the keyboard is muted while SDL applications are running so that keyboard input doesn't show up as key strokes on the console. This hint allows you to turn that off for debugging purposes.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 2625 of file SDL_hints.h.
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 2640 of file SDL_hints.h.
#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
A variable controlling what driver to use for OpenGL ES contexts.
On some platforms, currently Windows and X11, OpenGL drivers may support creating contexts with an OpenGL ES profile. By default SDL uses these profiles, when available, otherwise it attempts to load an OpenGL ES library, e.g. that provided by the ANGLE project. This variable controls whether SDL follows this default behaviour or will always load an OpenGL ES library.
Circumstances where this is useful include - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses at link time by linking with the OpenGL ES library instead of querying them at run time with SDL_GL_GetProcAddress().
Caution: for an application to work with the default behaviour across different OpenGL drivers it must query the OpenGL ES function addresses at run time using SDL_GL_GetProcAddress().
This variable is ignored on most platforms because OpenGL ES is native or not supported.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 2684 of file SDL_hints.h.
#define SDL_HINT_OPENGL_LIBRARY "SDL_OPENGL_LIBRARY" |
Specify the OpenGL library to load.
This hint should be set before creating an OpenGL window or creating an OpenGL context.
Definition at line 2650 of file SDL_hints.h.
#define SDL_HINT_OPENVR_LIBRARY "SDL_OPENVR_LIBRARY" |
Mechanism to specify openvr_api library location
By default, when using the OpenVR driver, it will search for the API library in the current folder. But, if you wish to use a system API you can specify that by using this hint. This should be the full or relative path to a .dll on Windows or .so on Linux.
Definition at line 2696 of file SDL_hints.h.
#define SDL_HINT_ORIENTATIONS "SDL_ORIENTATIONS" |
A variable controlling which orientations are allowed on iOS/Android.
In some circumstances it is necessary to be able to explicitly control which UI orientations are allowed.
This variable is a space delimited list of the following values:
This hint should be set before SDL is initialized.
Definition at line 2715 of file SDL_hints.h.
#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" |
A variable controlling the use of a sentinel event when polling the event queue.
When polling for events, SDL_PumpEvents is used to gather new events from devices. If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will become stuck until the new events stop. This is most noticeable when moving a high frequency mouse.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 2735 of file SDL_hints.h.
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" |
Override for SDL_GetPreferredLocales().
If set, this will be favored over anything the OS might report for the user's preferred locales. Changing this hint at runtime will not generate a SDL_EVENT_LOCALE_CHANGED event (but if you can change the hint, you can push your own event, if you want).
The format of this hint is a comma-separated list of language and locale, combined with an underscore, as is a common format: "en_GB". Locale is optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
This hint can be set anytime.
Definition at line 2753 of file SDL_hints.h.
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" |
A variable that decides whether to send SDL_EVENT_QUIT when closing the last window.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 2772 of file SDL_hints.h.
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" |
A variable controlling whether to enable Direct3D 11+'s Debug Layer.
This variable does not have any effect on the Direct3D 9 based renderer.
The variable can be set to the following values:
This hint should be set before creating a renderer.
Definition at line 2803 of file SDL_hints.h.
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" |
A variable controlling whether the Direct3D device is initialized for thread-safe operations.
The variable can be set to the following values:
This hint should be set before creating a renderer.
Definition at line 2787 of file SDL_hints.h.
#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" |
A variable specifying which render driver to use.
If the application doesn't pick a specific renderer to use, this variable specifies the name of the preferred renderer. If the preferred renderer can't be initialized, creating a renderer will fail.
This variable is case insensitive and can be set to the following values:
The default varies by platform, but it's the first one in the list that is available on the current platform.
This hint should be set before creating a renderer.
Definition at line 2875 of file SDL_hints.h.
#define SDL_HINT_RENDER_GPU_DEBUG "SDL_RENDER_GPU_DEBUG" |
A variable controlling whether to create the GPU device in debug mode.
