mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 07:04:36 +00:00
Updates the SDL library to the latest standard bugfix release
This commit is contained in:
parent
cb766f2878
commit
083d2175ea
1280 changed files with 343926 additions and 179615 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2023 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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@ -92,7 +92,7 @@ extern "C" {
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* By default this hint is not set and the APK expansion files are not searched.
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*/
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#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
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/**
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* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
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*
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@ -132,13 +132,13 @@ extern "C" {
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* \brief A variable to control whether we trap the Android back button to handle it manually.
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* This is necessary for the right mouse button to work on some Android devices, or
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* to be able to trap the back button for use in your code reliably. If set to true,
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* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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* SDL_SCANCODE_AC_BACK.
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*
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* The variable can be set to the following values:
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* "0" - Back button will be handled as usual for system. (default)
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* "1" - Back button will be trapped, allowing you to handle the key press
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* manually. (This will also let right mouse click work on systems
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* manually. (This will also let right mouse click work on systems
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* where the right mouse button functions as back.)
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*
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* The value of this hint is used at runtime, so it can be changed at any time.
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@ -147,7 +147,7 @@ extern "C" {
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/**
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* \brief Specify an application name.
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*
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*
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* This hint lets you specify the application name sent to the OS when
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* required. For example, this will often appear in volume control applets for
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* audio streams, and in lists of applications which are inhibiting the
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@ -278,10 +278,7 @@ extern "C" {
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* If this hint isn't specified to a valid setting, or libsamplerate isn't
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* available, SDL will use the default, internal resampling algorithm.
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*
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* Note that this is currently only applicable to resampling audio that is
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* being written to a device for playback or audio being read from a device
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* for capture. SDL_AudioCVT always uses the default resampler (although this
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* might change for SDL 2.1).
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* As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
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*
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* This hint is currently only checked at audio subsystem initialization.
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*
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@ -380,6 +377,17 @@ extern "C" {
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*/
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#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
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/**
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* \brief A variable that controls whether the on-screen keyboard should be shown when text input is active
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*
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* The variable can be set to the following values:
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* "0" - Do not show the on-screen keyboard
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* "1" - Show the on-screen keyboard
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*
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* The default value is "1". This hint must be set before text input is activated.
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*/
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#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
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/**
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* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
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*
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@ -510,7 +518,7 @@ extern "C" {
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/**
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* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
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*
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*
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* For example, on Nintendo Switch controllers, normally you'd get:
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*
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* (Y)
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@ -542,6 +550,14 @@ extern "C" {
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*/
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#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
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/**
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* \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
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*
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* For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
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* have the string "0x2563/0x0523,0x28de/0x0000"
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*/
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#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
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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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@ -564,9 +580,9 @@ extern "C" {
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*
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* The variable can be set to the following values:
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* "0" - SDL_TEXTEDITING events are sent, and it is the application's
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* responsibility to render the text from these events and
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* responsibility to render the text from these events and
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* differentiate it somehow from committed text. (default)
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* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
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* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
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* and text that is being composed will be rendered in its own UI.
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*/
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#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
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@ -652,18 +668,38 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
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/**
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* \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
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/**
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* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons 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" - basic Joy-Con support with no analog input (the default)
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* "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* This does not combine Joy-Cons into a single controller. That's up to the user.
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
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/**
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/**
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* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
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*
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* This variable can be set to the following values:
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* "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
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* "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
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/**
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* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
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*
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* This variable can be set to the following values:
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* "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
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* "1" - Left and right Joy-Con controllers will be in vertical mode
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*
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* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
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*
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* This variable can be set to the following values:
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@ -674,6 +710,42 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers 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" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
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/**
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* \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers 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" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
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/**
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* \brief A variable controlling whether the HIDAPI driver for PS3 controllers 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" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
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*
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* It is not possible to use this driver on Windows, due to limitations in the default drivers
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* installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
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/**
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* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
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*
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@ -756,7 +828,7 @@ extern "C" {
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#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
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* \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers 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" - HIDAPI driver is not used
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@ -779,16 +851,56 @@ extern "C" {
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#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
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/**
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* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
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* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
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*
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* This variable can be set to the following values:
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* "0" - home button LED is turned off
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* "1" - home button LED is turned on
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*
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* By default the Home button LED state is not changed.
