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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2018 Sam Lantinga <[email protected]> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20*/ 21 22/** 23 * \file SDL_hints.h 24 * 25 * Official documentation for SDL configuration variables 26 * 27 * This file contains functions to set and get configuration hints, 28 * as well as listing each of them alphabetically. 29 * 30 * The convention for naming hints is SDL_HINT_X, where "SDL_X" is 31 * the environment variable that can be used to override the default. 32 * 33 * In general these hints are just that - they may or may not be 34 * supported or applicable on any given platform, but they provide 35 * a way for an application or user to give the library a hint as 36 * to how they would like the library to work. 37 */ 38 39#ifndef SDL_hints_h_ 40#define SDL_hints_h_ 41 42#include "SDL_stdinc.h" 43 44#include "begin_code.h" 45/* Set up for C function definitions, even when using C++ */ 46#ifdef __cplusplus 47extern "C" { 48#endif 49 50/** 51 * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. 52 * 53 * SDL can try to accelerate the SDL screen surface by using streaming 54 * textures with a 3D rendering engine. This variable controls whether and 55 * how this is done. 56 * 57 * This variable can be set to the following values: 58 * "0" - Disable 3D acceleration 59 * "1" - Enable 3D acceleration, using the default renderer. 60 * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) 61 * 62 * By default SDL tries to make a best guess for each platform whether 63 * to use acceleration or not. 64 */ 65#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" 66 67/** 68 * \brief A variable specifying which render driver to use. 69 * 70 * If the application doesn't pick a specific renderer to use, this variable 71 * specifies the name of the preferred renderer. If the preferred renderer 72 * can't be initialized, the normal default renderer is used. 73 * 74 * This variable is case insensitive and can be set to the following values: 75 * "direct3d" 76 * "opengl" 77 * "opengles2" 78 * "opengles" 79 * "metal" 80 * "software" 81 * 82 * The default varies by platform, but it's the first one in the list that 83 * is available on the current platform. 84 */ 85#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" 86 87/** 88 * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. 89 * 90 * This variable can be set to the following values: 91 * "0" - Disable shaders 92 * "1" - Enable shaders 93 * 94 * By default shaders are used if OpenGL supports them. 95 */ 96#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" 97 98/** 99 * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. 100 * 101 * This variable can be set to the following values: 102 * "0" - Thread-safety is not enabled (faster) 103 * "1" - Thread-safety is enabled 104 * 105 * By default the Direct3D device is created with thread-safety disabled. 106 */ 107#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" 108 109/** 110 * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. 111 * 112 * This variable does not have any effect on the Direct3D 9 based renderer. 113 * 114 * This variable can be set to the following values: 115 * "0" - Disable Debug Layer use 116 * "1" - Enable Debug Layer use 117 * 118 * By default, SDL does not use Direct3D Debug Layer. 119 */ 120#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" 121 122/** 123 * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. 124 * 125 * This variable can be set to the following values: 126 * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen 127 * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen 128 * 129 * By default letterbox is used 130 */ 131#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" 132 133/** 134 * \brief A variable controlling the scaling quality 135 * 136 * This variable can be set to the following values: 137 * "0" or "nearest" - Nearest pixel sampling 138 * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) 139 * "2" or "best" - Currently this is the same as "linear" 140 * 141 * By default nearest pixel sampling is used 142 */ 143#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" 144 145/** 146 * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. 147 * 148 * This variable can be set to the following values: 149 * "0" - Disable vsync 150 * "1" - Enable vsync 151 * 152 * By default SDL does not sync screen surface updates with vertical refresh. 153 */ 154#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" 155 156/** 157 * \brief A variable controlling whether the screensaver is enabled. 158 * 159 * This variable can be set to the following values: 160 * "0" - Disable screensaver 161 * "1" - Enable screensaver 162 * 163 * By default SDL will disable the screensaver. 164 */ 165#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" 166 167/** 168 * \brief A variable controlling whether the X11 VidMode extension should be used. 169 * 170 * This variable can be set to the following values: 171 * "0" - Disable XVidMode 172 * "1" - Enable XVidMode 173 * 174 * By default SDL will use XVidMode if it is available. 