This variable can be set to the following values:
This hint should be set before creating a renderer.
Definition at line 2831 of file SDL_hints.h.
#define SDL_HINT_RENDER_GPU_LOW_POWER "SDL_RENDER_GPU_LOW_POWER" |
A variable controlling whether to prefer a low-power GPU on multi-GPU systems.
This variable can be set to the following values:
This hint should be set before creating a renderer.
Definition at line 2846 of file SDL_hints.h.
#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" |
A variable controlling how the 2D render API renders lines.
The variable can be set to the following values:
This hint should be set before creating a renderer.
Definition at line 2893 of file SDL_hints.h.
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE" |
A variable controlling whether the Metal render driver select low power device over default one.
The variable can be set to the following values:
This hint should be set before creating a renderer.
Definition at line 2908 of file SDL_hints.h.
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" |
A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
This hint overrides the application preference when creating a renderer.
The variable can be set to the following values:
This hint should be set before creating a renderer.
Definition at line 2925 of file SDL_hints.h.
#define SDL_HINT_RENDER_VULKAN_DEBUG "SDL_RENDER_VULKAN_DEBUG" |
A variable controlling whether to enable Vulkan Validation Layers.
This variable can be set to the following values:
By default, SDL does not use Vulkan Validation Layers.
Definition at line 2817 of file SDL_hints.h.
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" |
A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS.
This hint sets the default value of SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 2942 of file SDL_hints.h.
#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE" |
A variable containing a list of ROG gamepad capable mice.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint should be set before SDL is initialized.
Definition at line 2961 of file SDL_hints.h.
#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED" |
A variable containing a list of devices that are not ROG gamepad capable mice.
This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.
This hint should be set before SDL is initialized.
Definition at line 2981 of file SDL_hints.h.
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
A variable controlling which Dispmanx layer to use on a Raspberry PI.
Also known as Z-order. The variable can take a negative or positive value. The default is 10000.
This hint should be set before SDL is initialized.
Definition at line 2993 of file SDL_hints.h.
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" |
Specify an "activity name" for screensaver inhibition.
Some platforms, notably Linux desktops, list the applications which are inhibiting the screensaver or other power-saving features.
This hint lets you specify the "activity name" sent to the OS when SDL_DisableScreenSaver() is used (or the screensaver is automatically disabled). The contents of this hint are used when the screensaver is disabled. You should use a string that describes what your program is doing (and, therefore, why the screensaver is disabled). For example, "Playing a game" or "Watching a video".
Setting this to "" or leaving it unset will have SDL use a reasonable default: "Playing a game" or something similar.
This hint should be set before calling SDL_DisableScreenSaver()
Definition at line 3015 of file SDL_hints.h.
#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT" |
A variable controlling whether SDL calls dbus_shutdown() on quit.
This is useful as a debug tool to validate memory leaks, but shouldn't ever be set in production applications, as other libraries used by the application might use dbus under the hood and this can cause crashes if they continue after SDL_Quit().
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3034 of file SDL_hints.h.
#define SDL_HINT_STORAGE_TITLE_DRIVER "SDL_STORAGE_TITLE_DRIVER" |
A variable that specifies a backend to use for title storage.
By default, SDL will try all available storage backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "pc" if, say, you are on Steam but want to avoid SteamRemoteStorage for title data.
This hint should be set before SDL is initialized.
Definition at line 3048 of file SDL_hints.h.
#define SDL_HINT_STORAGE_USER_DRIVER "SDL_STORAGE_USER_DRIVER" |
A variable that specifies a backend to use for user storage.
By default, SDL will try all available storage backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "pc" if, say, you are on Steam but want to avoid SteamRemoteStorage for user data.
This hint should be set before SDL is initialized.
Definition at line 3062 of file SDL_hints.h.
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" |
Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
On some platforms, like Linux, a realtime priority thread may be subject to restrictions that require special handling by the application. This hint exists to let SDL know that the app is prepared to handle said restrictions.
