Update to SDL 2.24.0 and add separate macOS UB2 dylib
Update mingw and macOS SDL libraries to 2.24.0. (MSVC .lib files and Xcode project haven't been updated.) There is now a separate SDL dylib for macOS Universal Binary 1 and 2 because SDL 2.24.0 dropped support for macOS 10.6 (which is last to support x86). Documentation says SDL 2.24.0 also dropped macOS 10.7 and 10.8 too. So UB2 is now 10.9 or later while 10.5 to 10.8 live in UB1. Compiled using osxcross with macOS 11.3 SDK. Ran "strip -x" on Windows and macOS libraries. Ad-hoc signed dylib using PyOxidizer rcodesign to fix digest checksums after strip.
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@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -145,6 +145,26 @@ extern "C" {
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*/
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#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
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/**
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* \brief Specify an application name.
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*
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* This hint lets you specify the application name sent to the OS when
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* required. For example, this will often appear in volume control applets for
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* audio streams, and in lists of applications which are inhibiting the
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* screensaver. You should use a string that describes your program ("My Game
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* 2: The Revenge")
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*
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* Setting this to "" or leaving it unset will have SDL use a reasonable
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* default: probably the application's name or "SDL Application" if SDL
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* doesn't have any better information.
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*
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* Note that, for audio streams, this can be overridden with
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* SDL_HINT_AUDIO_DEVICE_APP_NAME.
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*
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* On targets where this is not supported, this hint does nothing.
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*/
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#define SDL_HINT_APP_NAME "SDL_APP_NAME"
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/**
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* \brief A variable controlling whether controllers used with the Apple TV
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* generate UI events.
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@@ -199,8 +219,9 @@ extern "C" {
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* that describes your program ("My Game 2: The Revenge")
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*
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* Setting this to "" or leaving it unset will have SDL use a reasonable
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* default: probably the application's name or "SDL Application" if SDL
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* doesn't have any better information.
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* default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
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* set. Otherwise, it'll probably the application's name or "SDL Application"
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* if SDL doesn't have any better information.
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*
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* On targets where this is not supported, this hint does nothing.
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*/
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@@ -371,13 +392,14 @@ extern "C" {
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#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
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/**
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* \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
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* \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
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*
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* This variable can be set to the following values:
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* This variable can be set to the following values, from least to most verbose:
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*
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* "0" - Don't log any events (default)
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* "1" - Log all events except mouse and finger motion, which are pretty spammy.
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* "2" - Log all events.
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* "1" - Log most events (other than the really spammy ones).
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* "2" - Include mouse and finger motion events.
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* "3" - Include SDL_SysWMEvent events.
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*
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* This is generally meant to be used to debug SDL itself, but can be useful
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* for application developers that need better visibility into what is going
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@@ -391,6 +413,19 @@ extern "C" {
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*/
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#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
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/**
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* \brief A variable controlling whether raising the window should be done more forcefully
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*
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* This variable can be set to the following values:
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* "0" - No forcing (the default)
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* "1" - Extra level of forcing
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*
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* At present, this is only an issue under MS Windows, which makes it nearly impossible to
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* programmatically move a window to the foreground, for "security" reasons. See
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* http://stackoverflow.com/a/34414846 for a discussion.
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*/
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#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
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/**
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* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
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*
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@@ -536,6 +571,26 @@ extern "C" {
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*/
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#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
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/**
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* \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
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*
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* The variable can be set to the following values:
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* "0" - Native UI components are not display. (default)
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* "1" - Native UI components are displayed.
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*/
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#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
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/**
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* \brief A variable to control if extended IME text support is enabled.
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* If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
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* Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
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*
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* The variable can be set to the following values:
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* "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
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* "1" - Modern behavior.
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*/
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#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
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/**
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* \brief A variable controlling whether the home indicator bar on iPhone X
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* should be hidden.
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@@ -582,18 +637,42 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
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/**
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* \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
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/**
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* \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
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* the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
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* this is useful for applications that need full compatibility for things like ADSR envelopes.
