/*
Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
+ Copyright (C) 1997-2019 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
* to how they would like the library to work.
*/
-#ifndef _SDL_hints_h
-#define _SDL_hints_h
+#ifndef SDL_hints_h_
+#define SDL_hints_h_
#include "SDL_stdinc.h"
* "opengl"
* "opengles2"
* "opengles"
+ * "metal"
* "software"
*
* The default varies by platform, but it's the first one in the list that
*/
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
+/**
+ * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
+ *
+ * This variable can be set to the following values:
+ * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
+ * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
+ *
+ * By default letterbox is used
+ */
+#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
+
/**
* \brief A variable controlling the scaling quality
*
*/
#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
+/**
+ * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
+ * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
+ *
+ * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
+ *
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
+
/**
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
*
*/
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
+/**
+ * \brief A variable to specify custom icon resource id from RC file on Windows platform
+ */
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
+
/**
* \brief A variable controlling whether the windows message loop is processed by SDL
*
*/
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
+/**
+ * \brief A variable setting the double click time, in milliseconds.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
+
+/**
+ * \brief A variable setting the double click radius, in pixels.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
+
+/**
+ * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
+ */
+#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
+
+/**
+ * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
+ */
+#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
+
/**
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
*
*/
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
+/**
+ * \brief A variable controlling whether touch events should generate synthetic mouse events
+ *
+ * This variable can be set to the following values:
+ * "0" - Touch events will not generate mouse events
+ * "1" - Touch events will generate mouse events
+ *
+ * By default SDL will generate mouse events for touch events
+ */
+#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
+
+/**
+ * \brief A variable controlling whether mouse events should generate synthetic touch events
+ *
+ * This variable can be set to the following values:
+ * "0" - Mouse events will not generate touch events (default for desktop platforms)
+ * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
+ */
+
+#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
+
/**
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
*
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
/**
- * \brief A variable controlling which orientations are allowed on iOS.
+ * \brief 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.
*/
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
+/**
+ * \brief A variable controlling whether the home indicator bar on iPhone X
+ * should be hidden.
+ *
+ * This variable can be set to the following values:
+ * "0" - The indicator bar is not hidden (default for windowed applications)
+ * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
+ * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
+ */
+#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
+
/**
* \brief A variable controlling whether the Android / iOS built-in
- * accelerometer should be listed as a joystick device, rather than listing
- * actual joysticks only.
+ * accelerometer should be listed as a joystick device.
*
* This variable can be set to the following values:
- * "0" - List only real joysticks and accept input from them
- * "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
+ * "0" - The accelerometer is not listed as a joystick
+ * "1" - The accelerometer is available as a 3 axis joystick (the default).
*/
#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
+/**
+ * \brief A variable controlling whether the Android / tvOS remotes
+ * should be listed as joystick devices, instead of sending keyboard events.
+ *
+ * This variable can be set to the following values:
+ * "0" - Remotes send enter/escape/arrow key events
+ * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
+ */
+#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
/**
* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
*/
#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.
*
*/
#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 A variable that lets you manually hint extra gamecontroller db entries.
*
* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
*
*/
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
+/**
+ * \brief A variable that lets you provide a file with extra gamecontroller db entries.
+ *
+ * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
+ *
+ * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
+ * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
+ */
+#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
+
+/**
+ * \brief A variable containing a list of devices to skip when scanning for game controllers.
+ *
+ * The format of the string is a comma separated list of USB VID/PID pairs
+ * in hexadecimal form, e.g.
+ *
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
+ *
+ * The variable can also take the form of @file, in which case the named
+ * file will be loaded and interpreted as the value of the variable.
+ */
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
+
+/**
+ * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
+ *
+ * The format of the string is a comma separated list of USB VID/PID pairs
+ * in hexadecimal form, e.g.
+ *
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
+ *
+ * The variable can also take the form of @file, in which case the named
+ * file will be loaded and interpreted as the value of the variable.
+ */
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
/**
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
*/
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
+/**
+ * \brief A variable controlling whether the HIDAPI joystick drivers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI drivers are not used
+ * "1" - HIDAPI drivers are used (the default)
+ *
+ * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
+
+/**
+ * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
+ *
+ * This variable can be set to the following values:
+ * "0" - extended reports are not enabled (the default)
+ * "1" - extended reports
+ *
+ * Extended input reports allow rumble on Bluetooth PS4 controllers, but
+ * break DirectInput handling for applications that don't use SDL.