On Linux, SDL will apply the following configuration to any thread that becomes realtime:
The variable can be set to the following values:
This hint should be set before calling SDL_SetCurrentThreadPriority()
Definition at line 3091 of file SDL_hints.h.
#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" |
A string specifying additional information to use with SDL_SetCurrentThreadPriority.
By default SDL_SetCurrentThreadPriority will make appropriate system changes in order to apply a thread priority. For example on systems using pthreads the scheduler policy is changed automatically to a policy that works well with a given priority. Code which has specific requirements can override SDL's default behavior with this hint.
pthread hint values are "current", "other", "fifo" and "rr". Currently no other platform hint values are defined but may be in the future.
On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME after calling SDL_SetCurrentThreadPriority().
This hint should be set before calling SDL_SetCurrentThreadPriority()
Definition at line 3114 of file SDL_hints.h.
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" |
A variable that controls the timer resolution, in milliseconds.
The higher resolution the timer, the more frequently the CPU services timer interrupts, and the more precise delays are, but this takes up power and CPU time. This hint is only used on Windows.
See this blog post for more information: http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
The default value is "1".
If this variable is set to "0", the system timer resolution is not set.
This hint can be set anytime.
Definition at line 3134 of file SDL_hints.h.
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
A variable controlling whether touch events should generate synthetic mouse events.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3149 of file SDL_hints.h.
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" |
A variable controlling whether trackpads should be treated as touch devices.
On macOS (and possibly other platforms in the future), SDL will report touches on a trackpad as mouse input, which is generally what users expect from this device; however, these are often actually full multitouch-capable touch devices, so it might be preferable to some apps to treat them as such.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3170 of file SDL_hints.h.
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" |
A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3185 of file SDL_hints.h.
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" |
A variable controlling whether the screensaver is enabled.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3199 of file SDL_hints.h.
#define SDL_HINT_VIDEO_DISPLAY_PRIORITY "SDL_VIDEO_DISPLAY_PRIORITY" |
A comma separated list containing the names of the displays that SDL should sort to the front of the display list.
When this hint is set, displays with matching name strings will be prioritized in the list of displays, as exposed by calling SDL_GetDisplays(), with the first listed becoming the primary display. The naming convention can vary depending on the environment, but it is usually a connector name (e.g. 'DP-1', 'DP-2', 'HDMI-A-1',etc...).
On Wayland and X11 desktops, the connector names associated with displays can typically be found by using the xrandr
utility.
This hint is currently supported on the following drivers:
This hint should be set before SDL is initialized.
Definition at line 3224 of file SDL_hints.h.
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
Tell the video driver that we only want a double buffer.
By default, most lowlevel 2D APIs will use a triple buffer scheme that wastes no CPU time on waiting for vsync after issuing a flip, but introduces a frame of latency. On the other hand, using a double buffer scheme instead is recommended for cases where low latency is an important factor because we save a whole frame of latency.
We do so by waiting for vsync immediately after issuing a flip, usually just after eglSwapBuffers call in the backend's *_SwapWindow function.
This hint is currently supported on the following drivers:
This hint should be set before SDL is initialized.
Definition at line 3247 of file SDL_hints.h.
#define SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER" |
A variable that specifies a video backend to use.
By default, SDL will try all available video backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "x11" if, say, you are on Wayland but want to try talking to the X server instead.
This hint should be set before SDL is initialized.
Definition at line 3261 of file SDL_hints.h.
#define SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES "SDL_VIDEO_DUMMY_SAVE_FRAMES" |
A variable controlling whether the dummy video driver saves output frames.
This hint can be set anytime.
Definition at line 3274 of file SDL_hints.h.
#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK" |
If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.
The variable can be set to one of the following values:
This hint should be set before SDL is initialized.
Definition at line 3288 of file SDL_hints.h.
#define SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL" |
A variable controlling whether the OpenGL context should be created with EGL.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3304 of file SDL_hints.h.
