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672 lines
28 KiB
PHP
672 lines
28 KiB
PHP
{// from "SDL_hints.h"
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 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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}
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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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const
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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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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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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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SDL_HINT_RENDER_DIRECT3D_THREADSAFE = 'SDL_RENDER_DIRECT3D_THREADSAFE';
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{**
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* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
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*
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* This variable does not have any effect on the Direct3D 9 based renderer.
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*
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* This variable can be set to the following values:
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* "0" - Disable Debug Layer use
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* "1" - Enable Debug Layer use
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*
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* By default, SDL does not use Direct3D Debug Layer.
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*}
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SDL_HINT_RENDER_DIRECT3D11_DEBUG = 'SDL_HINT_RENDER_DIRECT3D11_DEBUG';
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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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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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SDL_HINT_RENDER_VSYNC = 'SDL_RENDER_VSYNC';
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{/**
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* \brief A variable controlling whether the screensaver is enabled.
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*
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* This variable can be set to the following values:
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* "0" - Disable screensaver
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* "1" - Enable screensaver
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*
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* By default SDL will disable the screensaver.
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*/}
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SDL_HINT_VIDEO_ALLOW_SCREENSAVER = 'SDL_VIDEO_ALLOW_SCREENSAVER';
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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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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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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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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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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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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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SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS = 'SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS';
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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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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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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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SDL_HINT_ACCELEROMETER_AS_JOYSTICK = 'SDL_ACCELEROMETER_AS_JOYSTICK';
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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 timer (only uses direct input)
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* "1" - Enable XInput timer (the default)
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*/}
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SDL_HINT_XINPUT_ENABLED = 'SDL_XINPUT_ENABLED';
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{**
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* \brief A hint that specifies that SDL should use the old axis and button mapping for XInput devices.
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*
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* The variable can be set to the following values:
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* 0 use the old axis and button mapping for XInput devices
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* 1 do not use old axis and button mapping for XInput devices
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*
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* By default SDL does not use the old axis and button mapping for XInput devices.
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*}
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SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING = 'SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING';
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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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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 backgroumd.
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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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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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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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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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SDL_HINT_VIDEO_HIGHDPI_DISABLED = 'SDL_VIDEO_HIGHDPI_DISABLED';
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{**
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* \brief A hint that specifies if the SDL app should not be forced to become a foreground process on Mac OS X.
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*
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* Possible values:
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* 0 force the SDL app to become a foreground process (default)
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* 1 do not force the SDL app to become a foreground process
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*}
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SDL_HINT_MAC_BACKGROUND_APP = 'SDL_HINT_MAC_BACKGROUND_APP';
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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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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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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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*
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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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SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT = 'SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT';
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{**
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* \brief A URL to a WinRT app's privacy policy
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*
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* All network-enabled WinRT apps must make a privacy policy available to its
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* users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
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* be available in the Windows Settings charm, as accessed from within the app.
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* SDL provides code to add a URL-based link there, which can point to the app's
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* privacy policy.
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*
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* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
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* before calling any SDL_Init functions. The contents of the hint should
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* be a valid URL. For example, "http://www.example.com".
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*
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* The default value is "", which will prevent SDL from adding a privacy policy
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* link to the Settings charm. This hint should only be set during app init.
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*
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* The label text of an app's "Privacy Policy" link may be customized via another
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* hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
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*
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* Please note that on Windows Phone, Microsoft does not provide standard UI
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* for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
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* will not get used on that platform. Network-enabled phone apps should display
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* their privacy policy through some other, in-app means.
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*}
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SDL_HINT_WINRT_PRIVACY_POLICY_URL = 'SDL_HINT_WINRT_PRIVACY_POLICY_URL';
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{**
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* \brief Label text for a WinRT app's privacy policy link
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*
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* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
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* Microsoft mandates that this policy be available via the Windows Settings charm.
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* SDL provides code to add a link there, with it's label text being set via the
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* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
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*
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* Please note that a privacy policy's contents are not set via this hint. A separate
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* hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
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* policy.
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*
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* The contents of this hint should be encoded as a UTF8 string.
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*
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* The default value is "Privacy Policy". This hint should only be set during app
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* initialization, preferably before any calls to SDL_Init.
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*
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* For additional information on linking to a privacy policy, see the documentation for
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* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
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*}
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SDL_HINT_WINRT_PRIVACY_POLICY_LABEL = 'SDL_HINT_WINRT_PRIVACY_POLICY_LABEL';
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{**
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* \brief If set to 1, back button press events on Windows Phone 8+ will be marked as handled.
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*
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* TODO, WinRT: document SDL_HINT_WINRT_HANDLE_BACK_BUTTON need and use
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* For now, more details on why this is needed can be found at the
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* beginning of the following web page:
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* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
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*}
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SDL_HINT_WINRT_HANDLE_BACK_BUTTON = 'SDL_HINT_WINRT_HANDLE_BACK_BUTTON';
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{**
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* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
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*
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* This hint only applies to Mac OS X.
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*
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* The variable can be set to the following values:
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* "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
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* SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
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* button on their titlebars).
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* "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
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* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
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* button on their titlebars.
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*
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* The default value is "1". Spaces are disabled regardless of this hint if
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* the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
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* any windows are created.
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*}
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SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES = 'SDL_VIDEO_MAC_FULLSCREEN_SPACES';
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{**
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* \brief A hint that specifies the Android APK expansion main file version.
|
|
*
|
|
* The variable should specify the Android APK expansion main file version (a string number like "1", "2" etc.).
|
|
* This hint must be set together with the hint 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.
|
|
*}
|
|
SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION = 'SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION';
|
|
|
|
{**
|
|
* \brief A hint that specifies the Android APK expansion patch file version.
|
|
*
|
|
* The variable should specify the Android APK expansion patch file version (a string number like "1", "2" etc.).
|
|
* This hint must be set together with the hint 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.
|
|
*}
|
|
SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION = 'SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION';
|
|
|
|
{**
|
|
* \brief A hint that specifies a variable to control whether mouse and touch events are to be treated together or separately.
|
|
*
|
|
* Possible values:
|
|
* 0 mouse events will be handled as touch events and touch will raise fake mouse events
|
|
* 1 mouse events will be handled separately from pure touch events
|
|
*
|
|
* By default mouse events will be handled as touch events and touch will raise fake mouse events.
|
|
* The value of this hint is used at runtime, so it can be changed at any time.
|
|
*}
|
|
SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH = 'SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH';
|
|
|
|
{**
|
|
* \brief A hint that specifies a value to override the binding element for keyboard inputs for Emscripten builds.
|
|
*
|
|
* Possible values:
|
|
* #window the JavaScript window object (this is the default)
|
|
* #document the JavaScript document object
|
|
* #screen the JavaScript window.screen object
|
|
* #canvas the default WebGL canvas element
|
|
*
|
|
* Any other string without a leading # sign applies to the element on the page with that ID.
|
|
* This hint only applies to the Emscripten platform.
|
|
*}
|
|
SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT = 'SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT';
|
|
|
|
{**
|
|
* \brief A hint that specifies whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
|
|
*
|
|
* Possible 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.
|
|
*}
|
|
SDL_HINT_IME_INTERNAL_EDITING = 'SDL_HINT_IME_INTERNAL_EDITING';
|
|
|
|
{**
|
|
* \brief A hint that specifies not to catch the SIGINT or SIGTERM signals.
|
|
*
|
|
* Possible values:
|
|
* 0 SDL will install a SIGINT and SIGTERM handler, and when it catches a signal, convert it into an SDL_QUIT event (default)
|
|
* 1 SDL will not install a signal handler at all
|
|
*
|
|
* This hint only applies to Unix-like platforms.
|
|
*}
|
|
SDL_HINT_NO_SIGNAL_HANDLERS = 'SDL_HINT_NO_SIGNAL_HANDLERS';
|
|
|
|
{**
|
|
* \brief A hint that specifies a variable specifying SDL's threads stack size in bytes or "0" for the backend's default size.
|
|
*
|
|
* Possible values for this hint are:
|
|
* 0 use the backend's default threads stack size (default)
|
|
* X use the provided positive threads stack 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 8 MB glibc uses).
|
|
*
|
|
* Support for this hint is currently available only in the pthread backend.
|
|
*}
|
|
SDL_HINT_THREAD_STACK_SIZE = 'SDL_HINT_THREAD_STACK_SIZE';
|
|
|
|
{**
|
|
* \brief A hint that specifies whether the windows message loop is processed by SDL.
|
|
*
|
|
* Possible values for this hint:
|
|
* 0 the window message loop is not run
|
|
* 1 the window message loop is processed in SDL_PumpEvents() [default]
|
|
*}
|
|
SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP = 'SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP';
|
|
|
|
{**
|
|
* \brief A hint that specifies that SDL should not to generate SDL_WINDOWEVENT_CLOSE events for Alt+F4 on Microsoft Windows.
|
|
*
|
|
* Possible values for this hint:
|
|
* 0 generate an SDL_WINDOWEVENT_CLOSE event for Alt+F4 (default)
|
|
* 1 do not generate event and only do normal key handling for Alt+F4
|
|
*}
|
|
SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 = 'SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4';
|
|
|
|
{**
|
|
* \brief 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".
|
|
*}
|
|
SDL_HINT_BMP_SAVE_LEGACY_FORMAT = 'SDL_BMP_SAVE_LEGACY_FORMAT';
|
|
|
|
{**
|
|
* \brief Tell SDL not to name threads on Windows.
|
|
*
|
|
* 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. (default)
|
|
* "1" - SDL will not raise this exception, and threads will be unnamed.
|
|
* For .NET languages this is required when running under a debugger.
|
|
*}
|
|
SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING = 'SDL_WINDOWS_DISABLE_THREAD_NAMING';
|
|
{**
|
|
* \brief A hint that specifies whether the window frame and title bar are interactive when the cursor is hidden.
|
|
*
|
|
* Possible values for this hint:
|
|
* 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.
|
|
*}
|
|
SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN = 'SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN';
|
|
|
|
{/**
|
|
* \brief An enumeration of hint priorities
|
|
*/}
|
|
type
|
|
SDL_HintPriority = (SDL_HINT_DEFAULT, SDL_HINT_NORMAL, SDL_HINT_OVERRIDE);
|
|
|
|
|
|
{/**
|
|
* \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
|
|
*/}
|
|
function SDL_SetHintWithPriority( const name: PChar; const value: PChar; priority: SDL_HintPriority) : boolean; cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetHintWithPriority' {$ENDIF} {$ENDIF};
|
|
|
|
// 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
|
|
*/}
|
|
function SDL_SetHint( const name: PChar; const value: PChar) : boolean; cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetHint' {$ENDIF} {$ENDIF};
|
|
|
|
//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.
|
|
*/}
|
|
function SDL_GetHint( const name: PChar): PChar; cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetHint' {$ENDIF} {$ENDIF};
|
|
//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
|
|
*/}
|
|
type
|
|
TSDL_HintCallback = procedure(userdata: Pointer; const name: PChar; const oldValue: PChar; const newValue: PChar);
|
|
procedure SDL_AddHintCallback(const name: PChar; callback: TSDL_HintCallback; userdata: Pointer); cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_AddHintCallback' {$ENDIF} {$ENDIF};
|
|
//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
|
|
*/}
|
|
procedure SDL_DelHintCallback(const name: PChar; callback: TSDL_HintCallback; userdata: Pointer); cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_DelHintCallback' {$ENDIF} {$ENDIF};
|
|
//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);
|
|
procedure SDL_ClearHints(); cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ClearHints' {$ENDIF} {$ENDIF};
|
|
|