+ *
+ * Once extended reports are enabled, they can not be disabled without
+ * power cycling the controller.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for 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
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
+
+/**
+ * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
+ *
+ * The variable can be set to the following values:
+ * "0" - Do not scan for Steam Controllers
+ * "1" - Scan for Steam Controllers (the default)
+ *
+ * The default value is "1". This hint must be set before initializing the joystick subsystem.
+ */
+#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
+
/**
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
*/
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
-
/**
* \brief A variable that controls the timer resolution, in milliseconds.
*
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
+/**
+ * \brief A variable describing the content orientation on QtWayland-based platforms.
+ *
+ * On QtWayland platforms, windows are rotated client-side to allow for custom
+ * transitions. In order to correctly position overlays (e.g. volume bar) and
+ * gestures (e.g. events view, close/minimize gestures), the system needs to
+ * know in which orientation the application is currently drawing its contents.
+ *
+ * This does not cause the window to be rotated or resized, the application
+ * needs to take care of drawing the content in the right orientation (the
+ * framebuffer is always in portrait mode).
+ *
+ * This variable can be one of the following values:
+ * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
+ */
+#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
+
+/**
+ * \brief Flags to set on QtWayland windows to integrate with the native window manager.
+ *
+ * On QtWayland platforms, this hint controls the flags to set on the windows.
+ * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
+ *
+ * This variable is a space-separated list of the following values (empty = no flags):
+ * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
+ */
+#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
/**
* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
* 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, Windows, and PSP backend.
+*
+* Instead of this hint, in 2.0.9 and later, you can use
+* SDL_CreateThreadWithStackSize(). This hint only works with the classic
+* SDL_CreateThread().
*/
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
*/
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
+/**
+ * \brief A variable to control whether we trap the Android back button to handle it manually.
+ * This is necessary for the right mouse button to work on some Android devices, or
+ * to be able to trap the back button for use in your code reliably. If set to true,
+ * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
+ * SDL_SCANCODE_AC_BACK.
+ *
+ * The variable can be set to the following values:
+ * "0" - Back button will be handled as usual for system. (default)
+ * "1" - Back button will be trapped, allowing you to handle the key press
+ * manually. (This will also let right mouse click work on systems
+ * where the right mouse button functions as back.)
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
+
+/**
+ * \brief A variable to control whether the event loop will block itself when the app is paused.
+ *
+ * The variable can be set to the following values:
+ * "0" - Non blocking.
+ * "1" - Blocking. (default)
+ *
+ * The value should be set before SDL is initialized.
+ */
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
+
/**
- * \brief A variable to control whether mouse and touch events are to be treated together or separately
+ * \brief A variable to control whether the return key on the soft keyboard
+ * should hide the soft keyboard on Android and iOS.
*
* 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.
+ * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
+ * "1" - The return key will hide the keyboard.
*
* 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"
+#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
/**
* \brief override the binding element for keyboard inputs for Emscripten builds
* "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"
+#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
/**
* \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
/**
- * \brief Tell SDL not to name threads on Windows.
+ * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
+ * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
+ * thread's name, but it tends to cause problems with other debuggers,
+ * and the .NET runtime. Note that SDL 2.0.6 and later will still use
+ * the (safer) SetThreadDescription API, introduced in the Windows 10
+ * Creators Update, if available.
*
* The variable can be set to the following values:
* "0" - SDL will raise the 0x406D1388 Exception to name threads.
- * This is the default behavior of SDL <= 2.0.4. (default)
- * "1" - SDL will not raise this exception, and threads will be unnamed.
- * For .NET languages this is required when running under a debugger.
+ * This is the default behavior of SDL <= 2.0.4.
+ * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
+ * This is necessary with .NET languages or debuggers that aren't Visual Studio.
*/
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
*/
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
+/**
+ * \brief 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.
+ *
+ * Since it's driver-specific, it's only supported where possible and
+ * implemented. Currently supported the following drivers:
+ * - KMSDRM (kmsdrm)
+ * - Raspberry Pi (raspberrypi)
+ */
+#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
+
+/**
+ * \brief 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.
+ *
+ * This variable can be set to the following values:
+ * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
+ * "1" - Load OpenGL ES library using the default library names.