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* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
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/**
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* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
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*
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* This variable can be set to the following values:
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* "0" - home button LED is turned off
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* "1" - home button LED is turned on
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*
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* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
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/**
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* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
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*
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* This variable can be set to the following values:
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* "0" - player LEDs are not enabled
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* "1" - player LEDs are enabled (the default)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers 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" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
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/**
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* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
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*
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* This variable can be set to the following values:
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* "0" - player LEDs are not enabled
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* "1" - player LEDs are enabled (the default)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
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*
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
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/**
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers 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" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
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/**
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* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
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*
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* This variable can be set to the following values:
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* "0" - player LEDs are not enabled
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* "1" - player LEDs are enabled (the default)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers 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" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox One controllers 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" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
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/**
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* \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
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*
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* This variable can be set to the following values:
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* "0" - home button LED is turned off
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* "1" - home button LED is turned on
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*
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* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
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/**
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* \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
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*
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* This variable can be set to the following values:
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@ -809,7 +974,7 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
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/**
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/**
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* \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
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*
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* This variable can be set to the following values:
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@ -822,7 +987,7 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
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/**
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/**
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* \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
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*
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* This variable can be set to the following values:
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@ -831,7 +996,7 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
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/**
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/**
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* \brief A variable controlling whether a separate thread should be used
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* for handling joystick detection and raw input messages on Windows
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*
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@ -865,14 +1030,14 @@ extern "C" {
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*/
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#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
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/**
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/**
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* \brief A comma separated list of devices to open as joysticks
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*
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* This variable is currently only used by the Linux joystick driver.
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*/
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#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
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/**
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/**
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* \brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
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*
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* This variable can be set to the following values:
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@ -881,7 +1046,7 @@ extern "C" {
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*/
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#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
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/**
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/**
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* \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
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*
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* This variable can be set to the following values:
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@ -890,7 +1055,7 @@ extern "C" {
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*/
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#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
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/**
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/**
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* \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
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*
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* This variable can be set to the following values:
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@ -901,7 +1066,7 @@ extern "C" {
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*/
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#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
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/**
|
||||
/**
|
||||
* \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
|
|
@ -926,6 +1091,24 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
|
||||
* "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
|
||||
*
|
||||
* Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
|
||||
* hangs because it's waiting for that background thread, but that background thread is also hanging because it's
|
||||
* waiting for the main thread to do an update, this might fix your issue.
|
||||
*
|
||||
* This hint only applies to macOS.
|
||||
*
|
||||
* This hint is available since SDL 2.24.0.
|
||||
*
|
||||
*/
|
||||
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
|
||||
|
||||
/**
|
||||
* \brief A variable setting the double click radius, in pixels.
|
||||
*/
|
||||
|
|
@ -995,6 +1178,28 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Relative mouse motion will be unscaled (the default)
|
||||
* "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
|
||||
*
|
||||
* If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
|
||||
*/
|
||||
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Warping the mouse will not generate a motion event in relative mode
|
||||
* "1" - Warping the mouse will generate a motion event in relative mode
|
||||
*
|
||||
* By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
|
||||
*/
|
||||
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether mouse events should generate synthetic touch events
|
||||
*
|
||||
|
|
@ -1082,7 +1287,7 @@ extern "C" {
|
|||
* When polling for events, SDL_PumpEvents is used to gather new events from devices.
|
||||
* If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
|
||||
* become stuck until the new events stop.
|
||||
* This is most noticable when moving a high frequency mouse.
|
||||
* This is most noticeable when moving a high frequency mouse.
|
||||
*
|
||||
* By default, poll sentinels are enabled.
|
||||
*/
|
||||
|
|
@ -1116,6 +1321,8 @@ extern "C" {
|
|||
*
|
||||
* This variable can be one of the following values:
|
||||
* "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
|
||||
*
|
||||
* Since SDL 2.0.22 this variable accepts a comma-separated list of values above.
|
||||
*/
|
||||
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
|
||||
|
||||
|
|
@ -1200,6 +1407,8 @@ extern "C" {
|
|||
*
|
||||
* This variable is case insensitive and can be set to the following values:
|
||||
* "direct3d"
|
||||
* "direct3d11"
|
||||
* "direct3d12"
|
||||
* "opengl"
|
||||
* "opengles2"
|
||||
* "opengles"
|
||||
|
|
@ -1256,7 +1465,18 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
|
||||
|
||||
/**
|
||||
/**
|
||||
* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - It will be using VSYNC as defined in the main flag. Default
|
||||
* "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
|
||||
*
|
||||
* By default SDL does not enable the automatic VSYNC
|
||||
*/
|
||||
#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
|
||||
|
||||
/**
|
||||
* \brief A variable to control whether the return key on the soft keyboard
|
||||
* should hide the soft keyboard on Android and iOS.
|
||||
*
|
||||
|
|
@ -1288,7 +1508,7 @@ extern "C" {
|
|||
* disabled. You should use a string that describes what your program is doing
|
||||
* (and, therefore, why the screensaver is disabled). For example, "Playing a
|
||||
* game" or "Watching a video".
|
||||
*
|
||||
*
|
||||
* Setting this to "" or leaving it unset will have SDL use a reasonable
|
||||
* default: "Playing a game" or something similar.