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
A variable that specifies the policy for fullscreen Spaces on macOS.
The variable can be set to the following values:
This hint should be set before creating a window.
Definition at line 3322 of file SDL_hints.h.
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
A variable controlling whether fullscreen windows are minimized when they lose focus.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3338 of file SDL_hints.h.
#define SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES "SDL_VIDEO_OFFSCREEN_SAVE_FRAMES" |
A variable controlling whether the offscreen video driver saves output frames.
This only saves frames that are generated using software rendering, not accelerated OpenGL rendering.
This hint can be set anytime.
Definition at line 3355 of file SDL_hints.h.
#define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS" |
A variable controlling whether all window operations will block until complete.
Window systems that run asynchronously may not have the results of window operations that resize or move the window applied immediately upon the return of the requesting function. Setting this hint will cause such operations to block after every call until the pending operation has completed. Setting this to '1' is the equivalent of calling SDL_SyncWindow() after every function call.
Be aware that amount of time spent blocking while waiting for window operations to complete can be quite lengthy, as animations may have to complete, which can take upwards of multiple seconds in some cases.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3381 of file SDL_hints.h.
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" |
A variable controlling whether the libdecor Wayland backend is allowed to be used.
libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3399 of file SDL_hints.h.
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" |
A variable controlling whether video mode emulation is enabled under Wayland.
When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application. If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled desktop, the native display resolution.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3419 of file SDL_hints.h.
#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING" |
A variable controlling how modes with a non-native aspect ratio are displayed under Wayland.
When this hint is set, the requested scaling will be used when displaying fullscreen video modes that don't match the display's native aspect ratio. This is contingent on compositor viewport support.
The variable can be set to the following values:
This hint should be set before creating a window.
Definition at line 3441 of file SDL_hints.h.
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR" |
A variable controlling whether the libdecor Wayland backend is preferred over native decorations.
When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is available. (Note that, by default, libdecor will use xdg-decoration itself if available).
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3461 of file SDL_hints.h.
#define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY" |
A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling.
This must be set before initializing the video subsystem.
When this hint is set, Wayland windows that are not flagged as being DPI-aware will be output with scaling designed to force 1:1 pixel mapping.
This is intended to allow legacy applications to be displayed without desktop scaling being applied, and has issues with certain display configurations, as this forces the window to behave in a way that Wayland desktops were not designed to accommodate:
New applications should be designed with proper DPI awareness handling instead of enabling this.
The variable can be set to the following values:
This hint should be set before creating a window.
Definition at line 3498 of file SDL_hints.h.
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries.
SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can use two different sets of binaries, those compiled by the user from source or those provided by the Chrome browser. In the later case, these binaries require that SDL loads a DLL providing the shader compiler.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3520 of file SDL_hints.h.
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" |
A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
The variable can be set to the following values:
This hint should be set before creating a window.
Definition at line 3535 of file SDL_hints.h.
#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" |
A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
By default SDL will use _NET_WM_PING, but for applications that know they will not always be able to respond to ping requests in a timely manner they can turn it off to avoid the window manager thinking the app is hung.
The variable can be set to the following values:
This hint should be set before creating a window.
Definition at line 3554 of file SDL_hints.h.
#define SDL_HINT_VIDEO_X11_NODIRECTCOLOR "SDL_VIDEO_X11_NODIRECTCOLOR" |
A variable controlling whether SDL uses DirectColor visuals.
The variable can be set to the following values:
This hint should be set before initializing the video subsystem.
Definition at line 3568 of file SDL_hints.h.
#define SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR" |
A variable forcing the content scaling factor for X11 displays.
The variable can be set to a floating point value in the range 1.0-10.0f
This hint should be set before SDL is initialized.
Definition at line 3579 of file SDL_hints.h.
#define SDL_HINT_VIDEO_X11_VISUALID "SDL_VIDEO_X11_VISUALID" |
A variable forcing the visual ID used for X11 display modes.