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* Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
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* Rumble is both at any arbitrary value,
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* StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
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*
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* This variable can be set to the following values:
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* "0" - Normal rumble behavior is behavior is used (default)
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* "1" - Proper GameCube controller rumble behavior is used
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*
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*/
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#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
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*
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* This variable can be set to the following values:
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* "0" - basic Joy-Con support with no analog input (the default)
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* "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* This does not combine Joy-Cons into a single controller. That's up to the user.
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
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/**
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/**
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* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
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*
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* This variable can be set to the following values:
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* "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
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* "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
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*
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* This variable can be set to the following values:
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@@ -604,6 +683,28 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
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/**
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* \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
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/**
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* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
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*
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@@ -690,9 +791,10 @@ extern "C" {
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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* "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
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* and may prompt the user for permission on iOS and Android.
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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* The default is "0"
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
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@@ -708,14 +810,36 @@ extern "C" {
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#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
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/**
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* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
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* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
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*
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* This variable can be set to the following values:
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* "0" - home button LED is left off
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* "1" - home button LED is turned on (the default)
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* "0" - home button LED is turned off
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* "1" - home button LED is turned on
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*
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* 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.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
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/**
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* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
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*
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* This variable can be set to the following values:
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* "0" - home button LED is turned off
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* "1" - home button LED is turned on
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*
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* 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.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
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/**
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* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
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*
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* This variable can be set to the following values:
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* "0" - player LEDs are not enabled
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* "1" - player LEDs are enabled (the default)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
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*
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@@ -727,17 +851,16 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
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/**
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/**
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* \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
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*
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* This variable can be set to the following values:
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* "0" - RAWINPUT drivers are not used
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* "1" - RAWINPUT drivers are used (the default)
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*
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*/
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#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
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/**
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/**
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* \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
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*
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* This variable can be set to the following values:
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@@ -750,7 +873,16 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
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/**
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/**
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* \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
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*
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* This variable can be set to the following values:
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* "0" - ROG Chakram mice do not show up as joysticks (the default)
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* "1" - ROG Chakram mice show up as joysticks
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*/
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#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
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/**
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* \brief A variable controlling whether a separate thread should be used
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* for handling joystick detection and raw input messages on Windows
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*
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@@ -784,7 +916,43 @@ extern "C" {
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*/
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#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
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/**
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/**
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* \brief A comma separated list of devices to open as joysticks
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*
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* This variable is currently only used by the Linux joystick driver.
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*/
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#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
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/**
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* \brief 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.
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*
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* This variable can be set to the following values:
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* "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
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* "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
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*/
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#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
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/**
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* \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
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*
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* This variable can be set to the following values:
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* "0" - Return digital hat values based on unfiltered input axis values
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* "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
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*/
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#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
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/**
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* \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
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*
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* This variable can be set to the following values:
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* "0" - Use /dev/input/event*
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* "1" - Use /dev/input/js*
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*
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* By default the /dev/input/event* interfaces are used
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*/
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#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
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/**
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* \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
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*
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* This variable can be set to the following values:
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@@ -809,6 +977,24 @@ extern "C" {
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*/
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#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
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/**
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* \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
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*
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* This variable can be set to the following values:
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* "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
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* "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
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*
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* Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
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* hangs because it's waiting for that background thread, but that background thread is also hanging because it's
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* waiting for the main thread to do an update, this might fix your issue.
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*
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* This hint only applies to macOS.
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*
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* This hint is available since SDL 2.24.0.
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*
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*/
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#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
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/**
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* \brief A variable setting the double click radius, in pixels.
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*/
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@@ -835,6 +1021,22 @@ extern "C" {
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*/
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#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
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/**
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* \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
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*
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* This variable can be set to the following values:
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* "0" - Relative mouse mode constrains the mouse to the window
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* "1" - Relative mouse mode constrains the mouse to the center of the window
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*
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* Constraining to the center of the window works better for FPS games and when the
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* application is running over RDP. Constraining to the whole window works better
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* for 2D games and increases the chance that the mouse will be in the correct
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* position when using high DPI mice.
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*
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* By default SDL will constrain the mouse to the center of the window
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*/
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#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
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/**
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* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
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*
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@@ -862,6 +1064,17 @@ extern "C" {
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*/
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#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
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/**
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* \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
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*
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* This variable can be set to the following values:
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* "0" - Warping the mouse will not generate a motion event in relative mode
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* "1" - Warping the mouse will generate a motion event in relative mode
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*
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* 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.
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*/
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#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
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/**
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* \brief A variable controlling whether mouse events should generate synthetic touch events
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*
|
||||
@@ -871,6 +1084,19 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the mouse is captured while mouse buttons are pressed
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - The mouse is not captured while mouse buttons are pressed
|
||||
* "1" - The mouse is captured while mouse buttons are pressed
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
|
||||
|
||||
/**
|
||||
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
|
||||
*
|
||||
@@ -926,6 +1152,22 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling the use of a sentinel event when polling the event queue
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable poll sentinels
|
||||
* "1" - Enable poll sentinels
|
||||
*
|
||||
* When polling for events, SDL_PumpEvents is used to gather new events from devices.
|
||||
* If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
|
||||
* become stuck until the new events stop.
|
||||
* This is most noticable when moving a high frequency mouse.
|
||||
*
|
||||
* By default, poll sentinels are enabled.
|
||||
*/
|
||||
#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
|
||||
|
||||
/**
|
||||
* \brief Override for SDL_GetPreferredLocales()
|
||||
*
|
||||
@@ -992,6 +1234,19 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling how the 2D render API renders lines
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
|
||||
* "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
|
||||
* "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
|
||||
* "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
|
||||
*
|
||||
* This variable should be set when the renderer is created.
|
||||
*/
|
||||
#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
|
||||
*
|
||||
@@ -1025,6 +1280,8 @@ extern "C" {
|
||||
*
|
||||
* This variable is case insensitive and can be set to the following values:
|
||||
* "direct3d"
|
||||
* "direct3d11"
|
||||
* "direct3d12"
|
||||
* "opengl"
|
||||
* "opengles2"
|
||||
* "opengles"
|
||||
@@ -1081,7 +1338,7 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable to control whether the return key on the soft keyboard
|
||||
* should hide the soft keyboard on Android and iOS.
|
||||
*
|
||||
@@ -1101,6 +1358,26 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
|
||||
|
||||
/**
|
||||
* \brief Specify an "activity name" for screensaver inhibition.
|
||||
*
|
||||
* Some platforms, notably Linux desktops, list the applications which are
|
||||
* inhibiting the screensaver or other power-saving features.
|
||||
*
|
||||
* This hint lets you specify the "activity name" sent to the OS when
|
||||
* SDL_DisableScreenSaver() is used (or the screensaver is automatically
|
||||
* disabled). The contents of this hint are used when the screensaver is
|
||||
* disabled. You should use a string that describes what your program is doing
|
||||
* (and, therefore, why the screensaver is disabled). For example, "Playing a
|
||||
* game" or "Watching a video".
|
||||
*
|
||||
* Setting this to "" or leaving it unset will have SDL use a reasonable
|
||||
* default: "Playing a game" or something similar.
|
||||
*
|
||||
* On targets where this is not supported, this hint does nothing.
|
||||
*/
|
||||
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
|
||||
|
||||
/**
|
||||
* \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
|
||||
*
|
||||
@@ -1178,6 +1455,18 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling which touchpad should generate synthetic mouse events
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Only front touchpad should generate mouse events. Default
|
||||
* "1" - Only back touchpad should generate mouse events.
|
||||
* "2" - Both touchpads should generate mouse events.
|
||||
*
|
||||
* By default SDL will generate mouse events for all touch devices
|
||||
*/
|
||||
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the Android / tvOS remotes
|
||||
* should be listed as joystick devices, instead of sending keyboard events.
|
||||
@@ -1218,6 +1507,17 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the EGL window is allowed to be
|
||||
* composited as transparent, rather than opaque.
|
||||
*
|
||||
* Most window systems will always render windows opaque, even if the surface
|
||||
* format has an alpha channel. This is not always true, however, so by default
|
||||
* SDL will try to enforce opaque composition. To override this behavior, you
|
||||
* can set this hint to "1".
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the graphics context is externally managed.
|
||||
*
|
||||
@@ -1251,9 +1551,7 @@ extern "C" {
|
||||
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
|
||||
* button on their titlebars).
|
||||
*
|
||||
* The default value is "1". Spaces are disabled regardless of this hint if
|
||||
* the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
|
||||
* any windows are created.
|
||||
* The default value is "1". This hint must be set before any windows are created.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
|
||||
|
||||
@@ -1276,6 +1574,35 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
|
||||
*
|
||||
* 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).
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - libdecor is enabled only if server-side decorations are unavailable.
|
||||
* "1" - libdecor is always enabled if available.
|
||||
*
|
||||
* libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether video mode emulation is enabled under Wayland.
|
||||
*
|
||||
* When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
|
||||
* If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
|
||||
* desktop, the native display resolution.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Video mode emulation is disabled.
|
||||
* "1" - Video mode emulation is enabled.
|
||||
*
|
||||
* By default video mode emulation is enabled.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
|
||||
|
||||
/**
|
||||
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
|
||||
*
|
||||
@@ -1295,6 +1622,28 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
|
||||
|
||||
/**
|
||||
* \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Don't add any graphics flags to the SDL_WindowFlags
|
||||
* "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
|
||||
*
|
||||
* By default SDL will not make the foreign window compatible with OpenGL.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
|
||||
|
||||
/**
|
||||
* \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Don't add any graphics flags to the SDL_WindowFlags
|
||||
* "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
|
||||
*
|
||||
* By default SDL will not make the foreign window compatible with Vulkan.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
|
||||
|
||||
/**
|
||||
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
|
||||
*
|
||||
@@ -1355,13 +1704,11 @@ extern "C" {
|
||||
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the X11 Xinerama extension should be used.
|
||||
* \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable Xinerama
|
||||
* "1" - Enable Xinerama
|
||||
*
|
||||
* By default SDL will use Xinerama if it is available.
|
||||
* Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11.
|
||||
* Now SDL never uses Xinerama, and does not check for this hint at all.
|
||||
* The preprocessor define is left here for source compatibility.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
|
||||
|
||||
@@ -1372,18 +1719,16 @@ extern "C" {
|
||||
* "0" - Disable XRandR
|
||||
* "1" - Enable XRandR
|
||||
*
|
||||
* By default SDL will not use XRandR because of window manager issues.
|
||||
* By default SDL will use XRandR.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the X11 VidMode extension should be used.
|
||||
* \brief A no-longer-used variable controlling whether the X11 VidMode extension should be used.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable XVidMode
|
||||
* "1" - Enable XVidMode
|
||||
*
|
||||
* By default SDL will use XVidMode if it is available.
|
||||
* Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11.
|
||||
* Now SDL never uses XVidMode, and does not check for this hint at all.
|
||||
* The preprocessor define is left here for source compatibility.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
|
||||
|
||||
@@ -1484,9 +1829,6 @@ extern "C" {
|
||||
* They offer better performance, allocate no kernel ressources and
|
||||
* use less memory. SDL will fall back to Critical Sections on older
|
||||
* OS versions or if forced to by this hint.
|
||||
* This also affects Condition Variables. When SRW mutexes are used,
|
||||
* SDL will use Windows Condition Variables as well. Else, a generic
|
||||
* SDL_cond implementation will be used that works with all mutexes.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
|
||||
@@ -1546,6 +1888,57 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
|
||||
|
||||
/**
|
||||
* \brief Controls whether SDL will declare the process to be DPI aware.
|
||||
*
|
||||
* This hint must be set before initializing the video subsystem.
|
||||
*
|
||||
* The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
|
||||
* a DPI scale factor.
|
||||
*
|
||||
* This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
|
||||
* and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
|
||||
* even on high-DPI displays.
|
||||
*
|
||||
* For more information, see:
|
||||
* https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "" - Do not change the DPI awareness (default).
|
||||
* "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
|
||||
* "system" - Request system DPI awareness. (Vista and later).
|
||||
* "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later).
|
||||
* "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
|
||||
* The most visible difference from "permonitor" is that window title bar will be scaled
|
||||
* to the visually correct size when dragging between monitors with different scale factors.
|
||||
* This is the preferred DPI awareness level.
|
||||
*
|
||||
* If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
|
||||
* available match.
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
|
||||
|
||||
/**
|
||||
* \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
|
||||
*
|
||||
* This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
|
||||
* This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
|
||||
*
|
||||
* e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
|
||||
* will create a window with an 800x600 client area (in pixels).
|
||||
*
|
||||
* Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
|
||||
* and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
|
||||
* between monitors with different scale factors (unless this is performed by
|
||||
* Windows itself, which is the case when the process is DPI unaware).
|
||||
* "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
|
||||
* displays with non-100% scale factors.
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
||||
*
|
||||
@@ -1557,6 +1950,17 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - The window is activated when the SDL_ShowWindow function is called
|
||||
* "1" - The window is not activated when the SDL_ShowWindow function is called
|
||||
*
|
||||
* By default SDL will activate the window when the SDL_ShowWindow function is called
|
||||
*/
|
||||
#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
|
||||
|
||||
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
|
||||
*
|
||||
* Windows Phone devices typically feature a Back button. When pressed,
|
||||
@@ -1677,6 +2081,15 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
|
||||
|
||||
/**
|
||||
* \brief A variable that lets you disable the detection and use of DirectInput gamepad devices
|
||||
*
|
||||
* The variable can be set to the following values:
|
||||
* "0" - Disable DirectInput detection (only uses XInput)
|
||||
* "1" - Enable DirectInput detection (the default)
|
||||
*/
|
||||
#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
|
||||
|
||||
/**
|
||||
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
|
||||
*
|
||||
@@ -1705,6 +2118,133 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
|
||||
|
||||
/**
|
||||
* \brief A variable that forces X11 windows to create as a custom type.
|
||||
*
|
||||
* This is currently only used for X11 and ignored elsewhere.
|
||||
*
|
||||
* During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
|
||||
* to report to the window manager the type of window it wants to create.
|
||||
* This might be set to various things if SDL_WINDOW_TOOLTIP or
|
||||
* SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
|
||||
* haven't set a specific type, this hint can be used to specify a custom
|
||||
* type. For example, a dock window might set this to
|
||||
* "_NET_WM_WINDOW_TYPE_DOCK".
|
||||
*
|
||||
* If not set or set to "", this hint is ignored. This hint must be set
|
||||
* before the SDL_CreateWindow() call that it is intended to affect.
|
||||
*
|
||||
* This hint is available since SDL 2.0.22.
|
||||
*/
|
||||
#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
|
||||
|
||||
/**
|
||||
* \brief A variable that decides whether to send SDL_QUIT when closing the final window.
|
||||
*
|
||||
* By default, SDL sends an SDL_QUIT event when there is only one window
|
||||
* and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
|
||||
* apps would also take the loss of this window as a signal to terminate the
|
||||
* program.
|
||||
*
|
||||
* However, it's not unreasonable in some cases to have the program continue
|
||||
* to live on, perhaps to create new windows later.
|
||||
*
|
||||
* Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
|
||||
* when the final window is requesting to close. Note that in this case,
|
||||
* there are still other legitimate reasons one might get an SDL_QUIT
|
||||
* event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
|
||||
* on Unix, etc.
|
||||
*
|
||||
* The default value is "1". This hint can be changed at any time.
|
||||
*
|
||||
* This hint is available since SDL 2.0.22. Before then, you always get
|
||||
* an SDL_QUIT event when closing the final window.
|
||||
*/
|
||||
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
|
||||
|
||||
|
||||
/**
|
||||
* \brief A variable that decides what video backend to use.
|
||||
*
|
||||
* By default, SDL will try all available video backends in a reasonable
|
||||
* order until it finds one that can work, but this hint allows the app
|
||||
* or user to force a specific target, such as "x11" if, say, you are
|
||||
* on Wayland but want to try talking to the X server instead.
|
||||
*
|
||||
* This functionality has existed since SDL 2.0.0 (indeed, before that)
|
||||
* but before 2.0.22 this was an environment variable only. In 2.0.22,
|
||||
* it was upgraded to a full SDL hint, so you can set the environment
|
||||
* variable as usual or programatically set the hint with SDL_SetHint,
|
||||
* which won't propagate to child processes.
|
||||
*
|
||||
* The default value is unset, in which case SDL will try to figure out
|
||||
* the best video backend on your behalf. This hint needs to be set
|
||||
* before SDL_Init() is called to be useful.
|
||||
*
|
||||
* This hint is available since SDL 2.0.22. Before then, you could set
|
||||
* the environment variable to get the same effect.
|
||||
*/
|
||||
#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
|
||||
|
||||
/**
|
||||
* \brief A variable that decides what audio backend to use.
|
||||
*
|
||||
* By default, SDL will try all available audio backends in a reasonable
|
||||
* order until it finds one that can work, but this hint allows the app
|
||||
* or user to force a specific target, such as "alsa" if, say, you are
|
||||
* on PulseAudio but want to try talking to the lower level instead.
|
||||
*
|
||||
* This functionality has existed since SDL 2.0.0 (indeed, before that)
|
||||
* but before 2.0.22 this was an environment variable only. In 2.0.22,
|
||||
* it was upgraded to a full SDL hint, so you can set the environment
|
||||
* variable as usual or programatically set the hint with SDL_SetHint,
|
||||
* which won't propagate to child processes.
|
||||
*
|
||||
* The default value is unset, in which case SDL will try to figure out
|
||||
* the best audio backend on your behalf. This hint needs to be set
|
||||
* before SDL_Init() is called to be useful.
|
||||
*
|
||||
* This hint is available since SDL 2.0.22. Before then, you could set
|
||||
* the environment variable to get the same effect.
|
||||
*/
|
||||
#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
|
||||
|
||||
/**
|
||||
* \brief A variable that decides what KMSDRM device to use.
|
||||
*
|
||||
* Internally, 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 is available since SDL 2.24.0.
|
||||
*/
|
||||
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
|
||||
|
||||
|
||||
/**
|
||||
* \brief A variable that treats trackpads as touch devices.
|
||||
*
|
||||
* On macOS (and possibly other platforms in the future), SDL will report
|
||||
* touches on a trackpad as mouse input, which is generally what users
|
||||
* expect from this device; however, these are often actually full
|
||||
* multitouch-capable touch devices, so it might be preferable to some apps
|
||||
* to treat them as such.
|
||||
*
|
||||
* Setting this hint to true will make the trackpad input report as a
|
||||
* multitouch device instead of a mouse. The default is false.
|
||||
*
|
||||
* Note that most platforms don't support this hint. As of 2.24.0, it
|
||||
* only supports MacBooks' trackpads on macOS. Others may follow later.
|
||||
*
|
||||
* This hint is checked during SDL_Init and can not be changed after.
|
||||
*
|
||||
* This hint is available since SDL 2.24.0.
|
||||
*/
|
||||
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
|
||||
|
||||
|
||||
/**
|
||||
* \brief An enumeration of hint priorities
|
||||
@@ -1729,6 +2269,8 @@ typedef enum
|
||||
* \param priority the SDL_HintPriority level for the hint
|
||||
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_GetHint
|
||||
* \sa SDL_SetHint
|
||||
*/
|
||||
@@ -1747,18 +2289,39 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
|
||||
* \param value the value of the hint variable
|
||||
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_GetHint
|
||||
* \sa SDL_SetHintWithPriority
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
|
||||
const char *value);
|
||||
|
||||
/**
|
||||
* Reset a hint to the default value.
|
||||
*
|
||||
* This will reset a hint to the value of the environment variable, or NULL if
|
||||
* the environment isn't set. Callbacks will be called normally with this
|
||||
* change.
|
||||
*
|
||||
* \param name the hint to set
|
||||
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_GetHint
|
||||
* \sa SDL_SetHint
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
|
||||
|
||||
/**
|
||||
* Get the value of a hint.
|
||||
*
|
||||
* \param name the hint to query
|
||||
* \returns the string value of a hint or NULL if the hint isn't set.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_SetHint
|
||||
* \sa SDL_SetHintWithPriority
|
||||
*/
|
||||
@@ -1825,6 +2388,8 @@ extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
|
||||
* Clear all hints.
|
||||
*
|
||||
* This function is automatically called during SDL_Quit().
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
|
||||
|
||||
|
||||
Reference in new issue
Block a user