|
||||
*
|
||||
|
|
@ -1302,13 +1522,13 @@ extern "C" {
|
|||
* On some platforms, like Linux, a realtime priority thread may be subject to restrictions
|
||||
* that require special handling by the application. This hint exists to let SDL know that
|
||||
* the app is prepared to handle said restrictions.
|
||||
*
|
||||
*
|
||||
* On Linux, SDL will apply the following configuration to any thread that becomes realtime:
|
||||
* * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
|
||||
* * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
|
||||
* * Exceeding this limit will result in the kernel sending SIGKILL to the app,
|
||||
* * Refer to the man pages for more information.
|
||||
*
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - default platform specific behaviour
|
||||
* "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
|
||||
|
|
@ -1396,7 +1616,7 @@ extern "C" {
|
|||
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the screensaver is enabled.
|
||||
* \brief A variable controlling whether the screensaver is enabled.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable screensaver
|
||||
|
|
@ -1409,7 +1629,7 @@ extern "C" {
|
|||
/**
|
||||
* \brief Tell the video driver that we only want a double buffer.
|
||||
*
|
||||
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
|
||||
* 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
|
||||
|
|
@ -1506,11 +1726,43 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether video mode emulation is enabled under Wayland.
|
||||
*
|
||||
* When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
|
||||
* If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
|
||||
* desktop, the native display resolution.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Video mode emulation is disabled.
|
||||
* "1" - Video mode emulation is enabled.
|
||||
*
|
||||
* By default video mode emulation is enabled.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
|
||||
|
||||
/**
|
||||
* \brief Enable or disable mouse pointer warp emulation, needed by some older games.
|
||||
*
|
||||
* When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
|
||||
* This is required for some older games (such as Source engine games), which warp the
|
||||
* mouse to the centre of the screen rather than using relative mouse motion. Note that
|
||||
* relative mouse mode may have different mouse acceleration behaviour than pointer warps.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - All mouse warps fail, as mouse warping is not available under wayland.
|
||||
* "1" - Some mouse warps will be emulated by forcing relative mouse mode.
|
||||
*
|
||||
* If not set, this is automatically enabled unless an application uses relative mouse
|
||||
* mode directly.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
|
||||
|
||||
/**
|
||||
* \brief 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
|
||||
* 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
|
||||
|
|
@ -1576,13 +1828,13 @@ extern "C" {
|
|||
|
||||
/**
|
||||
* \brief 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
|
||||
*
|
||||
*
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
|
||||
|
||||
|
|
@ -1716,7 +1968,29 @@ extern "C" {
|
|||
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the windows message loop is processed by SDL
|
||||
* \brief Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
|
||||
*
|
||||
* If the mnemonics are enabled, then menus can be opened by pressing the Alt
|
||||
* key and the corresponding mnemonic (for example, Alt+F opens the File menu).
|
||||
* However, in case an invalid mnemonic is pressed, Windows makes an audible
|
||||
* beep to convey that nothing happened. This is true even if the window has
|
||||
* no menu at all!
|
||||
*
|
||||
* Because most SDL applications don't have menus, and some want to use the Alt
|
||||
* key for other purposes, SDL disables mnemonics (and the beeping) by default.
|
||||
*
|
||||
* Note: This also affects keyboard events: with mnemonics enabled, when a
|
||||
* menu is opened from the keyboard, you will not receive a KEYUP event for
|
||||
* the mnemonic key, and *might* not receive one for Alt.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Alt+mnemonic does nothing, no beeping. (default)
|
||||
* "1" - Alt+mnemonic opens menus, invalid mnemonics produce a beep.
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
|
||||
|
||||
/**
|
||||
* \brief 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
|
||||
|
|
@ -1757,7 +2031,7 @@ extern "C" {
|
|||
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
|
||||
|
||||
/**
|
||||
* \brief A variable to specify custom icon resource id from RC file on Windows platform
|
||||
* \brief A variable to specify custom icon resource id from RC file on Windows platform
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
|
||||
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
|
||||
|
|
@ -1792,7 +2066,58 @@ extern "C" {
|
|||
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
||||
* \brief Controls whether SDL will declare the process to be DPI aware.
|
||||
*
|
||||
* This hint must be set before initializing the video subsystem.
|
||||
*
|
||||
* The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
|
||||
* a DPI scale factor.
|
||||
*
|
||||
* This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
|
||||
* and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
|
||||
* even on high-DPI displays.
|
||||
*
|
||||
* For more information, see:
|
||||
* https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "" - Do not change the DPI awareness (default).
|
||||
* "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
|
||||
* "system" - Request system DPI awareness. (Vista and later).
|
||||
* "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later).
|
||||
* "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
|
||||
* The most visible difference from "permonitor" is that window title bar will be scaled
|
||||
* to the visually correct size when dragging between monitors with different scale factors.
|
||||
* This is the preferred DPI awareness level.
|
||||
*
|
||||
* If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
|
||||
* available match.
