mirror of
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429 lines
15 KiB
C
429 lines
15 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 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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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_hints.h
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*
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* Official documentation for SDL configuration variables
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*
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* This file contains functions to set and get configuration hints,
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* as well as listing each of them alphabetically.
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*
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* The convention for naming hints is SDL_HINT_X, where "SDL_X" is
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* the environment variable that can be used to override the default.
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*
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* In general these hints are just that - they may or may not be
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* supported or applicable on any given platform, but they provide
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* a way for an application or user to give the library a hint as
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* to how they would like the library to work.
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*/
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#ifndef _SDL_hints_h
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#define _SDL_hints_h
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#include "SDL_stdinc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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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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* SDL can try to accelerate the SDL screen surface by using streaming
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* textures with a 3D rendering engine. This variable controls whether and
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* how this is done.
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*
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* This variable can be set to the following values:
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* "0" - Disable 3D acceleration
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* "1" - Enable 3D acceleration, using the default renderer.
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* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
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*
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* By default SDL tries to make a best guess for each platform whether
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* to use acceleration or not.
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*/
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#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
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/**
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* \brief A variable specifying which render driver to use.
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*
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* If the application doesn't pick a specific renderer to use, this variable
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* specifies the name of the preferred renderer. If the preferred renderer
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* can't be initialized, the normal default renderer is used.
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*
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* This variable is case insensitive and can be set to the following values:
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* "direct3d"
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* "opengl"
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* "opengles2"
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* "opengles"
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* "software"
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*
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* The default varies by platform, but it's the first one in the list that
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* is available on the current platform.
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*/
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#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
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/**
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* \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
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*
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* This variable can be set to the following values:
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* "0" - Disable shaders
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* "1" - Enable shaders
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*
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* By default shaders are used if OpenGL supports them.
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*/
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#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
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/**
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* \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
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*
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* This variable can be set to the following values:
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* "0" - Thread-safety is not enabled (faster)
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* "1" - Thread-safety is enabled
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*
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* By default the Direct3D device is created with thread-safety disabled.
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*/
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#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
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/**
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* \brief A variable controlling the scaling quality
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*
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* This variable can be set to the following values:
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* "0" or "nearest" - Nearest pixel sampling
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* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
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* "2" or "best" - Currently this is the same as "linear"
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*
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* By default nearest pixel sampling is used
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*/
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#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
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/**
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* \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
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*
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* This variable can be set to the following values:
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* "0" - Disable vsync
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* "1" - Enable vsync
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*
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* By default SDL does not sync screen surface updates with vertical refresh.
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*/
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#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
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/**
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* \brief A variable controlling whether the X11 VidMode extension 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" - Disable XVidMode
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* "1" - Enable XVidMode
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*
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* By default SDL will use XVidMode if it is available.
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*/
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#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
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/**
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* \brief A variable controlling whether the X11 Xinerama extension 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" - Disable Xinerama
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* "1" - Enable Xinerama
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*
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* By default SDL will use Xinerama if it is available.
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*/
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#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
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/**
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* \brief A variable controlling whether the X11 XRandR extension 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" - Disable XRandR
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* "1" - Enable XRandR
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*
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* By default SDL will not use XRandR because of window manager issues.
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*/
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#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
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/**
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* \brief A variable controlling whether grabbing input grabs the keyboard
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*
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* This variable can be set to the following values:
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* "0" - Grab will affect only the mouse
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* "1" - Grab will affect mouse and keyboard
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*
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* By default SDL will not grab the keyboard so system shortcuts still work.
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*/
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#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
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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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* This variable can be set to the following values:
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* "0" - Relative mouse mode uses raw input
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* "1" - Relative mouse mode uses mouse warping
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*
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* By default SDL will use raw input for relative mouse mode
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*/
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#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
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/**
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* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
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*
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*/
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#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
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/**
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* \brief Set whether windows go fullscreen in their own spaces on Mac OS X
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*
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* This variable can be set to the following values:
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* "0" - Fullscreen windows will use the classic fullscreen mode
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* "1" - Fullscreen windows will use fullscreen spaces
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*
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* By default SDL will use the classic fullscreen mode.
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*/
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#define SDL_HINT_VIDEO_FULLSCREEN_SPACES "SDL_VIDEO_FULLSCREEN_SPACES"
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/**
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* \brief A variable controlling whether the idle timer is disabled on iOS.
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*
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* When an iOS app does not receive touches for some time, the screen is
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* dimmed automatically. For games where the accelerometer is the only input
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* this is problematic. This functionality can be disabled by setting this
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* hint.
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*
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* This variable can be set to the following values:
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* "0" - Enable idle timer
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* "1" - Disable idle timer
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*/
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#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
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/**
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* \brief A variable controlling which orientations are allowed on iOS.
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*
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* In some circumstances it is necessary to be able to explicitly control
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* which UI orientations are allowed.
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*
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* This variable is a space delimited list of the following values:
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* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
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*/
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#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
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/**
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* \brief A variable controlling whether an Android built-in accelerometer should be
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* listed as a joystick device, rather than listing actual joysticks only.
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*
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* This variable can be set to the following values:
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* "0" - List only real joysticks and accept input from them
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* "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
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*/
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#define SDL_HINT_ACCEL_AS_JOY "SDL_ACCEL_AS_JOY"
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/**
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* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
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*
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* The variable can be set to the following values:
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* "0" - Disable XInput detection (only uses direct input)
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* "1" - Enable XInput detection (the default)
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*/
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#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
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/**
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* \brief A variable that lets you manually hint extra gamecontroller db entries
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*
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* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
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*
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* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
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* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
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*/
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#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
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/**
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* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
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*
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* The variable can be set to the following values:
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* "0" - Disable joystick & gamecontroller input events when the
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* application is in the background.
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* "1" - Enable joystick & gamecontroller input events when the
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* application is in the background.
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*
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* The default value is "0". This hint may be set at any time.
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*/
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#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
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/**
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* \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it.
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* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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*
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* This variable can be set to the following values:
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* "0" - don't allow topmost
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* "1" - allow topmost
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*/
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#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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/**
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* \brief A variable that controls the timer resolution, in milliseconds.
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*
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* The higher resolution the timer, the more frequently the CPU services
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* timer interrupts, and the more precise delays are, but this takes up
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* power and CPU time. This hint is only used on Windows 7 and earlier.
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*
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* See this blog post for more information:
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* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
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*
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* If this variable is set to "0", the system timer resolution is not set.
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*
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* The default value is "1". This hint may be set at any time.
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*/
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#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
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/**
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* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac)
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*/
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#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
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/**
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* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
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*
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* If present, holding ctrl while left clicking will generate a right click
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* event when on Mac.
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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 specifying which shader compiler to preload when using the Chrome ANGLE binaries
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*
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* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
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* can use two different sets of binaries, those compiled by the user from source
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* or those provided by the Chrome browser. In the later case, these binaries require
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* that SDL loads a DLL providing the shader compiler.
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*
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* This variable can be set to the following values:
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* "d3dcompiler_46.dll" - default, best for Vista or later.
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* "d3dcompiler_43.dll" - for XP support.
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* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
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*
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*/
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#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
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/**
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* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
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*
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* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
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* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
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* created SDL_Window:
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* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
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* needed for example when sharing an OpenGL context across multiple windows.
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*
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* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
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* OpenGL rendering.
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*
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* This variable can be set to the following values:
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* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
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* share a pixel format with.
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*/
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#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
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/**
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* \brief An enumeration of hint priorities
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*/
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typedef enum
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{
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SDL_HINT_DEFAULT,
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SDL_HINT_NORMAL,
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SDL_HINT_OVERRIDE
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} SDL_HintPriority;
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/**
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* \brief Set a hint with a specific priority
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*
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* The priority controls the behavior when setting a hint that already
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* has a value. Hints will replace existing hints of their priority and
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* lower. Environment variables are considered to have override priority.
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*
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* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
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const char *value,
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SDL_HintPriority priority);
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/**
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* \brief Set a hint with normal priority
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*
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* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
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const char *value);
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/**
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* \brief Get a hint
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*
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* \return The string value of a hint variable.
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*/
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extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
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/**
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* \brief Add a function to watch a particular hint
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*
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* \param name The hint to watch
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* \param callback The function to call when the hint value changes
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* \param userdata A pointer to pass to the callback function
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*/
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typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
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extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
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SDL_HintCallback callback,
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void *userdata);
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/**
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* \brief Remove a function watching a particular hint
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*
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* \param name The hint being watched
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* \param callback The function being called when the hint value changes
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* \param userdata A pointer being passed to the callback function
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*/
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extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
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SDL_HintCallback callback,
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void *userdata);
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/**
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* \brief Clear all hints
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*
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* This function is called during SDL_Quit() to free stored hints.
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*/
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extern DECLSPEC void SDLCALL SDL_ClearHints(void);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_hints_h */
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/* vi: set ts=4 sw=4 expandtab: */
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