175 */ 176#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" 177 178/** 179 * \brief A variable controlling whether the X11 Xinerama extension should be used. 180 * 181 * This variable can be set to the following values: 182 * "0" - Disable Xinerama 183 * "1" - Enable Xinerama 184 * 185 * By default SDL will use Xinerama if it is available. 186 */ 187#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" 188 189/** 190 * \brief A variable controlling whether the X11 XRandR extension should be used. 191 * 192 * This variable can be set to the following values: 193 * "0" - Disable XRandR 194 * "1" - Enable XRandR 195 * 196 * By default SDL will not use XRandR because of window manager issues. 197 */ 198#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" 199 200/** 201 * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. 202 * 203 * This variable can be set to the following values: 204 * "0" - Disable _NET_WM_PING 205 * "1" - Enable _NET_WM_PING 206 * 207 * By default SDL will use _NET_WM_PING, but for applications that know they 208 * will not always be able to respond to ping requests in a timely manner they can 209 * turn it off to avoid the window manager thinking the app is hung. 210 * The hint is checked in CreateWindow. 211 */ 212#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" 213 214/** 215 * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. 216 * 217 * This variable can be set to the following values: 218 * "0" - Disable _NET_WM_BYPASS_COMPOSITOR 219 * "1" - Enable _NET_WM_BYPASS_COMPOSITOR 220 * 221 * By default SDL will use _NET_WM_BYPASS_COMPOSITOR 222 * 223 */ 224#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" 225 226/** 227 * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden 228 * 229 * This variable can be set to the following values: 230 * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) 231 * "1" - The window frame is interactive when the cursor is hidden 232 * 233 * By default SDL will allow interaction with the window frame when the cursor is hidden 234 */ 235#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" 236 237/** 238 * \brief A variable to specify custom icon resource id from RC file on Windows platform 239 */ 240#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" 241#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" 242 243/** 244 * \brief A variable controlling whether the windows message loop is processed by SDL 245 * 246 * This variable can be set to the following values: 247 * "0" - The window message loop is not run 248 * "1" - The window message loop is processed in SDL_PumpEvents() 249 * 250 * By default SDL will process the windows message loop 251 */ 252#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" 253 254/** 255 * \brief A variable controlling whether grabbing input grabs the keyboard 256 * 257 * This variable can be set to the following values: 258 * "0" - Grab will affect only the mouse 259 * "1" - Grab will affect mouse and keyboard 260 * 261 * By default SDL will not grab the keyboard so system shortcuts still work. 262 */ 263#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" 264 265/** 266 * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode 267 */ 268#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" 269 270/** 271 * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode 272 */ 273#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" 274 275/** 276 * \brief A variable controlling whether relative mouse mode is implemented using mouse warping 277 * 278 * This variable can be set to the following values: 279 * "0" - Relative mouse mode uses raw input 280 * "1" - Relative mouse mode uses mouse warping 281 * 282 * By default SDL will use raw input for relative mouse mode 283 */ 284#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" 285 286/** 287 * \brief Allow mouse click events when clicking to focus an SDL window 288 * 289 * This variable can be set to the following values: 290 * "0" - Ignore mouse clicks that activate a window 291 * "1" - Generate events for mouse clicks that activate a window 292 * 293 * By default SDL will ignore mouse clicks that activate a window 294 */ 295#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" 296 297/** 298 * \brief A variable controlling whether touch events should generate synthetic mouse events 299 * 300 * This variable can be set to the following values: 301 * "0" - Touch events will not generate mouse events 302 * "1" - Touch events will generate mouse events 303 * 304 * By default SDL will generate mouse events for touch events 305 */ 306#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" 307 308/** 309 * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. 310 * 311 */ 312#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" 313 314/** 315 * \brief A variable controlling whether the idle timer is disabled on iOS. 316 * 317 * When an iOS app does not receive touches for some time, the screen is 318 * dimmed automatically. For games where the accelerometer is the only input 319 * this is problematic. This functionality can be disabled by setting this 320 * hint. 321 * 322 * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() 323 * accomplish the same thing on iOS. They should be preferred over this hint. 324 * 325 * This variable can be set to the following values: 326 * "0" - Enable idle timer 327 * "1" - Disable idle timer 328 */ 329#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" 330 331/** 332 * \brief A variable controlling which orientations are allowed on iOS. 333 * 334 * In some circumstances it is necessary to be able to explicitly control 335 * which UI orientations are allowed. 