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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * \file SDL_hints.h
- *
- * Official documentation for SDL configuration variables
- *
- * This file contains functions to set and get configuration hints,
- * as well as listing each of them alphabetically.
- *
- * The convention for naming hints is SDL_HINT_X, where "SDL_X" is
- * the environment variable that can be used to override the default.
- *
- * In general these hints are just that - they may or may not be
- * supported or applicable on any given platform, but they provide
- * a way for an application or user to give the library a hint as
- * to how they would like the library to work.
- */
- #ifndef _SDL_hints_h
- #define _SDL_hints_h
- #include "SDL_stdinc.h"
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * \brief 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.
- */
- #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
- /**
- * \brief 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"
- * "software"
- *
- * The default varies by platform, but it's the first one in the list that
- * is available on the current platform.
- */
- #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
- /**
- * \brief 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.
- */
- #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
- /**
- * \brief 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" - Anisotropic filtering (supported by Direct3D)
- *
- * By default nearest pixel sampling is used
- */
- #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
- /**
- * \brief 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.
- */
- #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
- /**
- * \brief 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.
- */
- #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
- /**
- * \brief 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.
- */
- #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
- /**
- * \brief 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.
- */
- #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
- /**
- * \brief 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.
- */
- #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
- /**
- * \brief Minimize your SDL_Window if it loses key focus when in Fullscreen mode. Defaults to true.
- *
- */
- #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
- /**
- * \brief 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.
- *
- * This variable can be set to the following values:
- * "0" - Enable idle timer
- * "1" - Disable idle timer
- */
- #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
- /**
- * \brief 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"
- */
- #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
- /**
- * \brief 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 timer (only uses direct input)
- * "1" - Enable XInput timer (the default)
- */
- #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
- /**
- * \brief 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()
- */
- #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
- /**
- * \brief 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 backgroumd.
- *
- * The default value is "0". This hint may be set at any time.
- */
- #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
- /**
- * \brief 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
- */
- #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
- /**
- * \brief 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.
- */
- #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
- /**
- * \brief An enumeration of hint priorities
- */
- typedef enum
- {
- SDL_HINT_DEFAULT,
- SDL_HINT_NORMAL,
- SDL_HINT_OVERRIDE
- } SDL_HintPriority;
- /**
- * \brief Set 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.
- *
- * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
- const char *value,
- SDL_HintPriority priority);
- /**
- * \brief Set a hint with normal priority
- *
- * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
- const char *value);
- /**
- * \brief Get a hint
- *
- * \return The string value of a hint variable.
- */
- extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
- /**
- * \brief Add a function to watch a particular hint
- *
- * \param name The hint to watch
- * \param callback The function to call when the hint value changes
- * \param userdata A pointer to pass to the callback function
- */
- typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
- extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
- SDL_HintCallback callback,
- void *userdata);
- /**
- * \brief Remove a function watching a particular hint
- *
- * \param name The hint being watched
- * \param callback The function being called when the hint value changes
- * \param userdata A pointer being passed to the callback function
- */
- extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
- SDL_HintCallback callback,
- void *userdata);
- /**
- * \brief Clear all hints
- *
- * This function is called during SDL_Quit() to free stored hints.
- */
- extern DECLSPEC void SDLCALL SDL_ClearHints(void);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
- #endif /* _SDL_hints_h */
- /* vi: set ts=4 sw=4 expandtab: */
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