SDL3pp
A slim C++ wrapper for SDL3
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This file contains functions to set and get configuration hints, as well as listing each of them alphabetically. More...
Classes | |
struct | SDL::HintCallbackHandle |
Handle returned by AddHintCallback() More... | |
Macros | |
#define | SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" |
Specify the behavior of Alt+Tab while the keyboard is grabbed. | |
#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. | |
#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. | |
#define | SDL_HINT_ANDROID_LOW_LATENCY_AUDIO "SDL_ANDROID_LOW_LATENCY_AUDIO" |
A variable to control whether low latency audio should be enabled. | |
#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. | |
#define | SDL_HINT_APP_ID "SDL_APP_ID" |
A variable setting the app ID string. | |
#define | SDL_HINT_APP_NAME "SDL_APP_NAME" |
A variable setting the application name. | |
#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. | |
#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. | |
#define | SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE "SDL_AUDIO_ALSA_DEFAULT_DEVICE" |
Specify the default ALSA audio device name. | |
#define | SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE "SDL_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE" |
Specify the default ALSA audio playback device name. | |
#define | SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE "SDL_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE" |
Specify the default ALSA audio recording device name. | |
#define | SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
A variable controlling the audio category on iOS and macOS. | |
#define | SDL_HINT_AUDIO_CHANNELS "SDL_AUDIO_CHANNELS" |
A variable controlling the default audio channel count. | |
#define | SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME "SDL_AUDIO_DEVICE_APP_ICON_NAME" |
Specify an application icon name for an audio device. | |
#define | SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES" |
A variable controlling device buffer size. | |
#define | SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" |
Specify an audio stream name for an audio device. | |
#define | SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" |
Specify an application role for an audio device. | |
#define | SDL_HINT_AUDIO_DISK_INPUT_FILE "SDL_AUDIO_DISK_INPUT_FILE" |
Specify the input file when recording audio using the disk audio driver. | |
#define | SDL_HINT_AUDIO_DISK_OUTPUT_FILE "SDL_AUDIO_DISK_OUTPUT_FILE" |
Specify the output file when playing audio using the disk audio driver. | |
#define | SDL_HINT_AUDIO_DISK_TIMESCALE "SDL_AUDIO_DISK_TIMESCALE" |
A variable controlling the audio rate when using the disk audio driver. | |
#define | SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER" |
A variable that specifies an audio backend to use. | |
#define | SDL_HINT_AUDIO_DUMMY_TIMESCALE "SDL_AUDIO_DUMMY_TIMESCALE" |
A variable controlling the audio rate when using the dummy audio driver. | |
#define | SDL_HINT_AUDIO_FORMAT "SDL_AUDIO_FORMAT" |
A variable controlling the default audio format. | |
#define | SDL_HINT_AUDIO_FREQUENCY "SDL_AUDIO_FREQUENCY" |
A variable controlling the default audio frequency. | |
#define | SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" |
A variable that causes SDL to not ignore audio "monitors". | |
#define | SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" |
A variable controlling whether SDL updates joystick state when getting input events. | |
#define | SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" |
A variable controlling whether SDL updates sensor state when getting input events. | |
#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. | |
#define | SDL_HINT_CAMERA_DRIVER "SDL_CAMERA_DRIVER" |
A variable that decides what camera backend to use. | |
#define | SDL_HINT_CPU_FEATURE_MASK "SDL_CPU_FEATURE_MASK" |
A variable that limits what CPU features are available. | |
#define | SDL_HINT_JOYSTICK_DIRECTINPUT "SDL_JOYSTICK_DIRECTINPUT" |
A variable controlling whether DirectInput should be used for controllers. | |
#define | SDL_HINT_FILE_DIALOG_DRIVER "SDL_FILE_DIALOG_DRIVER" |
A variable that specifies a dialog backend to use. | |
#define | SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" |
Override for Display.GetUsableBounds(). | |
#define | SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" |
Disable giving back control to the browser automatically when running with asyncify. | |
#define | SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR" |
Specify the CSS selector used for the "default" window/canvas. | |
#define | SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
Override the binding element for keyboard inputs for Emscripten builds. | |
#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. | |
#define | SDL_HINT_EVDEV_DEVICES "SDL_EVDEV_DEVICES" |
A variable containing a list of evdev devices to use if udev is not available. | |
#define | SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" |
A variable controlling verbosity of the logging of SDL events pushed onto the internal queue. | |
#define | SDL_HINT_FORCE_RAISEWINDOW "SDL_FORCE_RAISEWINDOW" |
A variable controlling whether raising the window should be done more forcefully. | |
#define | SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" |
A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. | |
#define | SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
A variable that lets you manually hint extra gamecontroller db entries. | |
#define | SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" |
A variable that lets you provide a file with extra gamecontroller db entries. | |
#define | SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" |
A variable that overrides the automatic controller type detection. | |
#define | SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
A variable containing a list of devices to skip when scanning for game controllers. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION" |
This variable sets the description of the TextInput window on GDK platforms. | |
#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. | |
#define | SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE" |
This variable sets the input scope of the TextInput window on GDK platforms. | |
#define | SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE" |
This variable sets the title of the TextInput window on GDK platforms. | |
#define | SDL_HINT_HIDAPI_LIBUSB "SDL_HIDAPI_LIBUSB" |
A variable to control whether HIDAPI uses libusb for device access. | |