336 * 337 * This variable is a space delimited list of the following values: 338 * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" 339 */ 340#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" 341 342/** 343 * \brief A variable controlling whether controllers used with the Apple TV 344 * generate UI events. 345 * 346 * When UI events are generated by controller input, the app will be 347 * backgrounded when the Apple TV remote's menu button is pressed, and when the 348 * pause or B buttons on gamepads are pressed. 349 * 350 * More information about properly making use of controllers for the Apple TV 351 * can be found here: 352 * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ 353 * 354 * This variable can be set to the following values: 355 * "0" - Controller input does not generate UI events (the default). 356 * "1" - Controller input generates UI events. 357 */ 358#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" 359 360/** 361 * \brief A variable controlling whether the Apple TV remote's joystick axes 362 * will automatically match the rotation of the remote. 363 * 364 * This variable can be set to the following values: 365 * "0" - Remote orientation does not affect joystick axes (the default). 366 * "1" - Joystick axes are based on the orientation of the remote. 367 */ 368#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" 369 370/** 371 * \brief A variable controlling whether the home indicator bar on iPhone X 372 * should be hidden. 373 * 374 * This variable can be set to the following values: 375 * "0" - The indicator bar is not hidden (default for windowed applications) 376 * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) 377 * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) 378 */ 379#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" 380 381/** 382 * \brief A variable controlling whether the Android / iOS built-in 383 * accelerometer should be listed as a joystick device. 384 * 385 * This variable can be set to the following values: 386 * "0" - The accelerometer is not listed as a joystick 387 * "1" - The accelerometer is available as a 3 axis joystick (the default). 388 */ 389#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" 390 391/** 392 * \brief A variable controlling whether the Android / tvOS remotes 393 * should be listed as joystick devices, instead of sending keyboard events. 394 * 395 * This variable can be set to the following values: 396 * "0" - Remotes send enter/escape/arrow key events 397 * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). 398 */ 399#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" 400 401/** 402 * \brief A variable that lets you disable the detection and use of Xinput gamepad devices 403 * 404 * The variable can be set to the following values: 405 * "0" - Disable XInput detection (only uses direct input) 406 * "1" - Enable XInput detection (the default) 407 */ 408#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" 409 410/** 411 * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. 412 * 413 * This hint is for backwards compatibility only and will be removed in SDL 2.1 414 * 415 * The default value is "0". This hint must be set before SDL_Init() 416 */ 417#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" 418 419/** 420 * \brief A variable that lets you manually hint extra gamecontroller db entries. 421 * 422 * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h 423 * 424 * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) 425 * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() 426 */ 427#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" 428 429/** 430 * \brief A variable containing a list of devices to skip when scanning for game controllers. 431 * 432 * The format of the string is a comma separated list of USB VID/PID pairs 433 * in hexadecimal form, e.g. 434 * 435 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD 436 * 437 * The variable can also take the form of @file, in which case the named 438 * file will be loaded and interpreted as the value of the variable. 439 */ 440#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" 441 442/** 443 * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. 444 * 445 * The format of the string is a comma separated list of USB VID/PID pairs 446 * in hexadecimal form, e.g. 447 * 448 * 0xAAAA/0xBBBB,0xCCCC/0xDDDD 449 * 450 * The variable can also take the form of @file, in which case the named 451 * file will be loaded and interpreted as the value of the variable. 452 */ 453#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" 454 455/** 456 * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. 457 * 458 * The variable can be set to the following values: 459 * "0" - Disable joystick & gamecontroller input events when the 460 * application is in the background. 461 * "1" - Enable joystick & gamecontroller input events when the 462 * application is in the background. 463 * 464 * The default value is "0". This hint may be set at any time. 465 */ 466#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" 467 468/** 469 * \brief A variable controlling whether the HIDAPI joystick drivers should be used. 470 * 471 * This variable can be set to the following values: 472 * "0" - HIDAPI drivers are not used 473 * "1" - HIDAPI drivers are used (the default) 474 * 475 * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. 476 */ 477#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" 478 479/** 480 * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. 481 * 482 * This variable can be set to the following values: 483 * "0" - HIDAPI driver is not used 484 * "1" - HIDAPI driver is used 485 * 486 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI 487 */ 488#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" 489 490/** 491 * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. 492 * 493 * This variable can be set to the following values: 494 * "0" - HIDAPI driver is not used 495 * "1" - HIDAPI driver is used 496 * 497 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI 498 */ 499#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" 500 501/** 502 * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. 503 * 504 * This variable can be set to the following values: 505 * "0" - HIDAPI driver is not used 506 * "1" - HIDAPI driver is used 507 * 508 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI 509 */ 510#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" 511 512/** 513 * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. 514 * 515 * This variable can be set to the following values: 516 * "0" - HIDAPI driver is not used 517 * "1" - HIDAPI driver is used 518 * 519 * The default is the value of SDL_HINT_JOYSTICK_HIDAPI 520 */ 521#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" 522 523/** 524 * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs 525 * 526 * The variable can be set to the following values: 527 * "0" - Do not scan for Steam Controllers 528 * "1" - Scan for Steam Controllers (the default) 529 * 530 * The default value is "1". This hint must be set before initializing the joystick subsystem. 531 */ 532#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" 533 534 535/** 536 * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. 537 * This is a debugging aid for developers and not expected to be used by end users. The default is "1" 538 * 539 * This variable can be set to the following values: 540 * "0" - don't allow topmost 541 * "1" - allow topmost 542 */ 543#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" 544 545/** 546 * \brief A variable that controls the timer resolution, in milliseconds. 547 * 548 * The higher resolution the timer, the more frequently the CPU services 549 * timer interrupts, and the more precise delays are, but this takes up 550 * power and CPU time. This hint is only used on Windows 7 and earlier. 551 * 552 * See this blog post for more information: 553 * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ 554 * 555 * If this variable is set to "0", the system timer resolution is not set. 556 * 557 * The default value is "1". This hint may be set at any time. 558 */ 559#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" 560 561 562/** 563 * \brief A variable describing the content orientation on QtWayland-based platforms. 564 * 565 * On QtWayland platforms, windows are rotated client-side to allow for custom 566 * transitions. In order to correctly position overlays (e.g. volume bar) and 567 * gestures (e.g. events view, close/minimize gestures), the system needs to 568 * know in which orientation the application is currently drawing its contents. 569 * 570 * This does not cause the window to be rotated or resized, the application 571 * needs to take care of drawing the content in the right orientation (the 572 * framebuffer is always in portrait mode). 573 * 574 * This variable can be one of the following values: 575 * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" 576 */ 577#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" 578 579/** 580 * \brief Flags to set on QtWayland windows to integrate with the native window manager. 581 * 582 * On QtWayland platforms, this hint controls the flags to set on the windows. 583 * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. 584 * 585 * This variable is a space-separated list of the following values (empty = no flags): 586 * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" 587 */ 588#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" 589 590/** 591* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size 592* 593* Use this hint in case you need to set SDL's threads stack size to other than the default. 594* This is specially useful if you build SDL against a non glibc libc library (such as musl) which 595* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). 596* Support for this hint is currently available only in the pthread, Windows, and PSP backend. 597*/ 598#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" 599 600/** 601 * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) 602 */ 603#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" 604 605/** 606 * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac 607 * 608 * If present, holding ctrl while left clicking will generate a right click 609 * event when on Mac. 610 */ 611#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" 612 613/** 614* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries 615* 616* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It 617* can use two different sets of binaries, those compiled by the user from source 618* or those provided by the Chrome browser. In the later case, these binaries require 619* that SDL loads a DLL providing the shader compiler. 620* 621* This variable can be set to the following values: 622* "d3dcompiler_46.dll" - default, best for Vista or later. 623* "d3dcompiler_43.dll" - for XP support. 624* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. 625* 626*/ 627#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" 628 629/** 630* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). 631* 632* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has 633* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly 634* created SDL_Window: 635* 636* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is 637* needed for example when sharing an OpenGL context across multiple windows. 638* 639* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for 640* OpenGL rendering. 641* 642* This variable can be set to the following values: 643* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should 644* share a pixel format with. 645*/ 646#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" 647 648/** 649 * \brief A URL to a WinRT app's privacy policy 650 * 651 * All network-enabled WinRT apps must make a privacy policy available to its 652 * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be 653 * be available in the Windows Settings charm, as accessed from within the app. 654 * SDL provides code to add a URL-based link there, which can point to the app's 655 * privacy policy. 656 * 657 * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL 658 * before calling any SDL_Init() functions. The contents of the hint should 659 * be a valid URL. For example, "http://www.example.com". 660 * 661 * The default value is "", which will prevent SDL from adding a privacy policy 662 * link to the Settings charm. This hint should only be set during app init. 663 * 664 * The label text of an app's "Privacy Policy" link may be customized via another 665 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. 666 * 667 * Please note that on Windows Phone, Microsoft does not provide standard UI 668 * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL 669 * will not get used on that platform. Network-enabled phone apps should display 670 * their privacy policy through some other, in-app means. 671 */ 672#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" 673 674/** \brief Label text for a WinRT app's privacy policy link 675 * 676 * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, 677 * Microsoft mandates that this policy be available via the Windows Settings charm. 678 * SDL provides code to add a link there, with its label text being set via the 679 * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. 680 * 681 * Please note that a privacy policy's contents are not set via this hint. A separate 682 * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the 683 * policy. 684 * 685 * The contents of this hint should be encoded as a UTF8 string. 686 * 687 * The default value is "Privacy Policy". This hint should only be set during app 688 * initialization, preferably before any calls to SDL_Init(). 689 * 690 * For additional information on linking to a privacy policy, see the documentation for 691 * SDL_HINT_WINRT_PRIVACY_POLICY_URL. 692 */ 693#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" 694 695/** \brief Allows back-button-press events on Windows Phone to be marked as handled 696 * 697 * Windows Phone devices typically feature a Back button. When pressed, 698 * the OS will emit back-button-press events, which apps are expected to 699 * handle in an appropriate manner. If apps do not explicitly mark these 700 * events as 'Handled', then the OS will invoke its default behavior for 701 * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to 702 * terminate the app (and attempt to switch to the previous app, or to the 703 * device's home screen). 704 * 705 * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL 706 * to mark back-button-press events as Handled, if and when one is sent to 707 * the app. 708 * 709 * Internally, Windows Phone sends back button events as parameters to 710 * special back-button-press callback functions. Apps that need to respond 711 * to back-button-press events are expected to register one or more 712 * callback functions for such, shortly after being launched (during the 713 * app's initialization phase). After the back button is pressed, the OS 714 * will invoke these callbacks. If the app's callback(s) do not explicitly 715 * mark the event as handled by the time they return, or if the app never 716 * registers one of these callback, the OS will consider the event 717 * un-handled, and it will apply its default back button behavior (terminate 718 * the app). 719 * 720 * SDL registers its own back-button-press callback with the Windows Phone 721 * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN 722 * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which 723 * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. 724 * If the hint's value is set to "1", the back button event's Handled 725 * property will get set to 'true'. If the hint's value is set to something 726 * else, or if it is unset, SDL will leave the event's Handled property 727 * alone. (By default, the OS sets this property to 'false', to note.) 728 * 729 * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a 730 * back button is pressed, or can set it in direct-response to a back button 731 * being pressed. 732 * 733 * In order to get notified when a back button is pressed, SDL apps should 734 * register a callback function with SDL_AddEventWatch(), and have it listen 735 * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. 736 * (Alternatively, SDL_KEYUP events can be listened-for. Listening for 737 * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON 738 * set by such a callback, will be applied to the OS' current 739 * back-button-press event. 740 * 741 * More details on back button behavior in Windows Phone apps can be found 742 * at the following page, on Microsoft's developer site: 743 * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx 744 */ 745#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" 746 747/** 748 * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. 749 * 750 * This hint only applies to Mac OS X. 751 * 752 * The variable can be set to the following values: 753 * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and 754 * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" 755 * button on their titlebars). 756 * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and 757 * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" 758 * button on their titlebars). 759 * 760 * The default value is "1". Spaces are disabled regardless of this hint if 761 * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before 762 * any windows are created. 763 */ 764#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" 765 766/** 767* \brief When set don't force the SDL app to become a foreground process 768* 769* This hint only applies to Mac OS X. 770* 771*/ 772#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" 773 774/** 775 * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. 776 * 777 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. 778 * 779 * If both hints were set then SDL_RWFromFile() will look into expansion files 780 * after a given relative path was not found in the internal storage and assets. 781 * 782 * By default this hint is not set and the APK expansion files are not searched. 783 */ 784#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" 785 786/** 787 * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. 788 * 789 * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. 790 * 791 * If both hints were set then SDL_RWFromFile() will look into expansion files 792 * after a given relative path was not found in the internal storage and assets. 793 * 794 * By default this hint is not set and the APK expansion files are not searched. 795 */ 796#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" 797 798/** 799 * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. 800 * 801 * The variable can be set to the following values: 802 * "0" - SDL_TEXTEDITING events are sent, and it is the application's 803 * responsibility to render the text from these events and 804 * differentiate it somehow from committed text. (default) 805 * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, 806 * and text that is being composed will be rendered in its own UI. 807 */ 808#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" 809 810 /** 811 * \brief A variable to control whether mouse and touch events are to be treated together or separately 812 * 813 * The variable can be set to the following values: 814 * "0" - Mouse events will be handled as touch events, and touch will raise fake mouse 815 * events. This is the behaviour of SDL <= 2.0.3. (default) 816 * "1" - Mouse events will be handled separately from pure touch events. 817 * 818 * The value of this hint is used at runtime, so it can be changed at any time. 819 */ 820#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH" 821 822 /** 823 * \brief A variable to control whether we trap the Android back button to handle it manually. 824 * This is necessary for the right mouse button to work on some Android devices, or 825 * to be able to trap the back button for use in your code reliably. If set to true, 826 * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of 827 * SDL_SCANCODE_AC_BACK. 828 * 829 * The variable can be set to the following values: 830 * "0" - Back button will be handled as usual for system. (default) 831 * "1" - Back button will be trapped, allowing you to handle the key press 832 * manually. (This will also let right mouse click work on systems 833 * where the right mouse button functions as back.) 834 * 835 * The value of this hint is used at runtime, so it can be changed at any time. 836 */ 837#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" 838 839 /** 840 * \brief A variable to control whether the return key on the soft keyboard 841 * should hide the soft keyboard on Android and iOS. 842 * 843 * The variable can be set to the following values: 844 * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) 845 * "1" - The return key will hide the keyboard. 846 * 847 * The value of this hint is used at runtime, so it can be changed at any time. 848 */ 849#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" 850 851/** 852 * \brief override the binding element for keyboard inputs for Emscripten builds 853 * 854 * This hint only applies to the emscripten platform 855 * 856 * The variable can be one of 857 * "#window" - The javascript window object (this is the default) 858 * "#document" - The javascript document object 859 * "#screen" - the javascript window.screen object 860 * "#canvas" - the WebGL canvas element 861 * any other string without a leading # sign applies to the element on the page with that ID. 862 */ 863#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" 864 865/** 866 * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. 867 * 868 * This hint only applies to Unix-like platforms. 869 * 870 * The variable can be set to the following values: 871 * "0" - SDL will install a SIGINT and SIGTERM handler, and when it 872 * catches a signal, convert it into an SDL_QUIT event. 873 * "1" - SDL will not install a signal handler at all. 874 */ 875#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" 876 877/** 878 * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. 879 * 880 * The variable can be set to the following values: 881 * "0" - SDL will generate a window-close event when it sees Alt+F4. 882 * "1" - SDL will only do normal key handling for Alt+F4. 883 */ 884#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" 885 886/** 887 * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. 888 * 889 * The bitmap header version 4 is required for proper alpha channel support and 890 * SDL will use it when required. Should this not be desired, this hint can 891 * force the use of the 40 byte header version which is supported everywhere. 892 * 893 * The variable can be set to the following values: 894 * "0" - Surfaces with a colorkey or an alpha channel are saved to a 895 * 32-bit BMP file with an alpha mask. SDL will use the bitmap 896 * header version 4 and set the alpha mask accordingly. 897 * "1" - Surfaces with a colorkey or an alpha channel are saved to a 898 * 32-bit BMP file without an alpha mask. The alpha channel data 899 * will be in the file, but applications are going to ignore it. 900 * 901 * The default value is "0". 902 */ 903#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" 904 905/** 906 * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. 907 * The 0x406D1388 Exception is a trick used to inform Visual Studio of a 908 * thread's name, but it tends to cause problems with other debuggers, 909 * and the .NET runtime. Note that SDL 2.0.6 and later will still use 910 * the (safer) SetThreadDescription API, introduced in the Windows 10 911 * Creators Update, if available. 912 * 913 * The variable can be set to the following values: 914 * "0" - SDL will raise the 0x406D1388 Exception to name threads. 915 * This is the default behavior of SDL <= 2.0.4. 916 * "1" - SDL will not raise this exception, and threads will be unnamed. (default) 917 * This is necessary with .NET languages or debuggers that aren't Visual Studio. 918 */ 919#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" 920 921/** 922 * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI 923 * 924 * Also known as Z-order. The variable can take a negative or positive value. 925 * The default is 10000. 926 */ 927#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" 928 929/** 930 * \brief Tell the video driver that we only want a double buffer. 931 * 932 * By default, most lowlevel 2D APIs will use a triple buffer scheme that 933 * wastes no CPU time on waiting for vsync after issuing a flip, but 934 * introduces a frame of latency. On the other hand, using a double buffer 935 * scheme instead is recommended for cases where low latency is an important 936 * factor because we save a whole frame of latency. 937 * We do so by waiting for vsync immediately after issuing a flip, usually just 938 * after eglSwapBuffers call in the backend's *_SwapWindow function. 939 * 940 * Since it's driver-specific, it's only supported where possible and 941 * implemented. Currently supported the following drivers: 942 * - KMSDRM (kmsdrm) 943 * - Raspberry Pi (raspberrypi) 944 */ 945#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" 946 947/** 948 * \brief A variable controlling what driver to use for OpenGL ES contexts. 949 * 950 * On some platforms, currently Windows and X11, OpenGL drivers may support 951 * creating contexts with an OpenGL ES profile. By default SDL uses these 952 * profiles, when available, otherwise it attempts to load an OpenGL ES 953 * library, e.g. that provided by the ANGLE project. This variable controls 954 * whether SDL follows this default behaviour or will always load an 955 * OpenGL ES library. 956 * 957 * Circumstances where this is useful include 958 * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, 959 * or emulator, e.g. those from ARM, Imagination or Qualcomm. 960 * - Resolving OpenGL ES function addresses at link time by linking with 961 * the OpenGL ES library instead of querying them at run time with 962 * SDL_GL_GetProcAddress(). 963 * 964 * Caution: for an application to work with the default behaviour across 965 * different OpenGL drivers it must query the OpenGL ES function 966 * addresses at run time using SDL_GL_GetProcAddress(). 967 * 968 * This variable is ignored on most platforms because OpenGL ES is native 969 * or not supported. 970 * 971 * This variable can be set to the following values: 972 * "0" - Use ES profile of OpenGL, if available. (Default when not set.) 973 * "1" - Load OpenGL ES library using the default library names. 974 * 975 */ 976#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" 977 978/** 979 * \brief A variable controlling speed/quality tradeoff of audio resampling. 980 * 981 * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) 982 * to handle audio resampling. There are different resampling modes available 983 * that produce different levels of quality, using more CPU. 984 * 985 * If this hint isn't specified to a valid setting, or libsamplerate isn't 986 * available, SDL will use the default, internal resampling algorithm. 987 * 988 * Note that this is currently only applicable to resampling audio that is 989 * being written to a device for playback or audio being read from a device 990 * for capture. SDL_AudioCVT always uses the default resampler (although this 991 * might change for SDL 2.1). 992 * 993 * This hint is currently only checked at audio subsystem initialization. 994 * 995 * This variable can be set to the following values: 996 * 997 * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) 998 * "1" or "fast" - Use fast, slightly higher quality resampling, if available 999 * "2" or "medium" - Use medium quality resampling, if available 1000 * "3" or "best" - Use high quality resampling, if available 1001 */ 1002#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" 1003 1004/** 1005 * \brief A variable controlling the audio category on iOS and Mac OS X 1006 * 1007 * This variable can be set to the following values: 1008 * 1009 * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) 1010 * "playback" - Use the AVAudioSessionCategoryPlayback category 1011 * 1012 * For more information, see Apple's documentation: 1013 * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html 1014 */ 1015#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" 1016 1017/** 1018 * \brief An enumeration of hint priorities 1019 */ 1020typedef enum 1021{ 1022 SDL_HINT_DEFAULT, 1023 SDL_HINT_NORMAL, 1024 SDL_HINT_OVERRIDE 1025} SDL_HintPriority; 1026 1027 1028/** 1029 * \brief Set a hint with a specific priority 1030 * 1031 * The priority controls the behavior when setting a hint that already 1032 * has a value. Hints will replace existing hints of their priority and 1033 * lower. Environment variables are considered to have override priority. 1034 * 1035 * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise 1036 */ 1037extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, 1038 const char *value, 1039 SDL_HintPriority priority); 1040 1041/** 1042 * \brief Set a hint with normal priority 1043 * 1044 * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise 1045 */ 1046extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, 1047 const char *value); 1048 1049/** 1050 * \brief Get a hint 1051 * 1052 * \return The string value of a hint variable. 1053 */ 1054extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); 1055 1056/** 1057 * \brief Get a hint 1058 * 1059 * \return The boolean value of a hint variable. 1060 */ 1061extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); 1062 1063/** 1064 * \brief type definition of the hint callback function. 1065 */ 1066typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); 1067 1068/** 1069 * \brief Add a function to watch a particular hint 1070 * 1071 * \param name The hint to watch 1072 * \param callback The function to call when the hint value changes 1073 * \param userdata A pointer to pass to the callback function 1074 */ 1075extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, 1076 SDL_HintCallback callback, 1077 void *userdata); 1078 1079/** 1080 * \brief Remove a function watching a particular hint 1081 * 1082 * \param name The hint being watched 1083 * \param callback The function being called when the hint value changes 1084 * \param userdata A pointer being passed to the callback function 1085 */ 1086extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, 1087 SDL_HintCallback callback, 1088 void *userdata); 1089 1090/** 1091 * \brief Clear all hints 1092 * 1093 * This function is called during SDL_Quit() to free stored hints. 1094 */ 1095extern DECLSPEC void SDLCALL SDL_ClearHints(void); 1096 1097 1098/* Ends C function definitions when using C++ */ 1099#ifdef __cplusplus 1100} 1101#endif 1102#include "close_code.h" 1103 1104#endif /* SDL_hints_h_ */ 1105 1106/* vi: set ts=4 sw=4 expandtab: */ 1107
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