/*
Simple DirectMedia Layer
- Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+ Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
*
* By default, SDL does not use Direct3D Debug Layer.
*/
-#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_HINT_RENDER_DIRECT3D11_DEBUG"
+#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
/**
* \brief A variable controlling the scaling quality
*/
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
+/**
+ * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable _NET_WM_PING
+ * "1" - Enable _NET_WM_PING
+ *
+ * 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 hint is checked in CreateWindow.
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
+
+/**
+ * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
+ *
+ * This variable can be set to the following values:
+ * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
+ * "1" - The window frame is interactive when the cursor is hidden
+ *
+ * By default SDL will allow interaction with the window frame when the cursor is hidden
+ */
+#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
+
+/**
+ * \brief A variable controlling whether the windows message loop is processed by SDL
+ *
+ * This variable can be set to the following values:
+ * "0" - The window message loop is not run
+ * "1" - The window message loop is processed in SDL_PumpEvents()
+ *
+ * By default SDL will process the windows message loop
+ */
+#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
+
/**
* \brief A variable controlling whether grabbing input grabs the keyboard
*
* this is problematic. This functionality can be disabled by setting this
* hint.
*
+ * As of SDL 2.0.4, SDL_EnableScreenSaver and SDL_DisableScreenSaver accomplish
+ * the same thing on iOS. They should be preferred over this hint.
+ *
* This variable can be set to the following values:
* "0" - Enable idle timer
* "1" - Disable idle timer
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
/**
- * \brief A variable controlling whether an Android built-in accelerometer should be
- * listed as a joystick device, rather than listing actual joysticks only.
+ * \brief A variable controlling whether the Android / iOS built-in
+ * accelerometer should be listed as a joystick device, rather than listing
+ * actual joysticks only.
*
* This variable can be set to the following values:
* "0" - List only real joysticks and accept input from them
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
+/**
+ * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
+ *
+ * This hint is for backwards compatibility only and will be removed in SDL 2.1
+ *
+ * The default value is "0". This hint must be set before SDL_Init()
+ */
+#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
+
+
/**
* \brief A variable that lets you manually hint extra gamecontroller db entries
*
/**
- * \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it.
+ * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
*
* This variable can be set to the following values:
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
+
+/**
+* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
+*
+* Use this hint in case you need to set SDL's threads stack size to other than the default.
+* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
+* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
+* Support for this hint is currently available only in the pthread backend.
+*/
+#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
+
/**
- * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac)
+ * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
*/
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
/**
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
- *
+ *
* If present, holding ctrl while left clicking will generate a right click
* event when on Mac.
*/
*/
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
-/*
+/**
* \brief A URL to a WinRT app's privacy policy
*
* All network-enabled WinRT apps must make a privacy policy available to its
* will not get used on that platform. Network-enabled phone apps should display
* their privacy policy through some other, in-app means.
*/
-#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_HINT_WINRT_PRIVACY_POLICY_URL"
+#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
/** \brief Label text for a WinRT app's privacy policy link
*
* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
* Microsoft mandates that this policy be available via the Windows Settings charm.
- * SDL provides code to add a link there, with it's label text being set via the
+ * SDL provides code to add a link there, with its label text being set via the
* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
*
* Please note that a privacy policy's contents are not set via this hint. A separate
* 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_HINT_WINRT_PRIVACY_POLICY_LABEL"
-
-/** \brief If set to 1, back button press events on Windows Phone 8+ will be marked as handled.
- *
- * TODO, WinRT: document SDL_HINT_WINRT_HANDLE_BACK_BUTTON need and use
- * For now, more details on why this is needed can be found at the
- * beginning of the following web page:
+#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_HINT_WINRT_HANDLE_BACK_BUTTON"
+#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.
* 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.
+ * 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
*/
#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