+ *
+ */
+#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
+
+/**
+ * \brief A variable controlling speed/quality tradeoff of audio resampling.
+ *
+ * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
+ * to handle audio resampling. There are different resampling modes available
+ * that produce different levels of quality, using more CPU.
+ *
+ * If this hint isn't specified to a valid setting, or libsamplerate isn't
+ * available, SDL will use the default, internal resampling algorithm.
+ *
+ * Note that this is currently only applicable to resampling audio that is
+ * being written to a device for playback or audio being read from a device
+ * for capture. SDL_AudioCVT always uses the default resampler (although this
+ * might change for SDL 2.1).
+ *
+ * This hint is currently only checked at audio subsystem initialization.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
+ * "1" or "fast" - Use fast, slightly higher quality resampling, if available
+ * "2" or "medium" - Use medium quality resampling, if available
+ * "3" or "best" - Use high quality resampling, if available
+ */
+#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
+
+/**
+ * \brief A variable controlling the audio category on iOS and Mac OS X
+ *
+ * This variable can be set to the following values:
+ *
+ * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
+ * "playback" - Use the AVAudioSessionCategoryPlayback category
+ *
+ * For more information, see Apple's documentation:
+ * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
+ */
+#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
+
+/**
+ * \brief A variable controlling whether the 2D render API is compatible or efficient.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - Don't use batching to make rendering more efficient.
+ * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
+ *
+ * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
+ * it batches up draw requests and sends them all to the GPU only when forced
+ * to (during SDL_RenderPresent, when changing render targets, by updating a
+ * texture that the batch needs, etc). This is significantly more efficient,
+ * but it can cause problems for apps that expect to render on top of the
+ * render API's output. As such, SDL will disable batching if a specific
+ * render backend is requested (since this might indicate that the app is
+ * planning to use the underlying graphics API directly). This hint can
+ * be used to explicitly request batching in this instance. It is a contract
+ * that you will either never use the underlying graphics API directly, or
+ * if you do, you will call SDL_RenderFlush() before you do so any current
+ * batch goes to the GPU before your work begins. Not following this contract
+ * will result in undefined behavior.
+ */
+#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
+
+
+/**
+ * \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - Don't log any events (default)
+ * "1" - Log all events except mouse and finger motion, which are pretty spammy.
+ * "2" - Log all events.
+ *
+ * This is generally meant to be used to debug SDL itself, but can be useful
+ * for application developers that need better visibility into what is going
+ * on in the event queue. Logged events are sent through SDL_Log(), which
+ * means by default they appear on stdout on most platforms or maybe
+ * OutputDebugString() on Windows, and can be funneled by the app with
+ * SDL_LogSetOutputFunction(), etc.
+ *
+ * This hint can be toggled on and off at runtime, if you only need to log
+ * events for a small subset of program execution.
+ */
+#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
+
+
+
+/**
+ * \brief Controls 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 the
+ * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
+ *
+ * This variable can be set to the following values:
+ *
+ * "force" - Always use the RIFF chunk size as a boundary for the chunk search
+ * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
+ * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
+ * "maximum" - Search for chunks until the end of file (not recommended)
+ */
+#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
+
+/**
+ * \brief Controls 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.
+ *
+ * This variable can be set to the following values:
+ *
+ * "verystrict" - Raise an error if the file is truncated
+ * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
+ * "dropframe" - Decode until the first incomplete sample frame
+ * "dropblock" - Decode until the first incomplete block (default)
+ */
+#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
+
+/**
+ * \brief Controls 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.
+ *
+ * This variable can be set to the following values:
+ *
+ * "truncate" - Use the number of samples to truncate the wave data if
+ * the fact chunk is present and valid
+ * "strict" - Like "truncate", but raise an error if the fact chunk
+ * is invalid, not present for non-PCM formats, or if the
+ * data chunk doesn't have that many samples
+ * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
+ * samples is zero
+ * "ignore" - Ignore fact chunk entirely (default)
+ */
+#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
+
/**
* \brief An enumeration of hint priorities
*/
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
+/**
+ * \brief type definition of the hint callback function.
+ */
+typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
+
/**
* \brief Add a function to watch a particular hint
*
* \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);
#endif
#include "close_code.h"
-#endif /* _SDL_hints_h */
+#endif /* SDL_hints_h_ */
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