This hint should be set before initializing the video subsystem.
Definition at line 3588 of file SDL_hints.h.
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" |
A variable forcing the visual ID chosen for new X11 windows.
This hint should be set before creating a window.
Definition at line 3597 of file SDL_hints.h.
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" |
A variable controlling whether the X11 XRandR extension should be used.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3611 of file SDL_hints.h.
#define SDL_HINT_VITA_ENABLE_BACK_TOUCH "SDL_VITA_ENABLE_BACK_TOUCH" |
A variable controlling whether touch should be enabled on the back panel of the PlayStation Vita.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3626 of file SDL_hints.h.
#define SDL_HINT_VITA_ENABLE_FRONT_TOUCH "SDL_VITA_ENABLE_FRONT_TOUCH" |
A variable controlling whether touch should be enabled on the front panel of the PlayStation Vita.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3641 of file SDL_hints.h.
#define SDL_HINT_VITA_MODULE_PATH "SDL_VITA_MODULE_PATH" |
A variable controlling the module path on the PlayStation Vita.
This hint defaults to "app0:module"
This hint should be set before SDL is initialized.
Definition at line 3652 of file SDL_hints.h.
#define SDL_HINT_VITA_PVR_INIT "SDL_VITA_PVR_INIT" |
A variable controlling whether to perform PVR initialization on the PlayStation Vita.
This hint should be set before SDL is initialized.
Definition at line 3665 of file SDL_hints.h.
#define SDL_HINT_VITA_PVR_OPENGL "SDL_VITA_PVR_OPENGL" |
A variable controlling whether OpenGL should be used instead of OpenGL ES on the PlayStation Vita.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3695 of file SDL_hints.h.
#define SDL_HINT_VITA_RESOLUTION "SDL_VITA_RESOLUTION" |
A variable overriding the resolution reported on the PlayStation Vita.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3680 of file SDL_hints.h.
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_VITA_TOUCH_MOUSE_DEVICE" |
A variable controlling which touchpad should generate synthetic mouse events.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3711 of file SDL_hints.h.
#define SDL_HINT_VULKAN_DISPLAY "SDL_VULKAN_DISPLAY" |
A variable overriding the display index used in SDL_Vulkan_CreateSurface()
The display index starts at 0, which is the default.
This hint should be set before calling SDL_Vulkan_CreateSurface()
Definition at line 3722 of file SDL_hints.h.
#define SDL_HINT_VULKAN_LIBRARY "SDL_VULKAN_LIBRARY" |
Specify the Vulkan library to load.
This hint should be set before creating a Vulkan window or calling SDL_Vulkan_LoadLibrary().
Definition at line 3732 of file SDL_hints.h.
#define SDL_HINT_WAVE_CHUNK_LIMIT "SDL_WAVE_CHUNK_LIMIT" |
A variable controlling the maximum number of chunks in a WAVE file.
This sets an upper bound on the number of chunks in a WAVE file to avoid wasting time on malformed or corrupt WAVE files. This defaults to "10000".
This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
Definition at line 3776 of file SDL_hints.h.
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" |
A variable controlling how the fact chunk affects the loading of a WAVE file.
The fact chunk stores information about the number of samples of a WAVE file. The Standards Update from Microsoft notes that this value can be used to 'determine the length of the data in seconds'. This is especially useful for compressed formats (for which this is a mandatory chunk) if they produce multiple sample frames per block and truncating the block is not allowed. The fact chunk can exactly specify how many sample frames there should be in this case.
Unfortunately, most application seem to ignore the fact chunk and so SDL ignores it by default as well.
The variable can be set to the following values:
This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
Definition at line 3764 of file SDL_hints.h.
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" |
A variable controlling how the size of the RIFF chunk affects the loading of a WAVE file.
The size of the RIFF chunk (which includes all the sub-chunks of the WAVE file) is not always reliable. In case the size is wrong, it's possible to just ignore it and step through the chunks until a fixed limit is reached.
Note that files that have trailing data unrelated to the WAVE file or corrupt files may slow down the loading process without a reliable boundary. By default, SDL stops after 10000 chunks to prevent wasting time. Use SDL_HINT_WAVE_CHUNK_LIMIT to adjust this value.
The variable can be set to the following values:
This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
Definition at line 3804 of file SDL_hints.h.
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" |
A variable controlling how a truncated WAVE file is handled.
A WAVE file is considered truncated if any of the chunks are incomplete or the data chunk size is not a multiple of the block size. By default, SDL decodes until the first incomplete block, as most applications seem to do.
The variable can be set to the following values:
This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO()
Definition at line 3824 of file SDL_hints.h.
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED" |
A variable controlling whether the window is activated when the SDL_RaiseWindow function is called.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3841 of file SDL_hints.h.
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN" |
A variable controlling whether the window is activated when the SDL_ShowWindow function is called.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3858 of file SDL_hints.h.
#define SDL_HINT_WINDOW_ALLOW_TOPMOST "SDL_WINDOW_ALLOW_TOPMOST" |
If set to "0" then never set the top-most flag on an SDL Window even if the application requests it.
This is a debugging aid for developers and not expected to be used by end users.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3876 of file SDL_hints.h.
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" |
A variable controlling whether the window frame and title bar are interactive when the cursor is hidden.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3892 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 "SDL_WINDOWS_CLOSE_ON_ALT_F4" |
A variable controlling whether SDL generates window-close events for Alt+F4 on Windows.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3908 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS" |
A variable controlling whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
If the mnemonics are enabled, then menus can be opened by pressing the Alt key and the corresponding mnemonic (for example, Alt+F opens the File menu). However, in case an invalid mnemonic is pressed, Windows makes an audible beep to convey that nothing happened. This is true even if the window has no menu at all!
Because most SDL applications don't have menus, and some want to use the Alt key for other purposes, SDL disables mnemonics (and the beeping) by default.
Note: This also affects keyboard events: with mnemonics enabled, when a menu is opened from the keyboard, you will not receive a KEYUP event for the mnemonic key, and might not receive one for Alt.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3937 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" |
A variable controlling whether the windows message loop is processed by SDL.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3952 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE "SDL_WINDOWS_ERASE_BACKGROUND_MODE" |
A variable controlling whether SDL will clear the window contents when the WM_ERASEBKGND message is received.
The variable can be set to the following values:
This hint should be set before creating a window.
Definition at line 4057 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" |
A variable controlling whether SDL uses Kernel Semaphores on Windows.
Kernel Semaphores are inter-process and require a context switch on every interaction. On Windows 8 and newer, the WaitOnAddress API is available. Using that and atomics to implement semaphores increases performance. SDL will fall back to Kernel Objects on older OS versions or if forced to by this hint.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 4003 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_GAMEINPUT "SDL_WINDOWS_GAMEINPUT" |
A variable controlling whether GameInput is used for raw keyboard and mouse on Windows.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 3968 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" |
A variable to specify custom icon resource id from RC file on Windows platform.
This hint should be set before SDL is initialized.
Definition at line 4013 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" |
Definition at line 4014 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_RAW_KEYBOARD "SDL_WINDOWS_RAW_KEYBOARD" |
A variable controlling whether raw keyboard events are used on Windows.
The variable can be set to the following values:
This hint can be set anytime.
Definition at line 3982 of file SDL_hints.h.
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" |
A variable controlling whether SDL uses the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
Direct3D 9Ex contains changes to state management that can eliminate device loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require some changes to your application to cope with the new behavior, so this is disabled by default.
For more information on Direct3D 9Ex, see:
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 4040 of file SDL_hints.h.
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" |
A variable controlling whether X11 windows are marked as override-redirect.
If set, this might increase framerate at the expense of the desktop not working as expected. Override-redirect windows aren't noticed by the window manager at all.
You should probably only use this for fullscreen windows, and you probably shouldn't even use it for that. But it's here if you want to try!