#define | SDL_HINT_HIDAPI_LIBUSB_WHITELIST "SDL_HIDAPI_LIBUSB_WHITELIST" |
A variable to control whether HIDAPI uses libusb only for whitelisted devices. | |
#define | SDL_HINT_HIDAPI_UDEV "SDL_HIDAPI_UDEV" |
A variable to control whether HIDAPI uses udev for device detection. | |
#define | SDL_HINT_GPU_DRIVER "SDL_GPU_DRIVER" |
A variable that specifies a GPU backend to use. | |
#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. | |
#define | SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" |
A variable containing a list of devices to ignore in SDL_hid_enumerate(). | |
#define | SDL_HINT_IME_IMPLEMENTED_UI "SDL_IME_IMPLEMENTED_UI" |
A variable describing what IME UI elements the application can display. | |
#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. | |
#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. | |
#define | SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" |
A variable containing a list of arcade stick style controllers. | |
#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. | |
#define | SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" |
A variable containing a list of devices that should not be considered joysticks. | |
#define | SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" |
A variable containing a list of devices that should be considered joysticks. | |
#define | SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" |
A variable containing a comma separated list of devices to open as joysticks. | |
#define | SDL_HINT_JOYSTICK_ENHANCED_REPORTS "SDL_JOYSTICK_ENHANCED_REPORTS" |
A variable controlling whether enhanced reports should be used for controllers when using the HIDAPI driver. | |
#define | SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" |
A variable containing a list of flightstick style controllers. | |
#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. | |
#define | SDL_HINT_JOYSTICK_GAMEINPUT "SDL_JOYSTICK_GAMEINPUT" |
A variable controlling whether GameInput should be used for controller handling on Windows. | |
#define | SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" |
A variable containing a list of devices known to have a GameCube form factor. | |
#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. | |
#define | SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
A variable controlling whether the HIDAPI joystick drivers should be used. | |
#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. | |
#define | SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" |
A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. | |
#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). | |
#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. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" |
A variable controlling whether the HIDAPI driver for PS3 controllers should be used. | |
#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. | |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
A variable controlling whether the HIDAPI driver for PS4 controllers should be used. | |
#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. | |
#define | SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" |
A variable controlling whether the HIDAPI driver for PS5 controllers should be used. | |
#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. | |
#define | SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" |
A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used. | |
#define | SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" |
A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. | |
#define | SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. | |
#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. | |
#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. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
A variable controlling whether the HIDAPI driver for XBox controllers should be used. | |
#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. | |
#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. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT" |
A variable controlling whether IOKit should be used for controller handling. | |
#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. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI" |
A variable controlling whether GCController should be used for controller handling. | |
#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. | |
#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. | |
#define | SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM" |
A variable controlling whether the ROG Chakram mice should show up as joysticks. | |
#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. | |
#define | SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES" |
A variable containing a list of throttle style controllers. | |
#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. | |
#define | SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" |
A variable controlling whether Windows.Gaming.Input should be used for controller handling. | |
#define | SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" |
A variable containing a list of wheel style controllers. | |
#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. | |
#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. | |
#define | SDL_HINT_JOYSTICK_HAPTIC_AXES "SDL_JOYSTICK_HAPTIC_AXES" |
A variable containing a list of devices and their desired number of haptic (force feedback) enabled axis. | |
#define | SDL_HINT_KEYCODE_OPTIONS "SDL_KEYCODE_OPTIONS" |
A variable that controls keycode representation in keyboard events. | |
#define | SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" |
A variable that controls what KMSDRM device to use. | |
#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. | |
#define | SDL_HINT_LOGGING "SDL_LOGGING" |
A variable controlling the default SDL log levels. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_MAC_OPTION_AS_ALT "SDL_MAC_OPTION_AS_ALT" |
A variable controlling whether the Option key on macOS should be remapped to act as the Alt key. | |
#define | SDL_HINT_MAC_SCROLL_MOMENTUM "SDL_MAC_SCROLL_MOMENTUM" |
A variable controlling whether EVENT_MOUSE_WHEEL event values will have momentum on macOS. | |
#define | SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE" |
Request SDL_AppIterate() be called at a specific rate. | |
#define | SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" |
A variable controlling whether the mouse is captured while mouse buttons are pressed. | |
#define | SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
A variable setting the double click radius, in pixels. | |
#define | SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
A variable setting the double click time, in milliseconds. | |
#define | SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR "SDL_MOUSE_DEFAULT_SYSTEM_CURSOR" |
A variable setting which system cursor to use as the default cursor. | |
#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. | |
#define | SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
Allow mouse click events when clicking to focus an SDL window. | |
#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. | |
#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. | |
#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. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" |
A variable controlling whether mouse events should generate synthetic touch events. | |
#define | SDL_HINT_MUTE_CONSOLE_KEYBOARD "SDL_MUTE_CONSOLE_KEYBOARD" |
A variable controlling whether the keyboard should be muted on the console. | |
#define | SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms. | |
#define | SDL_HINT_OPENGL_LIBRARY "SDL_OPENGL_LIBRARY" |
Specify the OpenGL library to load. | |
#define | SDL_HINT_EGL_LIBRARY "SDL_EGL_LIBRARY" |
Specify the EGL library to load. | |
#define | SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
A variable controlling what driver to use for OpenGL ES contexts. | |
#define | SDL_HINT_OPENVR_LIBRARY "SDL_OPENVR_LIBRARY" |
Mechanism to specify openvr_api library location. | |
#define | SDL_HINT_ORIENTATIONS "SDL_ORIENTATIONS" |
A variable controlling which orientations are allowed on iOS/Android. | |
#define | SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" |
A variable controlling the use of a sentinel event when polling the event queue. | |
#define | SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" |
Override for GetPreferredLocales(). | |
#define | SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" |
A variable that decides whether to send EVENT_QUIT when closing the last window. | |
#define | SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" |
A variable controlling whether the Direct3D device is initialized for thread-safe operations. | |
#define | SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" |
A variable controlling whether to enable Direct3D 11+'s Debug Layer. | |
#define | SDL_HINT_RENDER_VULKAN_DEBUG "SDL_RENDER_VULKAN_DEBUG" |
A variable controlling whether to enable Vulkan Validation Layers. | |
#define | SDL_HINT_RENDER_GPU_DEBUG "SDL_RENDER_GPU_DEBUG" |
A variable controlling whether to create the GPU device in debug mode. | |
#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. | |
#define | SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" |
A variable specifying which render driver to use. | |
#define | SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" |
A variable controlling how the 2D render API renders lines. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE" |
A variable containing a list of ROG gamepad capable mice. | |
#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. | |
#define | SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
A variable controlling which Dispmanx layer to use on a Raspberry PI. | |
#define | SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" |
Specify an "activity name" for screensaver inhibition. | |
#define | SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT" |
A variable controlling whether SDL calls dbus_shutdown() on quit. | |
#define | SDL_HINT_STORAGE_TITLE_DRIVER "SDL_STORAGE_TITLE_DRIVER" |
A variable that specifies a backend to use for title storage. | |
#define | SDL_HINT_STORAGE_USER_DRIVER "SDL_STORAGE_USER_DRIVER" |
A variable that specifies a backend to use for user storage. | |
#define | SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" |
Specifies whether THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. | |
#define | SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" |
A string specifying additional information to use with ThreadBase.SetCurrentPriority. | |
#define | SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" |
A variable that controls the timer resolution, in milliseconds. | |
#define | SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
A variable controlling whether touch events should generate synthetic mouse events. | |
#define | SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" |
A variable controlling whether trackpads should be treated as touch devices. | |
#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. | |
#define | SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" |
A variable controlling whether the screensaver is enabled. | |
#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. | |
#define | SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" |
Tell the video driver that we only want a double buffer. | |
#define | SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER" |
A variable that specifies a video backend to use. | |
#define | SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES "SDL_VIDEO_DUMMY_SAVE_FRAMES" |
A variable controlling whether the dummy video driver saves output frames. | |
#define | SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK" |
If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay. | |
#define | SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL" |
A variable controlling whether the OpenGL context should be created with EGL. | |
#define | SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
A variable that specifies the policy for fullscreen Spaces on macOS. | |
#define | SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY "SDL_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY" |
A variable that specifies the menu visibility when a window is fullscreen in Spaces on macOS. | |
#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. | |
#define | SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES "SDL_VIDEO_OFFSCREEN_SAVE_FRAMES" |
A variable controlling whether the offscreen video driver saves output frames. | |
#define | SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS" |
A variable controlling whether all window operations will block until complete. | |
#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. | |
#define | SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" |
A variable controlling whether video mode emulation is enabled under Wayland. | |
#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. | |
#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. | |
#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. | |
#define | SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries. | |
#define | SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT "SDL_VIDEO_X11_EXTERNAL_WINDOW_INPUT" |
A variable controlling whether SDL should call XSelectInput() to enable input events on X11 windows wrapped by SDL windows. | |
#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. | |
#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. | |
#define | SDL_HINT_VIDEO_X11_NODIRECTCOLOR "SDL_VIDEO_X11_NODIRECTCOLOR" |
A variable controlling whether SDL uses DirectColor visuals. | |
#define | SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR" |
A variable forcing the content scaling factor for X11 displays. | |
#define | SDL_HINT_VIDEO_X11_VISUALID "SDL_VIDEO_X11_VISUALID" |
A variable forcing the visual ID used for X11 display modes. | |
#define | SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" |
A variable forcing the visual ID chosen for new X11 windows. | |
#define | SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" |
A variable controlling whether the X11 XRandR extension should be used. | |
#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. | |
#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. | |
#define | SDL_HINT_VITA_MODULE_PATH "SDL_VITA_MODULE_PATH" |
A variable controlling the module path on the PlayStation Vita. | |
#define | SDL_HINT_VITA_PVR_INIT "SDL_VITA_PVR_INIT" |
A variable controlling whether to perform PVR initialization on the PlayStation Vita. | |
#define | SDL_HINT_VITA_RESOLUTION "SDL_VITA_RESOLUTION" |
A variable overriding the resolution reported on the PlayStation Vita. | |
#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. | |
#define | SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_VITA_TOUCH_MOUSE_DEVICE" |
A variable controlling which touchpad should generate synthetic mouse events. | |
#define | SDL_HINT_VULKAN_DISPLAY "SDL_VULKAN_DISPLAY" |
A variable overriding the display index used in SDL_Vulkan_CreateSurface() | |
#define | SDL_HINT_VULKAN_LIBRARY "SDL_VULKAN_LIBRARY" |
Specify the Vulkan library to load. | |
#define | SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" |
A variable controlling how the fact chunk affects the loading of a WAVE file. | |
#define | SDL_HINT_WAVE_CHUNK_LIMIT "SDL_WAVE_CHUNK_LIMIT" |
A variable controlling the maximum number of chunks in a WAVE file. | |
#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. | |
#define | SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" |
A variable controlling how a truncated WAVE file is handled. | |
#define | SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED" |
A variable controlling whether the window is activated when the WindowBase.Raise function is called. | |
#define | SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN" |
A variable controlling whether the window is activated when the WindowBase.Show function is called. | |
#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. | |
#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. | |
#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. | |
#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). | |
#define | SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" |
A variable controlling whether the windows message loop is processed by SDL. | |
#define | SDL_HINT_WINDOWS_GAMEINPUT "SDL_WINDOWS_GAMEINPUT" |
A variable controlling whether GameInput is used for raw keyboard and mouse on Windows. | |
#define | SDL_HINT_WINDOWS_RAW_KEYBOARD "SDL_WINDOWS_RAW_KEYBOARD" |
A variable controlling whether raw keyboard events are used on Windows. | |
#define | SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" |
A variable controlling whether SDL uses Kernel Semaphores on Windows. | |
#define | SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" |
A variable to specify custom icon resource id from RC file on Windows platform. | |
#define | SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" |
A variable to specify custom icon resource id from RC file on Windows platform. | |
#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. | |
#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. | |
#define | SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" |
A variable controlling whether X11 windows are marked as override-redirect. | |
#define | SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" |
A variable specifying the type of an X11 window. | |
#define | SDL_HINT_X11_XCB_LIBRARY "SDL_X11_XCB_LIBRARY" |
Specify the XCB library to load for the X11 driver. | |
#define | SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
A variable controlling whether XInput should be used for controller handling. | |
#define | SDL_HINT_ASSERT "SDL_ASSERT" |
A variable controlling response to SDL_assert failures. | |
#define | SDL_HINT_PEN_MOUSE_EVENTS "SDL_PEN_MOUSE_EVENTS" |
A variable controlling whether pen events should generate synthetic mouse events. | |
#define | SDL_HINT_PEN_TOUCH_EVENTS "SDL_PEN_TOUCH_EVENTS" |
A variable controlling whether pen events should generate synthetic touch events. | |
Typedefs | |
using | SDL::HintPriority = SDL_HintPriority |
An enumeration of hint priorities. | |
using | SDL::HintCallback = SDL_HintCallback |
A callback used to send notifications of hint value changes. | |
using | SDL::HintCB = std::function< void(const char *, const char *, const char *)> |
A callback used to send notifications of hint value changes. | |
Functions | |
void | SDL::SetHintWithPriority (StringParam name, StringParam value, HintPriority priority) |
Set a hint with a specific priority. | |
void | SDL::SetHint (StringParam name, StringParam value) |
Set a hint with normal priority. | |
void | SDL::ResetHint (StringParam name) |
Reset a hint to the default value. | |
void | SDL::ResetHints () |
Reset all hints to the default values. | |
const char * | SDL::GetHint (StringParam name) |
Get the value of a hint. | |
bool | SDL::GetHintBoolean (StringParam name, bool default_value) |
Get the boolean value of a hint variable. | |
void | SDL::AddHintCallback (StringParam name, HintCallback callback, void *userdata) |
Add a function to watch a particular hint. | |
HintCallbackHandle | SDL::AddHintCallback (StringParam name, HintCB callback) |
Add a function to watch a particular hint. | |
void | SDL::RemoveHintCallback (StringParam name, HintCallback callback, void *userdata) |
Remove a function watching a particular hint. | |
void | SDL::RemoveHintCallback (StringParam name, HintCallbackHandle handle) |
Remove a function watching a particular hint. | |
Variables | |
constexpr HintPriority | SDL::HINT_DEFAULT = SDL_HINT_DEFAULT |
DEFAULT. | |
constexpr HintPriority | SDL::HINT_NORMAL = SDL_HINT_NORMAL |
NORMAL. | |
constexpr HintPriority | SDL::HINT_OVERRIDE = SDL_HINT_OVERRIDE |
OVERRIDE. | |
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.
#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_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.
#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY" |
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.
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" |
#define SDL_HINT_ANDROID_LOW_LATENCY_AUDIO "SDL_ANDROID_LOW_LATENCY_AUDIO" |
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.
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" |
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 EVENT_KEY_DOWN / EVENT_KEY_UP pair with a keycode of SCANCODE_AC_BACK.
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_APP_ID "SDL_APP_ID" |
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 prop::appMetaData.IDENTIFIER_STRING, if set by the application.
This hint should be set before SDL is initialized.
#define SDL_HINT_APP_NAME "SDL_APP_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 prop::appMetaData.NAME_STRING, if set by the application.
This hint should be set before SDL is initialized.
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_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.
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_ASSERT "SDL_ASSERT" |
The variable can be set to the following case-sensitive values:
Note that 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.
#define SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE "SDL_AUDIO_ALSA_DEFAULT_DEVICE" |
This variable is a specific audio device to open when the "default" audio device is used.
This hint will be ignored when opening the default playback device if SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE is set, or when opening the default recording device if SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE is set.
This hint should be set before an audio device is opened.
#define SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE "SDL_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE" |
This variable is a specific audio device to open for playback, when the "default" audio device is used.
If this hint isn't set, SDL will check SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE before choosing a reasonable default.
This hint should be set before an audio device is opened.
#define SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE "SDL_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE" |
This variable is a specific audio device to open for recording, when the "default" audio device is used.
If this hint isn't set, SDL will check SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE before choosing a reasonable default.
This hint should be set before an audio device is opened.
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" |
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.
#define SDL_HINT_AUDIO_CHANNELS "SDL_AUDIO_CHANNELS" |
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.
#define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME "SDL_AUDIO_DEVICE_APP_ICON_NAME" |
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 WindowBase.SetIcon (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.
#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES" |
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.
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" |
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 AudioStream, nor an SDL logical audio device.
This hint should be set before an audio device is opened.
#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" |
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 AudioStream, nor an SDL logical audio device.
This hint should be set before an audio device is opened.
#define SDL_HINT_AUDIO_DISK_INPUT_FILE "SDL_AUDIO_DISK_INPUT_FILE" |
This defaults to "sdlaudio-in.raw"
This hint should be set before an audio device is opened.
#define SDL_HINT_AUDIO_DISK_OUTPUT_FILE "SDL_AUDIO_DISK_OUTPUT_FILE" |
This defaults to "sdlaudio.raw"
This hint should be set before an audio device is opened.
#define SDL_HINT_AUDIO_DISK_TIMESCALE "SDL_AUDIO_DISK_TIMESCALE" |
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.
#define SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER" |
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.
#define SDL_HINT_AUDIO_DUMMY_TIMESCALE "SDL_AUDIO_DUMMY_TIMESCALE" |
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.
#define SDL_HINT_AUDIO_FORMAT "SDL_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.
#define SDL_HINT_AUDIO_FREQUENCY "SDL_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.
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_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.
#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" |
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.
#define SDL_HINT_CAMERA_DRIVER "SDL_CAMERA_DRIVER" |
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 InitSubSystem() is called to be useful.
#define SDL_HINT_CPU_FEATURE_MASK "SDL_CPU_FEATURE_MASK" |
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.
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" |
If set, this hint will override the expected results for Display.GetUsableBounds() 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.
#define SDL_HINT_EGL_LIBRARY "SDL_EGL_LIBRARY" |
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_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.
#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR" |
This hint only applies to the emscripten platform.
The default value is "#canvas"
This hint should be set before creating a window.
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" |
This hint only applies to the emscripten platform.
The variable can be one of:
This hint should be set before creating a window.
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" |
The variable can be set to the following values:
This hint must be set before WindowBase.StartTextInput() is called
#define SDL_HINT_EVDEV_DEVICES "SDL_EVDEV_DEVICES" |
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" |
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 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 SetLogOutputFunction(), etc.
This hint can be set anytime.
#define SDL_HINT_FILE_DIALOG_DRIVER "SDL_FILE_DIALOG_DRIVER" |
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.
#define SDL_HINT_FORCE_RAISEWINDOW "SDL_FORCE_RAISEWINDOW" |
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.
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" |
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 WindowBase.GetSurface()
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" |
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.
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" |
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.
#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION" |
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.
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" |
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.
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" |
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" |
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.
#define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT "SDL_GDK_TEXTINPUT_DEFAULT_TEXT" |
This hint is available only if SDL_GDK_TEXTINPUT defined.
This hint should be set before calling WindowBase.StartTextInput()
#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION" |
This hint is available only if SDL_GDK_TEXTINPUT defined.
This hint should be set before calling WindowBase.StartTextInput()
#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH" |
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 WindowBase.StartTextInput()
#define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE" |
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 WindowBase.StartTextInput()
#define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE" |
This hint is available only if SDL_GDK_TEXTINPUT defined.
This hint should be set before calling WindowBase.StartTextInput()
#define SDL_HINT_GPU_DRIVER "SDL_GPU_DRIVER" |
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 "direct3d12" if, say, your hardware supports Vulkan but you want to try using D3D12 instead.
This hint should be set before any GPU functions are called.
#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_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.
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" |
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.
#define SDL_HINT_HIDAPI_LIBUSB "SDL_HIDAPI_LIBUSB" |
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.
#define SDL_HINT_HIDAPI_LIBUSB_WHITELIST "SDL_HIDAPI_LIBUSB_WHITELIST" |
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.
#define SDL_HINT_HIDAPI_UDEV "SDL_HIDAPI_UDEV" |
#define SDL_HINT_IME_IMPLEMENTED_UI "SDL_IME_IMPLEMENTED_UI" |
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.
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" |
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.
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED" |
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.
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" |
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.
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" |
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.
#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" |
This variable is currently only used by the Linux joystick driver.
#define SDL_HINT_JOYSTICK_DIRECTINPUT "SDL_JOYSTICK_DIRECTINPUT" |
#define SDL_HINT_JOYSTICK_ENHANCED_REPORTS "SDL_JOYSTICK_ENHANCED_REPORTS" |
Enhanced reports allow rumble and effects on Bluetooth PlayStation controllers and gyro on Nintendo Switch controllers, but break Windows DirectInput for other applications that don't use SDL.
Once enhanced reports are enabled, they can't be disabled on PlayStation controllers without power cycling the controller.
The variable can be set to the following values:
This hint can be enabled anytime.
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" |
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.
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED" |
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.
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" |
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.
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED" |
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.
#define SDL_HINT_JOYSTICK_GAMEINPUT "SDL_JOYSTICK_GAMEINPUT" |
#define SDL_HINT_JOYSTICK_HAPTIC_AXES "SDL_JOYSTICK_HAPTIC_AXES" |
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form plus the number of desired axes, e.g.
0xAAAA/0xBBBB/1,0xCCCC/0xDDDD/3
This hint supports a "wildcard" device that will set the number of haptic axes on all initialized haptic devices which were not defined explicitly in this hint.
0xFFFF/0xFFFF/1
This hint should be set before a controller is opened. The number of haptic axes won't exceed the number of real axes found on the device.
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS" |
The variable can be set to the following values:
This hint should be set before initializing joysticks and gamepads.
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER" |
The variable can be set to the following values:
The default value is 0.
This hint should be set before initializing joysticks and gamepads.
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" |
The variable can be set to the following values:
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" |
The variable can be set to the following values:
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" |
The variable can be set to the following values:
This hint should be set before initializing joysticks and gamepads.
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED "SDL_JOYSTICK_HIDAPI_STEAM_HOME_LED" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI "SDL_JOYSTICK_HIDAPI_STEAM_HORI" |
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_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" |
The variable can be set to the following values:
This hint should be set before opening a Joy-Con controller.
#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE" |
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.
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED" |
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.
#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" |
The variable can be set to the following values:
This hint should be set before a controller is opened.
#define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS "SDL_JOYSTICK_LINUX_DIGITAL_HATS" |
The variable can be set to the following values:
This hint should be set before a controller is opened.
#define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES "SDL_JOYSTICK_LINUX_HAT_DEADZONES" |
The variable can be set to the following values:
This hint should be set before a controller is opened.
#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" |
The variable can be set to the following values:
This hint should be set before a gamepad is opened.
#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" |
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.
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED" |
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.
#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" |
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" |
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.
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED" |
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.
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES" |
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.
#define SDL_HINT_KEYCODE_OPTIONS "SDL_KEYCODE_OPTIONS" |
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 Keycode.Keycode() or Keycode.GetScancode(), they just apply to the keycode included in key events.
This hint can be set anytime.
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" |
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.
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" |
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.
#define SDL_HINT_LOGGING "SDL_LOGGING" |
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.
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" |
The variable can be set to the following values:
This hint needs to be set before InitSubSystem().
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH" |
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.
#define SDL_HINT_MAC_OPTION_AS_ALT "SDL_MAC_OPTION_AS_ALT" |
The variable can be set to the following values:
This will prevent the triggering of key compositions that rely on the Option key, but will still send the Alt modifier for keyboard events. In the case that both Alt and Option are pressed, the Option key will be ignored. This is particularly useful for applications like terminal emulators and graphical user interfaces (GUIs) that rely on Alt key functionality for shortcuts or navigation. This does not apply to Keycode.Keycode and only has an effect if IME is enabled.
This hint can be set anytime.
#define SDL_HINT_MAC_SCROLL_MOMENTUM "SDL_MAC_SCROLL_MOMENTUM" |
The variable can be set to the following values:
This hint needs to be set before InitSubSystem().
#define SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE" |
If this is set to a number, it represents Hz, so "60" means try to iterate 60 times per second. "0" means to iterate as fast as possible. Negative values are illegal, but reserved, in case they are useful in a future revision of SDL.
There are other strings that have special meaning. If set to "waitevent", SDL_AppIterate will not be called until new event(s) have arrived (and been processed by SDL_AppEvent). This can be useful for apps that are completely idle except in response to input.
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 0, and specifying nullptr for the hint's value will restore the default.
This hint can be set anytime.
#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" |
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.
#define SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR "SDL_MOUSE_DEFAULT_SYSTEM_CURSOR" |
This should be an integer corresponding to the SystemCursor enum. The default value is zero (SYSTEM_CURSOR_DEFAULT).
This hint needs to be set before InitSubSystem().
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" |
This hint can be set anytime.
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" |
This hint can be set anytime.
#define SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE "SDL_MOUSE_EMULATE_WARP_WITH_RELATIVE" |
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.
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" |
This hint can be set anytime.
#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE" |
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.
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER" |
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.
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" |
This hint can be set anytime.
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE" |
The variable can be set to the following values:
If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will be applied after system speed scale.
This hint can be set anytime.
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION" |
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.
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_MUTE_CONSOLE_KEYBOARD "SDL_MUTE_CONSOLE_KEYBOARD" |
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.
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" |
The variable can be set to the following values:
This hint should be set before SDL is initialized.
#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" |
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 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 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.
#define SDL_HINT_OPENGL_LIBRARY "SDL_OPENGL_LIBRARY" |
#define SDL_HINT_OPENVR_LIBRARY "SDL_OPENVR_LIBRARY" |
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.
#define SDL_HINT_ORIENTATIONS "SDL_ORIENTATIONS" |
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.
#define SDL_HINT_PEN_MOUSE_EVENTS "SDL_PEN_MOUSE_EVENTS" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_PEN_TOUCH_EVENTS "SDL_PEN_TOUCH_EVENTS" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" |
When polling for events, PumpEvents is used to gather new events from devices. If a device keeps producing new events between calls to 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.
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" |
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 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.
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" |
The variable can be set to the following values:
If there is at least one active system tray icon, EVENT_QUIT will instead be sent when both the last window will be closed and the last tray icon will be destroyed.
This hint can be set anytime.
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" |
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.
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" |
The variable can be set to the following values:
This hint should be set before creating a renderer.
#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" |
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:
This hint accepts a comma-separated list of driver names, and each will be tried in the order listed when creating a renderer until one succeeds or all of them fail.
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.
#define SDL_HINT_RENDER_GPU_DEBUG "SDL_RENDER_GPU_DEBUG" |
This variable can be set to the following values:
This hint should be set before creating a renderer.
#define SDL_HINT_RENDER_GPU_LOW_POWER "SDL_RENDER_GPU_LOW_POWER" |
This variable can be set to the following values:
This hint should be set before creating a renderer.
#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" |
The variable can be set to the following values:
This hint should be set before creating a renderer.
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE" |
The variable can be set to the following values:
This hint should be set before creating a renderer.
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" |
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.
#define SDL_HINT_RENDER_VULKAN_DEBUG "SDL_RENDER_VULKAN_DEBUG" |
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" |
This hint sets the default value of prop::TextInput.MULTILINE_BOOLEAN.
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_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.
#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED" |
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.
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" |
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" |
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 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 DisableScreenSaver()
#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_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 Quit().
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_STORAGE_TITLE_DRIVER "SDL_STORAGE_TITLE_DRIVER" |
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.
#define SDL_HINT_STORAGE_USER_DRIVER "SDL_STORAGE_USER_DRIVER" |
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.
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" |
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 ThreadBase.SetCurrentPriority()
#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" |
By default ThreadBase.SetCurrentPriority 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 ThreadBase.SetCurrentPriority().
This hint should be set before calling ThreadBase.SetCurrentPriority()
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" |
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.
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" |
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.
#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" |
When this hint is set, displays with matching name strings will be prioritized in the list of displays, as exposed by calling Display.GetAll(), 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.
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_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.
#define SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER" |
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 accepts a comma-separated list of driver names, and each will be tried in the order listed during init, until one succeeds or all of them fail.
This hint should be set before SDL is initialized.
#define SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES "SDL_VIDEO_DUMMY_SAVE_FRAMES" |
This hint can be set anytime.
#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_MENU_VISIBILITY "SDL_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY" |
The variable can be set to the following values:
WindowBase.SetFullscreen()
, and accessible if fullscreen was entered via the "fullscreen" button on the window title bar. (default)This hint can be set anytime.
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" |
The variable can be set to the following values:
This hint should be set before creating a window.
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES "SDL_VIDEO_OFFSCREEN_SAVE_FRAMES" |
This only saves frames that are generated using software rendering, not accelerated OpenGL rendering.
This hint can be set anytime.
#define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS" |
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 WindowBase.Sync() 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.
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" |
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" |
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.
#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING" |
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.
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR" |
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.
#define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY" |
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.
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" |
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.
#define SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT "SDL_VIDEO_X11_EXTERNAL_WINDOW_INPUT" |
The variable can be set to the following values:
This hint should be set before creating a window.
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" |
The variable can be set to the following values:
This hint should be set before creating a window.
#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_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 variable can be set to the following values:
This hint should be set before creating a window.
#define SDL_HINT_VIDEO_X11_NODIRECTCOLOR "SDL_VIDEO_X11_NODIRECTCOLOR" |
The variable can be set to the following values:
This hint should be set before initializing the video subsystem.
#define SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR" |
#define SDL_HINT_VIDEO_X11_VISUALID "SDL_VIDEO_X11_VISUALID" |
This hint should be set before initializing the video subsystem.
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" |
This hint should be set before creating a window.
#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_PVR_OPENGL "SDL_VITA_PVR_OPENGL" |
#define SDL_HINT_VITA_RESOLUTION "SDL_VITA_RESOLUTION" |
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_VITA_TOUCH_MOUSE_DEVICE" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_VULKAN_DISPLAY "SDL_VULKAN_DISPLAY" |
The display index starts at 0, which is the default.
This hint should be set before calling SDL_Vulkan_CreateSurface()
#define SDL_HINT_VULKAN_LIBRARY "SDL_VULKAN_LIBRARY" |
This hint should be set before creating a Vulkan window or calling SDL_Vulkan_LoadLibrary().
#define SDL_HINT_WAVE_CHUNK_LIMIT "SDL_WAVE_CHUNK_LIMIT" |
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 LoadWAV()
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" |
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 LoadWAV()
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" |
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 LoadWAV()
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" |
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 LoadWAV()
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_WINDOW_ALLOW_TOPMOST "SDL_WINDOW_ALLOW_TOPMOST" |
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.
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" |
The variable can be set to the following values:
This hint can be set anytime.
#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" |
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.
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE "SDL_WINDOWS_ERASE_BACKGROUND_MODE" |
The variable can be set to the following values:
This hint should be set before creating a window.
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" |
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.
#define SDL_HINT_WINDOWS_GAMEINPUT "SDL_WINDOWS_GAMEINPUT" |
#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_RAW_KEYBOARD "SDL_WINDOWS_RAW_KEYBOARD" |
The variable can be set to the following values:
This hint can be set anytime.
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" |
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.
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_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.
#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" |
During WindowBase.WindowBase, 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 WINDOW_TOOLTIP or 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.
#define SDL_HINT_X11_XCB_LIBRARY "SDL_X11_XCB_LIBRARY" |
The default is platform-specific, often "libX11-xcb.so.1".
This hint should be set before initializing the video subsystem.
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" |
using SDL::HintCallback = typedef SDL_HintCallback |
This is called an initial time during AddHintCallback with the hint's current value, and then again each time the hint's value changes.
userdata | what was passed as userdata to AddHintCallback(). |
name | what was passed as name to AddHintCallback(). |
oldValue | the previous hint value. |
newValue | the new value hint is to be set to. |
using SDL::HintCB = typedef std::function<void(const char*, const char*, const char*)> |
This is called an initial time during AddHintCallback with the hint's current value, and then again each time the hint's value changes.
userdata | what was passed as userdata to AddHintCallback(). |
name | what was passed as name to AddHintCallback(). |
oldValue | the previous hint value. |
newValue | the new value hint is to be set to. |
using SDL::HintPriority = typedef SDL_HintPriority |
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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 HintCallback function that will be called when the hint value changes. |
userdata | a pointer to pass to the callback function. |
Error | on failure. |
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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 HintCallback function that will be called when the hint value changes. |
Error | on failure. |
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name | the hint to query. |
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name | the name of the hint to get the boolean value from. |
default_value | the value to return if the hint does not exist. |
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name | the hint being watched. |
callback | an HintCallback function that will be called when the hint value changes. |
userdata | a pointer being passed to the callback function. |
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name | the hint being watched. |
handle | the handle for the HintCallback function to be removed |
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This will reset a hint to the value of the environment variable, or nullptr if the environment isn't set. Callbacks will be called normally with this change.
name | the hint to set. |
Error | on failure. |
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This will reset all hints to the value of the associated environment variable, or nullptr if the environment isn't set. Callbacks will be called normally with this change.
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Hints will not be set if there is an existing override hint or environment variable that takes precedence. You can use SetHintWithPriority() to set the hint with override priority instead.
name | the hint to set. |
value | the value of the hint variable. |
Error | on failure. |
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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 HintPriority level for the hint. |
Error | on failure. |