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