The variable can be set to the following values:
This hint should be set before creating a window.
Definition at line 4078 of file SDL_hints.h.
#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" |
A variable specifying the type of an X11 window.
During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to report to the window manager the type of window it wants to create. This might be set to various things if SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that haven't set a specific type, this hint can be used to specify a custom type. For example, a dock window might set this to "_NET_WM_WINDOW_TYPE_DOCK".
This hint should be set before creating a window.
Definition at line 4095 of file SDL_hints.h.
#define SDL_HINT_X11_XCB_LIBRARY "SDL_X11_XCB_LIBRARY" |
Specify the XCB library to load for the X11 driver.
The default is platform-specific, often "libX11-xcb.so.1".
This hint should be set before initializing the video subsystem.
Definition at line 4106 of file SDL_hints.h.
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
A variable controlling whether XInput should be used for controller handling.
The variable can be set to the following values:
This hint should be set before SDL is initialized.
Definition at line 4121 of file SDL_hints.h.
typedef void(* SDL_HintCallback) (void *userdata, const char *name, const char *oldValue, const char *newValue) |
A callback used to send notifications of hint value changes.
This is called an initial time during SDL_AddHintCallback with the hint's current value, and then again each time the hint's value changes.
userdata | what was passed as userdata to SDL_AddHintCallback(). |
name | what was passed as name to SDL_AddHintCallback(). |
oldValue | the previous hint value. |
newValue | the new value hint is to be set to. |
\threadsafety This callback is fired from whatever thread is setting a new hint value. SDL holds a lock on the hint subsystem when calling this callback.
Definition at line 4296 of file SDL_hints.h.
enum SDL_HintPriority |
An enumeration of hint priorities.
Enumerator | |
---|---|
SDL_HINT_DEFAULT | |
SDL_HINT_NORMAL | |
SDL_HINT_OVERRIDE |
Definition at line 4153 of file SDL_hints.h.
|
extern |
Add a function to watch a particular hint.
The callback function is called during this function, to provide it an initial value, and again each time the hint's value changes.
name | the hint to watch. |
callback | An SDL_HintCallback function that will be called when the hint value changes. |
userdata | a pointer to pass to the callback function. |
\threadsafety It is safe to call this function from any thread.
|
extern |
Get the value of a hint.
name | the hint to query. |
\threadsafety It is safe to call this function from any thread, however the return value only remains valid until the hint is changed; if another thread might do so, the app should supply locks and/or make a copy of the string. Note that using a hint callback instead is always thread-safe, as SDL holds a lock on the thread subsystem during the callback.
Get the boolean value of a hint variable.
name | the name of the hint to get the boolean value from. |
default_value | the value to return if the hint does not exist. |
\threadsafety It is safe to call this function from any thread.
|
extern |
Remove a function watching a particular hint.
name | the hint being watched. |
callback | an SDL_HintCallback function that will be called when the hint value changes. |
userdata | a pointer being passed to the callback function. |
\threadsafety It is safe to call this function from any thread.
|
extern |
Reset a hint to the default value.
This will reset a hint to the value of the environment variable, or NULL if the environment isn't set. Callbacks will be called normally with this change.
name | the hint to set. |
\threadsafety It is safe to call this function from any thread.
|
extern |
Reset all hints to the default values.
This will reset all hints to the value of the associated environment variable, or NULL if the environment isn't set. Callbacks will be called normally with this change.
\threadsafety It is safe to call this function from any thread.
|
extern |
Set a hint with normal priority.
Hints will not be set if there is an existing override hint or environment variable that takes precedence. You can use SDL_SetHintWithPriority() to set the hint with override priority instead.
name | the hint to set. |
value | the value of the hint variable. |
\threadsafety It is safe to call this function from any thread.
|
extern |
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.
name | the hint to set. |
value | the value of the hint variable. |
priority | the SDL_HintPriority level for the hint. |
\threadsafety It is safe to call this function from any thread.