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hints.c.v
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// Copyright(C) 2021 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
module sdl
//
// SDL_hints.h
//
// A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
//
// SDL can try to accelerate the SDL screen surface by using streaming
// textures with a 3D rendering engine. This variable controls whether and
// how this is done.
//
// This variable can be set to the following values:
// "0" - Disable 3D acceleration
// "1" - Enable 3D acceleration, using the default renderer.
// "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
//
// By default SDL tries to make a best guess for each platform whether
// to use acceleration or not.
pub const hint_framebuffer_acceleration = 'SDL_FRAMEBUFFER_ACCELERATION'
// A variable specifying which render driver to use.
//
// If the application doesn't pick a specific renderer to use, this variable
// specifies the name of the preferred renderer. If the preferred renderer
// can't be initialized, the normal default renderer is used.
//
// This variable is case insensitive and can be set to the following values:
// "direct3d"
// "opengl"
// "opengles2"
// "opengles"
// "metal"
// "software"
//
// The default varies by platform, but it's the first one in the list that
// is available on the current platform.
pub const hint_render_driver = 'SDL_RENDER_DRIVER'
// A variable controlling whether the OpenGL render driver uses shaders if they are available.
//
// This variable can be set to the following values:
// "0" - Disable shaders
// "1" - Enable shaders
//
// By default shaders are used if OpenGL supports them.
pub const hint_render_opengl_shaders = 'SDL_RENDER_OPENGL_SHADERS'
// A variable controlling whether the Direct3D device is initialized for thread-safe operations.
//
// This variable can be set to the following values:
// "0" - Thread-safety is not enabled (faster)
// "1" - Thread-safety is enabled
//
// By default the Direct3D device is created with thread-safety disabled.
pub const hint_render_direct3d_threadsafe = 'SDL_RENDER_DIRECT3D_THREADSAFE'
// A variable controlling whether to enable Direct3D 11+'s Debug Layer.
//
// This variable does not have any effect on the Direct3D 9 based renderer.
//
// This variable can be set to the following values:
// "0" - Disable Debug Layer use
// "1" - Enable Debug Layer use
//
// By default, SDL does not use Direct3D Debug Layer.
pub const hint_render_direct3d11_debug = 'SDL_RENDER_DIRECT3D11_DEBUG'
// A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
//
// This variable can be set to the following values:
// "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
// "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
//
// By default letterbox is used
pub const hint_render_logical_size_mode = 'SDL_RENDER_LOGICAL_SIZE_MODE'
// A variable controlling the scaling quality
//
// This variable can be set to the following values:
// "0" or "nearest" - Nearest pixel sampling
// "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
// "2" or "best" - Currently this is the same as "linear"
//
// By default nearest pixel sampling is used
pub const hint_render_scale_quality = 'SDL_RENDER_SCALE_QUALITY'
// A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
//
// This variable can be set to the following values:
// "0" - Disable vsync
// "1" - Enable vsync
//
// By default SDL does not sync screen surface updates with vertical refresh.
pub const hint_render_vsync = 'SDL_RENDER_VSYNC'
// A variable controlling whether the screensaver is enabled.
//
// This variable can be set to the following values:
// "0" - Disable screensaver
// "1" - Enable screensaver
//
// By default SDL will disable the screensaver.
pub const hint_video_allow_screensaver = 'SDL_VIDEO_ALLOW_SCREENSAVER'
// A 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.
pub const hint_video_x11_xvidmode = 'SDL_VIDEO_X11_XVIDMODE'
// A 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.
pub const hint_video_x11_xinerama = 'SDL_VIDEO_X11_XINERAMA'
// A variable controlling whether the X11 XRandR extension should be used.
//
// This variable can be set to the following values:
// "0" - Disable XRandR
// "1" - Enable XRandR
//
// By default SDL will not use XRandR because of window manager issues.
pub const hint_video_x11_xrandr = 'SDL_VIDEO_X11_XRANDR'
// A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
//
// This variable can be set to the following values:
// "0" - Disable _NET_WM_PING
// "1" - Enable _NET_WM_PING
//
// By default SDL will use _NET_WM_PING, but for applications that know they
// will not always be able to respond to ping requests in a timely manner they can
// turn it off to avoid the window manager thinking the app is hung.
// The hint is checked in CreateWindow.
pub const hint_video_x11_net_wm_ping = 'SDL_VIDEO_X11_NET_WM_PING'
// A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
//
// This variable can be set to the following values:
// "0" - Disable _NET_WM_BYPASS_COMPOSITOR
// "1" - Enable _NET_WM_BYPASS_COMPOSITOR
//
// By default SDL will use _NET_WM_BYPASS_COMPOSITOR
//
pub const hint_video_x11_net_wm_bypass_compositor = 'SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR'
// A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
//
// This variable can be set to the following values:
// "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
// "1" - The window frame is interactive when the cursor is hidden
//
// By default SDL will allow interaction with the window frame when the cursor is hidden
pub const hint_window_frame_usable_while_cursor_hidden = 'SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN'
// A variable to specify custom icon resource id from RC file on Windows platform
pub const hint_windows_intresource_icon = 'SDL_WINDOWS_INTRESOURCE_ICON'
pub const hint_windows_intresource_icon_small = 'SDL_WINDOWS_INTRESOURCE_ICON_SMALL'
// A variable controlling whether the windows message loop is processed by SDL
//
// This variable can be set to the following values:
// "0" - The window message loop is not run
// "1" - The window message loop is processed in SDL_PumpEvents()
//
// By default SDL will process the windows message loop
pub const hint_windows_enable_messageloop = 'SDL_WINDOWS_ENABLE_MESSAGELOOP'
// A variable controlling whether grabbing input grabs the keyboard
//
// This variable can be set to the following values:
// "0" - Grab will affect only the mouse
// "1" - Grab will affect mouse and keyboard
//
// By default SDL will not grab the keyboard so system shortcuts still work.
pub const hint_grab_keyboard = 'SDL_GRAB_KEYBOARD'
// A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
pub const hint_mouse_normal_speed_scale = 'SDL_MOUSE_NORMAL_SPEED_SCALE'
// A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
pub const hint_mouse_relative_speed_scale = 'SDL_MOUSE_RELATIVE_SPEED_SCALE'
// A variable controlling whether relative mouse mode is implemented using mouse warping
//
// This variable can be set to the following values:
// "0" - Relative mouse mode uses raw input
// "1" - Relative mouse mode uses mouse warping
//
// By default SDL will use raw input for relative mouse mode
pub const hint_mouse_relative_mode_warp = 'SDL_MOUSE_RELATIVE_MODE_WARP'
// Allow mouse click events when clicking to focus an SDL window
//
// This variable can be set to the following values:
// "0" - Ignore mouse clicks that activate a window
// "1" - Generate events for mouse clicks that activate a window
//
// By default SDL will ignore mouse clicks that activate a window
pub const hint_mouse_focus_clickthrough = 'SDL_MOUSE_FOCUS_CLICKTHROUGH'
// A variable controlling whether touch events should generate synthetic mouse events
//
// This variable can be set to the following values:
// "0" - Touch events will not generate mouse events
// "1" - Touch events will generate mouse events
//
// By default SDL will generate mouse events for touch events
pub const hint_touch_mouse_events = 'SDL_TOUCH_MOUSE_EVENTS'
// Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
//
pub const hint_video_minimize_on_focus_loss = 'SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS'
// A variable controlling whether the idle timer is disabled on iOS.
//
// When an iOS app does not receive touches for some time, the screen is
// dimmed automatically. For games where the accelerometer is the only input
// this is problematic. This functionality can be disabled by setting this
// hint.
//
// As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
// accomplish the same thing on iOS. They should be preferred over this hint.
//
// This variable can be set to the following values:
// "0" - Enable idle timer
// "1" - Disable idle timer
pub const hint_idle_timer_disabled = 'SDL_IOS_IDLE_TIMER_DISABLED'
// A variable controlling which orientations are allowed on iOS.
//
// In some circumstances it is necessary to be able to explicitly control
// which UI orientations are allowed.
//
// This variable is a space delimited list of the following values:
// "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
pub const hint_orientations = 'SDL_IOS_ORIENTATIONS'
// A variable controlling whether controllers used with the Apple TV
// generate UI events.
//
// When UI events are generated by controller input, the app will be
// backgrounded when the Apple TV remote's menu button is pressed, and when the
// pause or B buttons on gamepads are pressed.
//
// More information about properly making use of controllers for the Apple TV
// can be found here:
// https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
//
// This variable can be set to the following values:
// "0" - Controller input does not generate UI events (the default).
// "1" - Controller input generates UI events.
pub const hint_apple_tv_controller_ui_events = 'SDL_APPLE_TV_CONTROLLER_UI_EVENTS'
// A variable controlling whether the Apple TV remote's joystick axes
// will automatically match the rotation of the remote.
//
// This variable can be set to the following values:
// "0" - Remote orientation does not affect joystick axes (the default).
// "1" - Joystick axes are based on the orientation of the remote.
pub const hint_apple_tv_remote_allow_rotation = 'SDL_APPLE_TV_REMOTE_ALLOW_ROTATION'
// A variable controlling whether the home indicator bar on iPhone X
// should be hidden.
//
// This variable can be set to the following values:
// "0" - The indicator bar is not hidden (default for windowed applications)
// "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
// "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
pub const hint_ios_hide_home_indicator = 'SDL_IOS_HIDE_HOME_INDICATOR'
// A variable controlling whether the Android / iOS built-in
// accelerometer should be listed as a joystick device.
//
// This variable can be set to the following values:
// "0" - The accelerometer is not listed as a joystick
// "1" - The accelerometer is available as a 3 axis joystick (the default).
pub const hint_accelerometer_as_joystick = 'SDL_ACCELEROMETER_AS_JOYSTICK'
// A variable controlling whether the Android / tvOS remotes
// should be listed as joystick devices, instead of sending keyboard events.
//
// This variable can be set to the following values:
// "0" - Remotes send enter/escape/arrow key events
// "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
pub const hint_tv_remote_as_joystick = 'SDL_TV_REMOTE_AS_JOYSTICK'
// A variable that lets you disable the detection and use of Xinput gamepad devices
//
// The variable can be set to the following values:
// "0" - Disable XInput detection (only uses direct input)
// "1" - Enable XInput detection (the default)
pub const hint_xinput_enabled = 'SDL_XINPUT_ENABLED'
// A variable that causes SDL to use the old axis and button mapping for XInput devices.
//
// This hint is for backwards compatibility only and will be removed in SDL 2.1
//
// The default value is "0". This hint must be set before SDL_Init()
pub const hint_xinput_use_old_joystick_mapping = 'SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING'
// A variable that lets you manually hint extra gamecontroller db entries.
//
// The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
//
// This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
// You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
pub const hint_gamecontrollerconfig = 'SDL_GAMECONTROLLERCONFIG'
// A variable containing a list of devices to skip when scanning for game controllers.
//
// The format of the string is a comma separated list of USB VID/PID pairs
// in hexadecimal form, e.g.
//
// 0xAAAA/0xBBBB,0xCCCC/0xDDDD
//
// The variable can also take the form of @file, in which case the named
// file will be loaded and interpreted as the value of the variable.
pub const hint_gamecontroller_ignore_devices = 'SDL_GAMECONTROLLER_IGNORE_DEVICES'
// If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
//
// The format of the string is a comma separated list of USB VID/PID pairs
// in hexadecimal form, e.g.
//
// 0xAAAA/0xBBBB,0xCCCC/0xDDDD
//
// The variable can also take the form of @file, in which case the named
// file will be loaded and interpreted as the value of the variable.
pub const hint_gamecontroller_ignore_devices_except = 'SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT'
// A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
//
// The variable can be set to the following values:
// "0" - Disable joystick & gamecontroller input events when the
// application is in the background.
// "1" - Enable joystick & gamecontroller input events when the
// application is in the background.
//
// The default value is "0". This hint may be set at any time.
pub const hint_joystick_allow_background_events = 'SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS'
// If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
// This is a debugging aid for developers and not expected to be used by end users. The default is "1"
//
// This variable can be set to the following values:
// "0" - don't allow topmost
// "1" - allow topmost
pub const hint_allow_topmost = 'SDL_ALLOW_TOPMOST'
// A variable that controls the timer resolution, in milliseconds.
//
// The higher resolution the timer, the more frequently the CPU services
// timer interrupts, and the more precise delays are, but this takes up
// power and CPU time. This hint is only used on Windows 7 and earlier.
//
// See this blog post for more information:
// http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
//
// If this variable is set to "0", the system timer resolution is not set.
//
// The default value is "1". This hint may be set at any time.
pub const hint_timer_resolution = 'SDL_TIMER_RESOLUTION'
// A variable describing the content orientation on QtWayland-based platforms.
//
// On QtWayland platforms, windows are rotated client-side to allow for custom
// transitions. In order to correctly position overlays (e.g. volume bar) and
// gestures (e.g. events view, close/minimize gestures), the system needs to
// know in which orientation the application is currently drawing its contents.
//
// This does not cause the window to be rotated or resized, the application
// needs to take care of drawing the content in the right orientation (the
// framebuffer is always in portrait mode).
//
// This variable can be one of the following values:
// "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
pub const hint_qtwayland_content_orientation = 'SDL_QTWAYLAND_CONTENT_ORIENTATION'
// Flags to set on QtWayland windows to integrate with the native window manager.
//
// On QtWayland platforms, this hint controls the flags to set on the windows.
// For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
//
// This variable is a space-separated list of the following values (empty = no flags):
// "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
pub const hint_qtwayland_window_flags = 'SDL_QTWAYLAND_WINDOW_FLAGS'
// A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
//
// Use this hint in case you need to set SDL's threads stack size to other than the default.
// This is specially useful if you build SDL against a non glibc libc library (such as musl) which
// provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
// Support for this hint is currently available only in the pthread, Windows, and PSP backend.
pub const hint_thread_stack_size = 'SDL_THREAD_STACK_SIZE'
// If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
pub const hint_video_highdpi_disabled = 'SDL_VIDEO_HIGHDPI_DISABLED'
// A variable that determines whether ctrl+click should generate a right-click event on Mac
//
// If present, holding ctrl while left clicking will generate a right click
// event when on Mac.
pub const hint_mac_ctrl_click_emulate_right_click = 'SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK'
// A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
//
// SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
// can use two different sets of binaries, those compiled by the user from source
// or those provided by the Chrome browser. In the later case, these binaries require
// that SDL loads a DLL providing the shader compiler.
//
// This variable can be set to the following values:
// "d3dcompiler_46.dll" - default, best for Vista or later.
// "d3dcompiler_43.dll" - for XP support.
// "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
//
pub const hint_video_win_d3dcompiler = 'SDL_VIDEO_WIN_D3DCOMPILER'
// A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
//
// If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
// SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
// created SDL_Window:
//
// 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
// needed for example when sharing an OpenGL context across multiple windows.
//
// 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
// OpenGL rendering.
//
// This variable can be set to the following values:
// The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
// share a pixel format with.
pub const hint_video_window_share_pixel_format = 'SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT'
// A URL to a WinRT app's privacy policy
//
// All network-enabled WinRT apps must make a privacy policy available to its
// users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
// be available in the Windows Settings charm, as accessed from within the app.
// SDL provides code to add a URL-based link there, which can point to the app's
// privacy policy.
//
// To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
// before calling any SDL_Init() functions. The contents of the hint should
// be a valid URL. For example, "http://www.example.com".
//
// The default value is "", which will prevent SDL from adding a privacy policy
// link to the Settings charm. This hint should only be set during app init.
//
// The label text of an app's "Privacy Policy" link may be customized via another
// hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
//
// Please note that on Windows Phone, Microsoft does not provide standard UI
// for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
// will not get used on that platform. Network-enabled phone apps should display
// their privacy policy through some other, in-app means.
pub const hint_winrt_privacy_policy_url = 'SDL_WINRT_PRIVACY_POLICY_URL'
// Label text for a WinRT app's privacy policy link
//
// Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
// Microsoft mandates that this policy be available via the Windows Settings charm.
// SDL provides code to add a link there, with its label text being set via the
// optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
//
// Please note that a privacy policy's contents are not set via this hint. A separate
// hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
// policy.
//
// The contents of this hint should be encoded as a UTF8 string.
//
// The default value is "Privacy Policy". This hint should only be set during app
// initialization, preferably before any calls to SDL_Init().
//
// For additional information on linking to a privacy policy, see the documentation for
// SDL_HINT_WINRT_PRIVACY_POLICY_URL.
pub const hint_winrt_privacy_policy_label = 'SDL_WINRT_PRIVACY_POLICY_LABEL'
// Allows back-button-press events on Windows Phone to be marked as handled
//
// Windows Phone devices typically feature a Back button. When pressed,
// the OS will emit back-button-press events, which apps are expected to
// handle in an appropriate manner. If apps do not explicitly mark these
// events as 'Handled', then the OS will invoke its default behavior for
// unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
// terminate the app (and attempt to switch to the previous app, or to the
// device's home screen).
//
// Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
// to mark back-button-press events as Handled, if and when one is sent to
// the app.
//
// Internally, Windows Phone sends back button events as parameters to
// special back-button-press callback functions. Apps that need to respond
// to back-button-press events are expected to register one or more
// callback functions for such, shortly after being launched (during the
// app's initialization phase). After the back button is pressed, the OS
// will invoke these callbacks. If the app's callback(s) do not explicitly
// mark the event as handled by the time they return, or if the app never
// registers one of these callback, the OS will consider the event
// un-handled, and it will apply its default back button behavior (terminate
// the app).
//
// SDL registers its own back-button-press callback with the Windows Phone
// OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
// and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
// it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
// If the hint's value is set to "1", the back button event's Handled
// property will get set to 'true'. If the hint's value is set to something
// else, or if it is unset, SDL will leave the event's Handled property
// alone. (By default, the OS sets this property to 'false', to note.)
//
// SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
// back button is pressed, or can set it in direct-response to a back button
// being pressed.
//
// In order to get notified when a back button is pressed, SDL apps should
// register a callback function with SDL_AddEventWatch(), and have it listen
// for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
// (Alternatively, SDL_KEYUP events can be listened-for. Listening for
// either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
// set by such a callback, will be applied to the OS' current
// back-button-press event.
//
// More details on back button behavior in Windows Phone apps can be found
// at the following page, on Microsoft's developer site:
// http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
pub const hint_winrt_handle_back_button = 'SDL_WINRT_HANDLE_BACK_BUTTON'
// A variable that dictates policy for fullscreen Spaces on Mac OS X.
//
// This hint only applies to Mac OS X.
//
// The variable can be set to the following values:
// "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
// SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
// button on their titlebars).
// "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
// 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.
pub const hint_video_mac_fullscreen_spaces = 'SDL_VIDEO_MAC_FULLSCREEN_SPACES'
// When set don't force the SDL app to become a foreground process
//
// This hint only applies to Mac OS X.
//
pub const hint_mac_background_app = 'SDL_MAC_BACKGROUND_APP'
// Android APK expansion main file version. Should be a string number like "1", "2" etc.
//
// Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
//
// If both hints were set then SDL_RWFromFile() will look into expansion files
// after a given relative path was not found in the internal storage and assets.
//
// By default this hint is not set and the APK expansion files are not searched.
pub const hint_android_apk_expansion_main_file_version = 'SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION'
// Android APK expansion patch file version. Should be a string number like "1", "2" etc.
//
// Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
//
// If both hints were set then SDL_RWFromFile() will look into expansion files
// after a given relative path was not found in the internal storage and assets.
//
// By default this hint is not set and the APK expansion files are not searched.
pub const hint_android_apk_expansion_patch_file_version = 'SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION'
// A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
//
// The variable can be set to the following values:
// "0" - SDL_TEXTEDITING events are sent, and it is the application's
// responsibility to render the text from these events and
// differentiate it somehow from committed text. (default)
// "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
// and text that is being composed will be rendered in its own UI.
pub const hint_ime_internal_editing = 'SDL_IME_INTERNAL_EDITING'
// A variable to control whether mouse and touch events are to be treated together or separately
//
// The variable can be set to the following values:
// "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
// events. This is the behaviour of SDL <= 2.0.3. (default)
// "1" - Mouse events will be handled separately from pure touch events.
//
// The value of this hint is used at runtime, so it can be changed at any time.
pub const hint_android_separate_mouse_and_touch = 'SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH'
// A variable to control whether the return key on the soft keyboard
// should hide the soft keyboard on Android and iOS.
//
// The variable can be set to the following values:
// "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
// "1" - The return key will hide the keyboard.
//
// The value of this hint is used at runtime, so it can be changed at any time.
pub const hint_return_key_hides_ime = 'SDL_RETURN_KEY_HIDES_IME'
// override the binding element for keyboard inputs for Emscripten builds
//
// This hint only applies to the emscripten platform
//
// The variable can be one of
// "#window" - The javascript window object (this is the default)
// "#document" - The javascript document object
// "#screen" - the javascript window.screen object
// "#canvas" - the WebGL canvas element
// any other string without a leading # sign applies to the element on the page with that ID.
pub const hint_emscripten_keyboard_element = 'SDL_EMSCRIPTEN_KEYBOARD_ELEMENT'
// Tell SDL not to catch the SIGINT or SIGTERM signals.
//
// This hint only applies to Unix-like platforms.
//
// The variable can be set to the following values:
// "0" - SDL will install a SIGINT and SIGTERM handler, and when it
// catches a signal, convert it into an SDL_QUIT event.
// "1" - SDL will not install a signal handler at all.
pub const hint_no_signal_handlers = 'SDL_NO_SIGNAL_HANDLERS'
// Tell SDL not to generate window-close events for Alt+F4 on Windows.
//
// The variable can be set to the following values:
// "0" - SDL will generate a window-close event when it sees Alt+F4.
// "1" - SDL will only do normal key handling for Alt+F4.
pub const hint_windows_no_close_on_alt_f4 = 'SDL_WINDOWS_NO_CLOSE_ON_ALT_F4'
// Prevent SDL from using version 4 of the bitmap header when saving BMPs.
//
// The bitmap header version 4 is required for proper alpha channel support and
// SDL will use it when required. Should this not be desired, this hint can
// force the use of the 40 byte header version which is supported everywhere.
//
// The variable can be set to the following values:
// "0" - Surfaces with a colorkey or an alpha channel are saved to a
// 32-bit BMP file with an alpha mask. SDL will use the bitmap
// header version 4 and set the alpha mask accordingly.
// "1" - Surfaces with a colorkey or an alpha channel are saved to a
// 32-bit BMP file without an alpha mask. The alpha channel data
// will be in the file, but applications are going to ignore it.
//
// The default value is "0".
pub const hint_bmp_save_legacy_format = 'SDL_BMP_SAVE_LEGACY_FORMAT'
// Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
// The 0x406D1388 Exception is a trick used to inform Visual Studio of a
// thread's name, but it tends to cause problems with other debuggers,
// and the .NET runtime. Note that SDL 2.0.6 and later will still use
// the (safer) SetThreadDescription API, introduced in the Windows 10
// Creators Update, if available.
//
// The variable can be set to the following values:
// "0" - SDL will raise the 0x406D1388 Exception to name threads.
// This is the default behavior of SDL <= 2.0.4.
// "1" - SDL will not raise this exception, and threads will be unnamed. (default)
// This is necessary with .NET languages or debuggers that aren't Visual Studio.
pub const hint_windows_disable_thread_naming = 'SDL_WINDOWS_DISABLE_THREAD_NAMING'
// Tell SDL which Dispmanx layer to use on a Raspberry PI
//
// Also known as Z-order. The variable can take a negative or positive value.
// The default is 10000.
pub const hint_rpi_video_layer = 'SDL_RPI_VIDEO_LAYER'
// Tell the video driver that we only want a double buffer.
//
// By default, most lowlevel 2D APIs will use a triple buffer scheme that
// wastes no CPU time on waiting for vsync after issuing a flip, but
// introduces a frame of latency. On the other hand, using a double buffer
// scheme instead is recommended for cases where low latency is an important
// factor because we save a whole frame of latency.
// We do so by waiting for vsync immediately after issuing a flip, usually just
// after eglSwapBuffers call in the backend's *_SwapWindow function.
//
// Since it's driver-specific, it's only supported where possible and
// implemented. Currently supported the following drivers:
// - KMSDRM (kmsdrm)
// - Raspberry Pi (raspberrypi)
pub const hint_video_double_buffer = 'SDL_VIDEO_DOUBLE_BUFFER'
// A variable controlling what driver to use for OpenGL ES contexts.
//
// On some platforms, currently Windows and X11, OpenGL drivers may support
// creating contexts with an OpenGL ES profile. By default SDL uses these
// profiles, when available, otherwise it attempts to load an OpenGL ES
// library, e.g. that provided by the ANGLE project. This variable controls
// whether SDL follows this default behaviour or will always load an
// OpenGL ES library.
//
// Circumstances where this is useful include
// - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
// or emulator, e.g. those from ARM, Imagination or Qualcomm.
// - Resolving OpenGL ES function addresses at link time by linking with
// the OpenGL ES library instead of querying them at run time with
// SDL_GL_GetProcAddress().
//
// Caution: for an application to work with the default behaviour across
// different OpenGL drivers it must query the OpenGL ES function
// addresses at run time using SDL_GL_GetProcAddress().
//
// This variable is ignored on most platforms because OpenGL ES is native
// or not supported.
//
// This variable can be set to the following values:
// "0" - Use ES profile of OpenGL, if available. (Default when not set.)
// "1" - Load OpenGL ES library using the default library names.
//
pub const hint_opengl_es_driver = 'SDL_OPENGL_ES_DRIVER'
// A variable controlling speed/quality tradeoff of audio resampling.
//
// If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
// to handle audio resampling. There are different resampling modes available
// that produce different levels of quality, using more CPU.
//
// If this hint isn't specified to a valid setting, or libsamplerate isn't
// available, SDL will use the default, internal resampling algorithm.
//
// Note that this is currently only applicable to resampling audio that is
// being written to a device for playback or audio being read from a device
// for capture. SDL_AudioCVT always uses the default resampler (although this
// might change for SDL 2.1).
//
// This hint is currently only checked at audio subsystem initialization.
//
// This variable can be set to the following values:
//
// "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
// "1" or "fast" - Use fast, slightly higher quality resampling, if available
// "2" or "medium" - Use medium quality resampling, if available
// "3" or "best" - Use high quality resampling, if available
pub const hint_audio_resampling_mode = 'SDL_AUDIO_RESAMPLING_MODE'
// A variable controlling the audio category on iOS and Mac OS X
//
// This variable can be set to the following values:
//
// "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
// "playback" - Use the AVAudioSessionCategoryPlayback category
//
// For more information, see Apple's documentation:
// https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
pub const hint_audio_category = 'SDL_AUDIO_CATEGORY'
// HintPriority is C.SDL_HintPriority
pub enum HintPriority {
default = C.SDL_HINT_DEFAULT
normal = C.SDL_HINT_NORMAL
override = C.SDL_HINT_OVERRIDE
}
fn C.SDL_SetHintWithPriority(const_name &char, const_value &char, priority C.SDL_HintPriority) bool
// set_hint_with_priority sets a hint with a specific priority
//
// The priority controls the behavior when setting a hint that already
// has a value. Hints will replace existing hints of their priority and
// lower. Environment variables are considered to have override priority.
//
// returns SDL_TRUE if the hint was set, SDL_FALSE otherwise
pub fn set_hint_with_priority(const_name &char, const_value &char, priority HintPriority) bool {
return C.SDL_SetHintWithPriority(const_name, const_value, C.SDL_HintPriority(priority))
}
fn C.SDL_SetHint(const_name &char, const_value &char) bool
// set_hint sets a hint with normal priority
//
// returns SDL_TRUE if the hint was set, SDL_FALSE otherwise
pub fn set_hint(const_name &char, const_value &char) bool {
return C.SDL_SetHint(const_name, const_value)
}
fn C.SDL_GetHint(name &char) &char
// get_hint gets a hint
//
// returns The string value of a hint variable.
pub fn get_hint(name &char) &char {
return C.SDL_GetHint(name)
}
fn C.SDL_GetHintBoolean(name &char, default_value bool) bool
// get_hint_boolean gets a hint
//
// returns The boolean value of a hint variable.
pub fn get_hint_boolean(name &char, default_value bool) bool {
return C.SDL_GetHintBoolean(name, default_value)
}
// HintCallback type definition of the hint callback function.
// `typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);`
pub type HintCallback = fn (userdata voidptr, const_name &char, const_old_value &char, const_new_value &char)
fn C.SDL_AddHintCallback(name &char, callback HintCallback, userdata voidptr)
// add_hint_callback adds a function to watch a particular hint
//
// `name` The hint to watch
// `callback` The function to call when the hint value changes
// `userdata` A pointer to pass to the callback function
pub fn add_hint_callback(name &char, callback HintCallback, userdata voidptr) {
C.SDL_AddHintCallback(name, callback, userdata)
}
fn C.SDL_DelHintCallback(name &char, callback HintCallback, userdata voidptr)
// del_hint_callback removes a function watching a particular hint
//
// `name` The hint being watched
// `callback` The function being called when the hint value changes
// `userdata` A pointer being passed to the callback function
pub fn del_hint_callback(name &char, callback HintCallback, userdata voidptr) {
C.SDL_DelHintCallback(name, callback, userdata)
}
fn C.SDL_ClearHints()
// clear_hints clears all hints
//
// This function is called during SDL_Quit() to free stored hints.
pub fn clear_hints() {
C.SDL_ClearHints()
}