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
|
||||
|
||||
/**
|
||||
* \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
|
||||
*
|
||||
* This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
|
||||
* This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
|
||||
*
|
||||
* e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
|
||||
* will create a window with an 800x600 client area (in pixels).
|
||||
*
|
||||
* Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
|
||||
* and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
|
||||
* between monitors with different scale factors (unless this is performed by
|
||||
* Windows itself, which is the case when the process is DPI unaware).
|
||||
* "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
|
||||
* displays with non-100% scale factors.
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
|
||||
|
||||
/**
|
||||
* \brief 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)
|
||||
|
|
@ -1803,7 +2128,7 @@ extern "C" {
|
|||
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
|
||||
* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - The window is activated when the SDL_ShowWindow function is called
|
||||
|
|
@ -1933,6 +2258,15 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
|
||||
|
||||
/**
|
||||
* \brief A variable that lets you disable the detection and use of DirectInput gamepad devices
|
||||
*
|
||||
* The variable can be set to the following values:
|
||||
* "0" - Disable DirectInput detection (only uses XInput)
|
||||
* "1" - Enable DirectInput detection (the default)
|
||||
*/
|
||||
#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED"
|
||||
|
||||
/**
|
||||
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
|
||||
*
|
||||
|
|
@ -2052,6 +2386,42 @@ extern "C" {
|
|||
*/
|
||||
#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
|
||||
|
||||
/**
|
||||
* \brief A variable that decides what KMSDRM device to use.
|
||||
*
|
||||
* Internally, SDL might open something like "/dev/dri/cardNN" to
|
||||
* access KMSDRM functionality, where "NN" is a device index number.
|
||||
*
|
||||
* SDL makes a guess at the best index to use (usually zero), but the
|
||||
* app or user can set this hint to a number between 0 and 99 to
|
||||
* force selection.
|
||||
*
|
||||
* This hint is available since SDL 2.24.0.
|
||||
*/
|
||||
#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
|
||||
|
||||
|
||||
/**
|
||||
* \brief A variable that treats trackpads as touch devices.
|
||||
*
|
||||
* On macOS (and possibly other platforms in the future), SDL will report
|
||||
* touches on a trackpad as mouse input, which is generally what users
|
||||
* expect from this device; however, these are often actually full
|
||||
* multitouch-capable touch devices, so it might be preferable to some apps
|
||||
* to treat them as such.
|
||||
*
|
||||
* Setting this hint to true will make the trackpad input report as a
|
||||
* multitouch device instead of a mouse. The default is false.
|
||||
*
|
||||
* Note that most platforms don't support this hint. As of 2.24.0, it
|
||||
* only supports MacBooks' trackpads on macOS. Others may follow later.
|
||||
*
|
||||
* This hint is checked during SDL_Init and can not be changed after.
|
||||
*
|
||||
* This hint is available since SDL 2.24.0.
|
||||
*/
|
||||
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
|
||||
|
||||
|
||||
/**
|
||||
* \brief An enumeration of hint priorities
|
||||
|
|
@ -2104,6 +2474,38 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
|
|||
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
|
||||
const char *value);
|
||||
|
||||
/**
|
||||
* Reset a hint to the default value.
|
||||
*
|
||||
* This will reset a hint to the value of the environment variable, or NULL if
|
||||
* the environment isn't set. Callbacks will be called normally with this
|
||||
* change.
|
||||
*
|
||||
* \param name the hint to set
|
||||
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.24.0.
|
||||
*
|
||||
* \sa SDL_GetHint
|
||||
* \sa SDL_SetHint
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
|
||||
|
||||
/**
|
||||
* Reset all hints to the default values.
|
||||
*
|
||||
* This will reset all hints to the value of the associated environment
|
||||
* variable, or NULL if the environment isn't set. Callbacks will be called
|
||||
* normally with this change.
|
||||
*
|
||||
* \since This function is available since SDL 2.26.0.
|
||||
*
|
||||
* \sa SDL_GetHint
|
||||
* \sa SDL_SetHint
|
||||
* \sa SDL_ResetHint
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_ResetHints(void);
|
||||
|
||||
/**
|
||||
* Get the value of a hint.
|
||||
*
|
||||
|
|
@ -2177,9 +2579,16 @@ extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
|
|||
/**
|
||||
* Clear all hints.
|
||||
*
|
||||
* This function is automatically called during SDL_Quit().
|
||||
* This function is automatically called during SDL_Quit(), and deletes all
|
||||
* callbacks without calling them and frees all memory associated with hints.
|
||||
* If you're calling this from application code you probably want to call
|
||||
* SDL_ResetHints() instead.
|
||||
*
|
||||
* This function will be removed from the API the next time we rev the ABI.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_ResetHints
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue