SDL.SDLHints
Functions
Function SDLResetHint:Int(name:String)
Resets 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.
Returns
True if the hint was set, False otherwise
Function ResetHints()
Resets 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.
Function SDLGetHint:String(name:String)
Gets the value of a hint.
The string value of a hint or Null if the hint isn't set.
Function SDLSetHint:Int(name:String, value:String)
Sets a hint with normal priority.
Hints will not be set if there is an existing override hint or environment variable that takes precedence. You can use SDLSetHintWithPriority() to set the hint with override priority instead.
Returns
True if the hint was set, False otherwise.
Consts
Const SDL_HINT_ACCELEROMETER_AS_JOYSTICK:String = "SDL_ACCELEROMETER_AS_JOYSTICK"
A hint that specifies whether the Android / iOS built-in accelerometer should be listed as a joystick device, rather than listing actual joysticks only.
Values
0 list only real joysticks and accept input from them
1 list real joysticks along with the accelorometer as if it were a 3 axis joystick (the default)
Const SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED:String = "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
This hint specifies the behavior of Alt+Tab while the keyboard is grabbed.
By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed and your window is full-screen. This prevents the user from getting stuck in your application if you've enabled keyboard grab.
The variable can be set to the following values:
0 SDL will not handle Alt+Tab. Your application is responsible for handling Alt+Tab while the keyboard is grabbed.
1 SDL will minimize your window when Alt+Tab is pressed (default)
Const SDL_HINT_ALLOW_TOPMOST:String = "SDL_ALLOW_TOPMOST"
A hint to allow setting the topmost Window bit.
If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it. This is a debugging aid for developers and not expected to be used by end users. The default is 1.
Values
0 don't allow topmost
1 allow topmost (default)
Const SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION:String = "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
A hint that specifies the Android APK expansion main file version.
Values
X the Android APK expansion main file version (should be 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 SDLRWFromFile() 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.
Const SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION:String = "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
A hint that specifies the Android APK expansion patch file version.
Values
X the Android APK expansion patch file version (should be 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 SDLRWFromFile() 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.
Const SDL_HINT_ANDROID_BLOCK_ON_PAUSE:String = "SDL_ANDROID_BLOCK_ON_PAUSE"
A variable to control whether the event loop will block itself when the app is paused.
Values
0 Non blocking.
1 Blocking. (default)
The value should be set before SDL is initialized.
Const SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO:String = "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
A hint to control whether SDL will pause audio in background (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
Values
0 Non paused.
1 Paused. (default)
The value should be set before SDL is initialized.
Const SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH:String = "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
A hint that specifies a variable to control whether mouse and touch events are to be treated together or separately.
Values
0 mouse events will be handled as touch events and touch will raise fake mouse events (default)
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.
Const SDL_HINT_ANDROID_TRAP_BACK_BUTTON:String = "SDL_ANDROID_TRAP_BACK_BUTTON"
A hint to control whether we trap the Android back button to handle it manually.
This is necessary for the rightmouse button to work on some Android devices, or to be able to trap the back button for use in your code reliably. If set to true, the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of SDL_SCANCODE_AC_BACK.
Values
0 Back button will be handled as usual for system. (default)
1 Back button will be trapped, allowing you to handle the key press manually. (This will also let right mouse click
work on systems where the right mouse button functions as back.)
The value of this hint is used at runtime, so it can be changed at any time.
Const SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS:String = "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
A hint that specifies whether controllers used with the Apple TV generate UI events.
Values
0 controller input does not gnerate UI events (default)
1 controller input generates UI events
When UI events are generated by controller input, the app will be backgrounded when the Apple TV remote's menu button is pressed, and when the pause or B buttons on gamepads are pressed.
More information about properly making use of controllers for the Apple TV can be found here: https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
Const SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION:String = "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
A hint that specifies whether the Apple TV remote's joystick axes will automatically match the rotation of the remote.
Values
0 remote orientation does not affect joystick axes (default)
1 joystick axes are based on the orientation of the remote
Const SDL_HINT_AUDIO_CATEGORY:String = "SDL_AUDIO_CATEGORY"
A hint controlling the audio category on iOS and Mac OS X.
Values
ambient Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
playback Use the AVAudioSessionCategoryPlayback category
For more information, see Apple's documentation: https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
Const SDL_HINT_AUDIO_DEVICE_APP_NAME:String = "SDL_AUDIO_DEVICE_APP_NAME"
This hint specifies an application name for an audio device.
Some audio backends (such as PulseAudio) allow you to describe your audio stream. Among other things, this description might show up in a system control panel that lets the user adjust the volume on specific audio streams instead of using one giant master volume slider.
This hints lets you transmit that information to the OS. The contents of this hint are used while opening an audio device. You should use a string that describes your program ("My Game 2: The Revenge")
Setting this to "" or leaving it unset will have SDL use a reasonable default: probably the application's name or "SDL Application" if SDL doesn't have any better information.
On targets where this is not supported, this hint does nothing.
Const SDL_HINT_AUDIO_DEVICE_STREAM_NAME:String = "SDL_AUDIO_DEVICE_STREAM_NAME"
This hint specifies an application name for an audio device.
Some audio backends (such as PulseAudio) allow you to describe your audio stream. Among other things, this description might show up in a system control panel that lets the user adjust the volume on specific audio streams instead of using one giant master volume slider.
This hints lets you transmit that information to the OS. The contents of this hint are used while opening an audio device. You should use a string that describes your what your program is playing ("audio stream" is probably sufficient in many cases, but this could be useful for something like "team chat" if you have a headset playing VoIP audio separately).
Setting this to "" or leaving it unset will have SDL use a reasonable default: "audio stream" or something similar.
On targets where this is not supported, this hint does nothing.
Const SDL_HINT_AUDIO_DEVICE_STREAM_ROLE:String = "SDL_AUDIO_DEVICE_STREAM_ROLE"
This hint specifies an application role for an audio device.
Some audio backends (such as Pipewire) allow you to describe the role of your audio stream. Among other things, this description might show up in a system control panel or software for displaying and manipulating media playback/capture graphs.
This hints lets you transmit that information to the OS. The contents of this hint are used while opening an audio device. You should use a string that describes your what your program is playing (Game, Music, Movie, etc...).
Setting this to "" or leaving it unset will have SDL use a reasonable default: "Game" or something similar.
On targets where this is not supported, this hint does nothing.
Const SDL_HINT_AUDIO_RESAMPLING_MODE:String = "SDL_AUDIO_RESAMPLING_MODE"
A hint controlling speed/quality tradeoff of audio resampling.
If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) to handle audio resampling. There are different resampling modes available that produce different levels of quality, using more CPU.
If this hint isn't specified to a valid setting, or libsamplerate isn't available, SDL will use the default, internal resampling algorithm.
Note that this is currently only applicable to resampling audio that is being written to a device for playback or audio being read from a device for capture. SDL_AudioCVT always uses the default resampler (although this might change for SDL 2.1).
This hint is currently only checked at audio subsystem initialization.
This variable can be set to the following values:
0 or default Use SDL's internal resampling (Default when not set - low quality, fast)
1 or fast Use fast, slightly higher quality resampling, if available
2 or medium Use medium quality resampling, if available
3 or best Use high quality resampling, if available
Const SDL_HINT_AUTO_UPDATE_JOYSTICKS:String = "SDL_AUTO_UPDATE_JOYSTICKS"
A hint controlling whether SDL updates joystick state when getting input events
Values
0 You'll call SDL_JoystickUpdate( ) manually
1 SDL will automatically call SDL_JoystickUpdate( ) (default)
This hint can be toggled on and off at runtime.
Const SDL_HINT_AUTO_UPDATE_SENSORS:String = "SDL_AUTO_UPDATE_SENSORS"
A hint controlling whether SDL updates sensor state when getting input events
Values
0 You'll call SDL_SensorUpdate ( ) manually
1 SDL will automatically call SDL_SensorUpdate( ) (default)
This hint can be toggled on and off at runtime.
Const SDL_HINT_BMP_SAVE_LEGACY_FORMAT:String = "SDL_BMP_SAVE_LEGACY_FORMAT"
A hint that specifies whether SDL should not use version 4 of the bitmap header when saving BMPs.
Const SDL_HINT_DISPLAY_USABLE_BOUNDS:String = "SDL_DISPLAY_USABLE_BOUNDS"
This hint can be used as an override for SDL_GetDisplayUsableBounds( )
If set, this hint will override the expected results for SDL_GetDisplayUsableBounds( ) for display index 0. Generally you don't want to do this, but this allows an embedded system to request that some of the screen be reserved for other uses when paired with a well-behaved application.
The contents of this hint must be 4 comma-separated integers, the first is the bounds x, then y, width and height, in that order.
Const SDL_HINT_EMSCRIPTEN_ASYNCIFY:String = "SDL_EMSCRIPTEN_ASYNCIFY"
A hint that specifies if SDL should give back control to the browser automatically when running with asyncify.
Values
0 disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
1 enable emscripten_sleep calls (default)
This hint only applies to the Emscripten platform.
Const SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT:String = "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
A hint that specifies a value to override the binding element for keyboard inputs for Emscripten builds.
Values
[window](../../brl/brl.pixmap/tpixmap/#method-windowtpixmap-xintyintwidthintheightint-) the JavaScript window object (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.
Const SDL_HINT_ENABLE_STEAM_CONTROLLERS:String = "SDL_ENABLE_STEAM_CONTROLLERS"
A hint that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs.
Values
0 Do not scan for Steam Controllers
1 Scan for Steam Controllers (the default)
The default value is "1". This hint must be set before initializing the joystick subsystem.
Const SDL_HINT_EVENT_LOGGING:String = "SDL_EVENT_LOGGING"
A hint controlling whether SDL logs all events pushed onto its internal queue.
Values
0 Don't log any events (default)
1 Log all events except mouse and finger motion, which are pretty spammy.
2 Log all events.
This is generally meant to be used to debug SDL itself, but can be useful for application developers that need better visibility into what is going on in the event queue. Logged events are sent through SDL_Log( ), which means by default they appear on stdout on most platforms or maybe OutputDebugString( ) on Windows, and can be funneled by the app with SDL_LogSetOutputFunction( ), etc.
This hint can be toggled on and off at runtime, if you only need to log events for a small subset of program execution.
Const SDL_HINT_FRAMEBUFFER_ACCELERATION:String = "SDL_FRAMEBUFFER_ACCELERATION"
A hint that specifies how 3D acceleration is used with GetSurface().
Values
0 disable 3D acceleration
1 enable 3D acceleration, using the default renderer
X enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
By default SDL tries to make a best guess whether to use acceleration or not on each platform.
SDL can try to accelerate the screen surface returned by TSDLWindow GetSurface() by using streaming textures with a 3D rendering engine. This variable controls whether and how this is done.
Const SDL_HINT_GAMECONTROLLERCONFIG:String = "SDL_GAMECONTROLLERCONFIG"
A hint that lets you provide a file with extra gamecontroller db entries.
This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER).
You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID( ) and SDL_GameControllerAddMapping( ).
Const SDL_HINT_GAMECONTROLLERCONFIG_FILE:String = "SDL_GAMECONTROLLERCONFIG_FILE"
A hint that lets you provide a file with extra gamecontroller db entries.
The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID( ) and SDL_GameControllerAddMapping( ).
Const SDL_HINT_GAMECONTROLLERTYPE:String = "SDL_GAMECONTROLLERTYPE"
A hint that overrides the automatic controller type detection
The hint should be comma separated entries, in the form: VID/PID=type
The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
The type should be one of:
Xbox360
XboxOne
PS3
PS4
PS5
SwitchPro
This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER).
Const SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES:String = "SDL_GAMECONTROLLER_IGNORE_DEVICES"
A hint containing a list of devices to skip when scanning for game controllers.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The hint can also take the form of file, in which case the named file will be loaded and interpreted as the value of the variable.
Const SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT:String = "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of file, in which case the named file will be loaded and interpreted as the value of the variable.
Const SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS:String = "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
If set, game controller face buttons report their values according to their labels instead of their positional layout.
Const SDL_HINT_GRAB_KEYBOARD:String = "SDL_GRAB_KEYBOARD"
A hint setting the double click time, in milliseconds.
Const SDL_HINT_IDLE_TIMER_DISABLED:String = "SDL_IDLE_TIMER_DISABLED"
A hint that specifies a variable controlling whether the idle timer is disabled on iOS.
Values
0 enable idle timer (default)
1 disable idle timer
When an iOS application does not receive touches for some time, the screen is dimmed automatically. For games where the accelerometer is the only input this is problematic. This functionality can be disabled by setting this hint.
As of SDL 2.0.4, SDLEnableScreenSaver() and SDLDisableScreenSaver() accomplish the same thing on iOS. They should be preferred over this hint.
Const SDL_HINT_IME_INTERNAL_EDITING:String = "SDL_IME_INTERNAL_EDITING"
A hint to control whether we trap the Android back button to handle it manually.
This is necessary for the right mouse button to work on some Android devices, or to be able to trap the back button for use in your code reliably. If set to true, the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of SDL_SCANCODE_AC_BACK.
Values
0 Back button will be handled as usual for system. (default)
1 Back button will be trapped, allowing you to handle the key press
manually. (This will also let right mouse click work on systems
where the right mouse button functions as back.)
The value of this hint is used at runtime, so it can be changed at any time.
Const SDL_HINT_IOS_HIDE_HOME_INDICATOR:String = "SDL_IOS_HIDE_HOME_INDICATOR"
A hint controlling whether the home indicator bar on iPhone X should be hidden.
Values
0 The indicator bar is not hidden (default for windowed applications)
1 The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
2 The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
Const SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS:String = "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
A hint controlling whether the HIDAPI joystick drivers should be used.
Values
0 HIDAPI drivers are not used
1 HIDAPI drivers are used (default)
This hint is the default for all drivers, but can be overridden by the hints for specific drivers below.
Const SDL_HINT_JOYSTICK_HIDAPI:String = "SDL_JOYSTICK_HIDAPI"
A hint controlling whether the HIDAPI joystick drivers should be used.
Values
0 HIDAPI drivers are not used
1 HIDAPI drivers are used (the default)
This hint is the default for all drivers, but can be overridden by the hints for specific drivers below.
Const SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT:String = "SDL_JOYSTICK_HIDAPI_CORRELATE_XINPUT"
A hint controlling whether the HIDAPI driver for XBox controllers on Windows should pull correlated data from XInput.
Values
0 HIDAPI Xbox driver will only use HIDAPI data
1 HIDAPI Xbox driver will also pull data from XInput, providing better trigger axes, guide button
presses, and rumble support
The default is 1. This hint applies to any joysticks opened after setting the hint.
Const SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE:String = "SDL_JOYSTICK_HIDAPI_GAMECUBE"
A hint that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
Values
0 Do not scan for Steam Controllers
1 Scan for Steam Controllers (default)
The default value is 1. This hint must be set before initializing the joystick subsystem.
Const SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS:String = "SDL_JOYSTICK_HIDAPI_JOY_CONS"
A hint controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
Values
0 basic Joy-Con support with no analog input (default)
1 Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
This does not combine Joy-Cons into a single controller. That's up to the user.
Const SDL_HINT_JOYSTICK_HIDAPI_PS4:String = "SDL_JOYSTICK_HIDAPI_PS4"
A hint controlling whether the HIDAPI driver for PS4 controllers should be used.
Values
0 HIDAPI driver is not used
1 HIDAPI driver is used
The default is the value of SDL_HINT_JOYSTICK_HIDAPI
Const SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE:String = "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
A hint controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
Values
0 extended reports are not enabled (default)
1 extended reports
Extended input reports allow rumble on Bluetooth PS4 controllers, but break DirectInput handling for applications that don't use SDL.
Once extended reports are enabled, they can not be disabled without power cycling the controller.
For compatibility with applications written for versions of SDL prior to the introduction of PS5 controller support, this value will also control the state of extended reports on PS5 controllers when the SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
Const SDL_HINT_JOYSTICK_HIDAPI_PS5:String = "SDL_JOYSTICK_HIDAPI_PS5"
A hint controlling whether the HIDAPI driver for PS5 controllers should be used.
Values
0 HIDAPI driver is not used
1 HIDAPI driver is used
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
Const SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED:String = "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
A hint controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
Values
0 player LEDs are not enabled
1 player LEDs are enabled (default)
Const SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE:String = "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
A hint controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
Values
0 extended reports are not enabled (default)
1 extended reports
Extended input reports allow rumble on Bluetooth PS5 controllers, but break DirectInput handling for applications that don't use SDL.
Once extended reports are enabled, they can not be disabled without power cycling the controller.
For compatibility with applications written for versions of SDL prior to the introduction of PS5 controller support, this value defaults to the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
Const SDL_HINT_JOYSTICK_HIDAPI_STADIA:String = "SDL_JOYSTICK_HIDAPI_STADIA"
A hint controlling whether the HIDAPI driver for Google Stadia controllers should be used.
Values
0 HIDAPI driver is not used
1 HIDAPI driver is used
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
Const SDL_HINT_JOYSTICK_HIDAPI_STEAM:String = "SDL_JOYSTICK_HIDAPI_STEAM"
A hint controlling whether the HIDAPI driver for Steam Controllers should be used.
Values
0 HIDAPI driver is not used
1 HIDAPI driver is used
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
Const SDL_HINT_JOYSTICK_HIDAPI_SWITCH:String = "SDL_JOYSTICK_HIDAPI_SWITCH"
A hint controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
Values
0 HIDAPI driver is not used
1 HIDAPI driver is used
The default is the value of SDL_HINT_JOYSTICK_HIDAPI.
Const SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED:String = "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
A hint controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
Values
0 home button LED is left off
1 home button LED is turned on (default)
Const SDL_HINT_JOYSTICK_HIDAPI_XBOX:String = "SDL_JOYSTICK_HIDAPI_XBOX"
A hint controlling whether the HIDAPI driver for XBox controllers should be used.
Values
0 HIDAPI driver is not used
1 HIDAPI driver is used
The default is 0 on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI.
Const SDL_HINT_JOYSTICK_RAWINPUT:String = "SDL_JOYSTICK_RAWINPUT"
A hint controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
Values
0 RAWINPUT drivers are not used
1 RAWINPUT drivers are used (default)
Const SDL_HINT_JOYSTICK_THREAD:String = "SDL_JOYSTICK_THREAD"
A hint controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows
Values
0 A separate thread is not used (default)
1 A separate thread is used for handling raw input messages
Const SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER:String = "SDL_KMSDRM_REQUIRE_DRM_MASTER"
A hint to determine whether SDL enforces that DRM master is required in order to initialize the KMSDRM video backend.
The DRM subsystem has a concept of a "DRM master" which is a DRM client that has the ability to set planes, set cursor, etc. When SDL is DRM master, it can draw to the screen using the SDL rendering APIs. Without DRM master, SDL is still able to process input and query attributes of attached displays, but it cannot change display state or draw to the screen directly.
In some cases, it can be useful to have the KMSDRM backend even if it cannot be used for rendering. An app may want to use SDL for input processing while using another rendering API (such as an MMAL overlay on Raspberry Pi) or using its own code to render to DRM overlays that SDL doesn't support.
This hint must be set before initializing the video subsystem.
This variable can be set to the following values:
0 SDL will allow usage of the KMSDRM backend without DRM master
1 SDL Will require DRM master to use the KMSDRM backend (default)
Const SDL_HINT_LINUX_JOYSTICK_DEADZONES:String = "SDL_LINUX_JOYSTICK_DEADZONES"
A hint controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
Values
0 Return unfiltered joystick axis values (default)
1 Return axis values with deadzones taken into account
Const SDL_HINT_MAC_BACKGROUND_APP:String = "SDL_MAC_BACKGROUND_APP"
A hint that specifies if the SDL app should not be forced to become a foreground process on Mac OS X.
Values
0 force the SDL app to become a foreground process (default)
1 do not force the SDL app to become a foreground process
This hint only applies to Mac OSX.
Const SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK:String = "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
A hint that specifies whether ctrl+click should generate a right-click event on Mac.
Values
0 disable emulating right click (default)
1 enable emulating right click
Const SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS:String = "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
A hint setting the double click radius, in pixels.
Const SDL_HINT_MOUSE_DOUBLE_CLICK_TIME:String = "SDL_MOUSE_DOUBLE_CLICK_TIME"
A hint setting the double click time, in milliseconds.
Const SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH:String = "SDL_MOUSE_FOCUS_CLICKTHROUGH"
A hint that specifies if mouse click events are sent when clicking to focus an SDL window.
Values
0 no mouse click events are sent when clicking to focus (default)
1 mouse click events are sent when clicking to focus
Const SDL_HINT_MOUSE_NORMAL_SPEED_SCALE:String = "SDL_MOUSE_NORMAL_SPEED_SCALE"
A hint setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode.
Const SDL_HINT_MOUSE_RELATIVE_MODE_WARP:String = "SDL_MOUSE_RELATIVE_MODE_WARP"
A hint that specifies whether relative mouse mode is implemented using mouse warping.
Values
0 relative mouse mode uses the raw input (default)
1 relative mouse mode uses mouse warping
Const SDL_HINT_MOUSE_RELATIVE_SCALING:String = "SDL_MOUSE_RELATIVE_SCALING"
A hint controlling whether relative mouse motion is affected by renderer scaling
Values
0 Relative motion is unaffected by DPI or renderer's logical size
1 Relative motion is scaled according to DPI scaling and logical size
By default relative mouse deltas are affected by DPI and renderer scaling.
Const SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE:String = "SDL_MOUSE_RELATIVE_SPEED_SCALE"
A hint setting the scale for mouse motion, in floating point, when the mouse is in relative mode.
Const SDL_HINT_MOUSE_TOUCH_EVENTS:String = "SDL_MOUSE_TOUCH_EVENTS"
A hint controlling whether mouse events should generate synthetic touch events
Values
0 Mouse events will not generate touch events (default for desktop platforms)
1 Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
Const SDL_HINT_NO_SIGNAL_HANDLERS:String = "SDL_NO_SIGNAL_HANDLERS"
A hint that specifies not to catch the SIGINT or SIGTERM signals.
Values
0 SDL will install a SIGINT and SIGTERM handler, and when it
catches a signal, convert it into an SDL_QUIT event
1 SDL will not install a signal handler at all
Const SDL_HINT_OPENGL_ES_DRIVER:String = "SDL_OPENGL_ES_DRIVER"
A hint controlling what driver to use for OpenGL ES contexts.
On some platforms, currently Windows and X11, OpenGL drivers may support creating contexts with an OpenGL ES profile. By default SDL uses these profiles, when available, otherwise it attempts to load an OpenGL ES library, e.g. that provided by the ANGLE project. This variable controls whether SDL follows this default behaviour or will always load an OpenGL ES library.
Circumstances where this is useful include
Testing an app with a particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those from ARM, Imagination or Qualcomm. Resolving OpenGL ES function addresses at link time by linking with the OpenGL ES library instead of querying them at run time with SDL_GL_GetProcAddress( ). Caution: for an application to work with the default behaviour across different OpenGL drivers it must query the OpenGL ES function addresses at run time using SDL_GL_GetProcAddress( ).
This variable is ignored on most platforms because OpenGL ES is native or not supported.
This variable can be set to the following values:
0 Use ES profile of OpenGL, if available. (Default when not set.)
1 Load OpenGL ES library using the default library names.
Const SDL_HINT_ORIENTATIONS:String = "SDL_ORIENTATIONS"
A hint controlling which orientations are allowed on iOS/Android.
In some circumstances it is necessary to be able to explicitly control which UI orientations are allowed.
Values
LandscapeLeft
LandscapeRight
Portrait
PortraitUpsideDown
Const SDL_HINT_PREFERRED_LOCALES:String = "SDL_PREFERRED_LOCALES"
This hint sets an override for SDL_GetPreferredLocales( )
If set, this will be favored over anything the OS might report for the user's preferred locales. Changing this hint at runtime will not generate a SDL_LOCALECHANGED event (but if you can change the hint, you can push your own event, if you want).
The format of this hint is a comma-separated list of language and locale, combined with an underscore, as is a common format: "en_GB". Locale is optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
Const SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION:String = "SDL_QTWAYLAND_CONTENT_ORIENTATION"
A hint describing the content orientation on QtWayland-based platforms.
On QtWayland platforms, windows are rotated client-side to allow for custom transitions. In order to correctly position overlays (e.g. volume bar) and gestures (e.g. events view, close/minimize gestures), the system needs to know in which orientation the application is currently drawing its contents.
This does not cause the window to be rotated or resized, the application needs to take care of drawing the content in the right orientation (the framebuffer is always in portrait mode).
Values
primary (default)
portrait
landscape
inverted-portrait
inverted-landscape
Const SDL_HINT_QTWAYLAND_WINDOW_FLAGS:String = "SDL_QTWAYLAND_WINDOW_FLAGS"
A hint to set flags on QtWayland windows to integrate with the native window manager.
On QtWayland platforms, this hint controls the flags to set on the windows. For example, on Sailfish OS, OverridesSystemGestures disables swipe gestures.
This variable is a space-separated list of the following values (empty = no flags):
OverridesSystemGestures
StaysOnTop
BypassWindowManager
Const SDL_HINT_RENDER_BATCHING:String = "SDL_RENDER_BATCHING"
A hint controlling whether the 2D render API is compatible or efficient.
Values
0 Don't use batching to make rendering more efficient.
1 Use batching, but might cause problems if app makes its own direct OpenGL calls.
Up to SDL 2.0.9, the render API would draw immediately when requested. Now it batches up draw requests and sends them all to the GPU only when forced to (during SDLRenderPresent, when changing render targets, by updating a texture that the batch needs, etc). This is significantly more efficient, but it can cause problems for apps that expect to render on top of the render API's output. As such, SDL will disable batching if a specific render backend is requested (since this might indicate that the app is planning to use the underlying graphics API directly). This hint can be used to explicitly request batching in this instance. It is a contract that you will either never use the underlying graphics API directly, or if you do, you will call SDL_RenderFlush( ) before you do so any current batch goes to the GPU before your work begins. Not following this contract will result in undefined behavior.
Const SDL_HINT_RENDER_DIRECT3D11_DEBUG:String = "SDL_RENDER_DIRECT3D11_DEBUG"
A hint controlling whether to enable Direct3D 11+'s Debug Layer.
This hint does not have any effect on the Direct3D 9 based renderer.
Values
0 Disable Debug Layer use (default)
1 Enable Debug Layer use
Const SDL_HINT_RENDER_DIRECT3D_THREADSAFE:String = "SDL_RENDER_DIRECT3D_THREADSAFE"
A variable controlling whether the Direct3D device is initialized for thread-safe operations.
Values
0 Thread-safety is not enabled (faster; default)
1 Thread-safety is enabled
Const SDL_HINT_RENDER_DRIVER:String = "SDL_RENDER_DRIVER"
A hint specifying which render driver to use.
If the application doesn't pick a specific renderer to use, this variable specifies the name of the preferred renderer. If the preferred renderer can't be initialized, the normal default renderer is used.
Values
direct3d
opengl
opengles2
opengles
metal
software
The default varies by platform, but it's the first one in the list that is available on the current platform.
Const SDL_HINT_RENDER_LOGICAL_SIZE_MODE:String = "SDL_RENDER_LOGICAL_SIZE_MODE"
A hint controlling the scaling policy for SDL_RenderSetLogicalSize.
Values
0 or letterbox Uses letterbox/sidebars to fit the entire rendering on screen.
1 or overscan Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen.
By default letterbox is used.
Const SDL_HINT_RENDER_OPENGL_SHADERS:String = "SDL_RENDER_OPENGL_SHADERS"
A hint controlling whether the OpenGL render driver uses shaders if they are available.
Values
0 Disable shaders
1 Enable shaders (default)
Const SDL_HINT_RENDER_SCALE_QUALITY:String = "SDL_RENDER_SCALE_QUALITY"
A hint controlling the scaling quality
This variable can be set to the following values: 0 or nearest Nearest pixel sampling (default) 1 or linear Linear filtering (supported by OpenGL and Direct3D) 2 or best Currently this is the same as linear
Const SDL_HINT_RENDER_VSYNC:String = "SDL_RENDER_VSYNC"
A hint controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
Values
0 Disable vsync
1 Enable vsync
By default SDL does not sync screen surface updates with vertical refresh.
Const SDL_HINT_RETURN_KEY_HIDES_IME:String = "SDL_RETURN_KEY_HIDES_IME"
A hint to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS.
Values
0 The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
1 The return key will hide the keyboard.
The value of this hint is used at runtime, so it can be changed at any time.
Const SDL_HINT_RPI_VIDEO_LAYER:String = "SDL_RPI_VIDEO_LAYER"
A hint to tell SDL which Dispmanx layer to use on a Raspberry PI.
Also known as Z-order. The variable can take a negative or positive value.
The default is 10000.
Const SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL:String = "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
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 hint can be set to the following values:
0 default platform specific behaviour
1 Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
Const SDL_HINT_THREAD_PRIORITY_POLICY:String = "SDL_THREAD_PRIORITY_POLICY"
A hint specifying additional information to use with SDL_SetThreadPriority.
By default SDLSetThreadPriority will make appropriate system changes in order to apply a thread priority. For example on systems using pthreads the scheduler policy is changed automatically to a policy that works well with a given priority. Code which has specific requirements can override SDL's default behavior with this hint.
pthread hint values are current, other, fifo and rr. Currently no other platform hint values are defined but may be in the future.
Note: On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME after calling SDLSetThreadPriority( ).
Const SDL_HINT_THREAD_STACK_SIZE:String = "SDL_THREAD_STACK_SIZE"
A hint specifying SDL's threads stack size in bytes or 0 for the backend's default size.
Use this hint in case you need to set SDL's threads stack size to other than the default. This is specially useful if you build SDL against a non glibc libc library (such as musl) which provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). Support for this hint is currently available only in the pthread, Windows, and PSP backend.
Instead of this hint, in 2.0.9 and later, you can use SDLCreateThreadWithStackSize(). This hint only works with the classic SDLCreateThread( ).
Const SDL_HINT_TIMER_RESOLUTION:String = "SDL_TIMER_RESOLUTION"
A hint that controls the timer resolution, in milliseconds.
The higher resolution the timer, the more frequently the CPU services timer interrupts, and the more precise delays are, but this takes up power and CPU time. This hint is only used on Windows.
See this blog post for more information: http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
If this variable is set to 0, the system timer resolution is not set.
The default value is 1. This hint may be set at any time.
Const SDL_HINT_TOUCH_MOUSE_EVENTS:String = "SDL_TOUCH_MOUSE_EVENTS"
A hint controlling whether touch events should generate synthetic mouse events
Values
0 Touch events will not generate mouse events
1 Touch events will generate mouse events
By default SDL will generate mouse events for touch events.
Const SDL_HINT_TV_REMOTE_AS_JOYSTICK:String = "SDL_TV_REMOTE_AS_JOYSTICK"
A hint controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events.
Values
0 Remotes send enter/escape/arrow key events
1 Remotes are available as 2 axis, 2 button joysticks (the default).
Const SDL_HINT_VIDEO_ALLOW_SCREENSAVER:String = "SDL_VIDEO_ALLOW_SCREENSAVER"
A hint controlling whether the screensaver is enabled.
Values
0 Disable screensaver
1 Enable screensaver
By default SDL will disable the screensaver.
Const SDL_HINT_VIDEO_DOUBLE_BUFFER:String = "SDL_VIDEO_DOUBLE_BUFFER"
A hint to tell the video driver that we only want a double buffer.
By default, most lowlevel 2D APIs will use a triple buffer scheme that wastes no CPU time on waiting for vsync after issuing a flip, but introduces a frame of latency. On the other hand, using a double buffer scheme instead is recommended for cases where low latency is an important factor because we save a whole frame of latency. We do so by waiting for vsync immediately after issuing a flip, usually just after eglSwapBuffers call in the backend's *_SwapWindow function.
Since it's driver-specific, it's only supported where possible and implemented. Currently supported the following drivers:
KMSDRM (kmsdrm)
Raspberry Pi (raspberrypi)
Const SDL_HINT_VIDEO_EXTERNAL_CONTEXT:String = "SDL_VIDEO_EXTERNAL_CONTEXT"
A hint controlling whether the graphics context is externally managed.
Values
0 SDL will manage graphics contexts that are attached to windows.
1 Disable graphics context management on windows.
By default SDL will manage OpenGL contexts in certain situations. For example, on Android the context will be automatically saved and restored when pausing the application. Additionally, some platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to 1 will prevent this behavior, which is desirable when the application manages the graphics context, such as an externally managed OpenGL context or attaching a Vulkan surface to the window.
Const SDL_HINT_VIDEO_HIGHDPI_DISABLED:String = "SDL_VIDEO_HIGHDPI_DISABLED"
If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
Const SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES:String = "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
A hint that dictates policy for fullscreen Spaces on Mac OS X.
This hint only applies to Mac OS X.
Values
0 Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
button on their titlebars).
1 Enable Spaces support (FULLSCREEN_DESKTOP will use them and
SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
button on their titlebars).
The default value is 1. Spaces are disabled regardless of this hint if the OS isn't at least Mac OS X Lion (10.7). This hint must be set before any windows are created.
Const SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS:String = "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
A hint that inimizes your SDL2::Window if it loses key focus when in fullscreen mode.
Defaults to False.
Warning: Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're seeing if "true" causes more problems than it solves in modern times.
Const SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT:String = "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
A hint that is the address of another SDL Window* (as a hex string formatted with p).
If this hint is set before CreateWindowFrom( ) and the SDL Window* it is set to has SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly created SDL2::Window:
- Its pixel format will be set to the same pixel format as this SDL2::Window. This is needed for example when sharing an OpenGL context across multiple windows.
- The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.
This hint can be set to the address (as a string p) of the SDL_Window* that new windows created with SDL_CreateWindowFrom( ... ) should share a pixel format with.
Const SDL_HINT_VIDEO_WIN_D3DCOMPILE:String = "SDL_VIDEO_WIN_D3DCOMPILE"
A hint specifying which shader compiler to preload when using the Chrome ANGLE binaries
SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can use two different sets of binaries, those compiled by the user from source or those provided by the Chrome browser. In the later case, these binaries require that SDL loads a DLL providing the shader compiler.
Values
d3dcompiler_46.dll default, best for Vista or later.
d3dcompiler_43.dll for XP support.
none do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
Const SDL_HINT_VIDEO_X11_FORCE_EGL:String = "SDL_VIDEO_X11_FORCE_EGL"
A hint controlling whether X11 should use GLX or EGL by default
Values
0 Use GLX
1 Use EGL
By default SDL will use GLX when both are present.
Const SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR:String = "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
A hint controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
Values
0 Disable _NET_WM_BYPASS_COMPOSITOR
1 Enable _NET_WM_BYPASS_COMPOSITOR
By default SDL will use _NET_WM_BYPASS_COMPOSITOR.
Const SDL_HINT_VIDEO_X11_NET_WM_PING:String = "SDL_VIDEO_X11_NET_WM_PING"
A hint controlling whether the X11 _NET_WM_PING protocol should be supported.
Values
0 Disable _NET_WM_PING
1 Enable _NET_WM_PING
By default SDL will use _NET_WM_PING, but for applications that know they will not always be able to respond to ping requests in a timely manner they can turn it off to avoid the window manager thinking the app is hung. The hint is checked in CreateWindow.
Const SDL_HINT_VIDEO_X11_WINDOW_VISUALID:String = "SDL_VIDEO_X11_WINDOW_VISUALID"
A hint forcing the visual ID chosen for new X11 windows.
Const SDL_HINT_VIDEO_X11_XINERAMA:String = "SDL_VIDEO_X11_XINERAMA"
A hint controlling whether the X11 Xinerama extension should be used.
Values
0 Disable Xinerama
1 Enable Xinerama
By default SDL will use Xinerama if it is available.
Const SDL_HINT_VIDEO_X11_XRANDR:String = "SDL_VIDEO_X11_XRANDR"
A hint controlling whether the X11 XRandR extension should be used.
Values
0 Disable XRandR
1 Enable XRandR
By default SDL will not use XRandR because of window manager issues.
Const SDL_HINT_VIDEO_X11_XVIDMODE:String = "SDL_VIDEO_X11_XVIDMODE"
A hint controlling whether the X11 VidMode extension should be used.
Values
0 Disable XVidMode
1 Enable XVidMode
By default SDL will use XVidMode if it is available.
Const SDL_HINT_WAVE_FACT_CHUNK:String = "SDL_WAVE_FACT_CHUNK"
This hint controls how the fact chunk affects the loading of a WAVE file.
The fact chunk stores information about the number of samples of a WAVE file. The Standards Update from Microsoft notes that this value can be used to 'determine the length of the data in seconds'. This is especially useful for compressed formats (for which this is a mandatory chunk) if they produce multiple sample frames per block and truncating the block is not allowed. The fact chunk can exactly specify how many sample frames there should be in this case.
Unfortunately, most application seem to ignore the fact chunk and so SDL ignores it by default as well.
This variable can be set to the following values:
truncate Use the number of samples to truncate the wave data if the fact chunk is present and valid
strict Like "truncate", but raise an error if the fact chunk is invalid, not present for non-PCM formats,
or if the data chunk doesn't have that many samples
ignorezero Like "truncate", but ignore fact chunk if the number of samples is zero
ignore Ignore fact chunk entirely (default)
Const SDL_HINT_WAVE_RIFF_CHUNK_SIZE:String = "SDL_WAVE_RIFF_CHUNK_SIZE"
This hint controls how the size of the RIFF chunk affects the loading of a WAVE file.
The size of the RIFF chunk (which includes all the sub-chunks of the WAVE file) is not always reliable. In case the size is wrong, it's possible to just ignore it and step through the chunks until a fixed limit is reached.
Note that files that have trailing data unrelated to the WAVE file or corrupt files may slow down the loading process without a reliable boundary. By default, SDL stops after 10000 chunks to prevent wasting time. Use the environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
This variable can be set to the following values:
force Always use the RIFF chunk size as a boundary for the chunk search
ignorezero Like "force", but a zero size searches up to 4 GiB (default)
ignore Ignore the RIFF chunk size and always search up to 4 GiB
maximum Search for chunks until the end of file (not recommended)
Const SDL_HINT_WAVE_TRUNCATION:String = "SDL_WAVE_TRUNCATION"
This hint controls how a truncated WAVE file is handled.
A WAVE file is considered truncated if any of the chunks are incomplete or the data chunk size is not a multiple of the block size. By default, SDL decodes until the first incomplete block, as most applications seem to do.
This variable can be set to the following values:
verystrict Raise an error if the file is truncated
strict Like "verystrict", but the size of the RIFF chunk is ignored
dropframe Decode until the first incomplete sample frame
dropblock Decode until the first incomplete block (default)
Const SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING:String = "SDL_WINDOWS_DISABLE_THREAD_NAMING"
A hint to tell SDL not to name threads on Windows with the 0x406D1388 Exception.
The 0x406D1388 Exception is a trick used to inform Visual Studio of a thread's name, but it tends to cause problems with other debuggers, and the .NET runtime. Note that SDL 2.0.6 and later will still use the (safer) SetThreadDescription API, introduced in the Windows 10 Creators Update, if available.
Values
0 SDL will raise the 0x406D1388 Exception to name threads.
This is the default behavior of SDL <= 2.0.4.
1 SDL will not raise this exception, and threads will be unnamed. (default)
This is necessary with .NET languages or debuggers that aren't Visual Studio.
Const SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP:String = "SDL_WINDOWS_ENABLE_MESSAGELOOP"
A hint controlling whether the windows message loop is processed by SDL.
Values
0 The window message loop is not run
1 The window message loop is processed in SDL_PumpEvents( )
By default SDL will process the windows message loop.
Const SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS:String = "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
A hint to force SDL to use Critical Sections for mutexes on Windows.
On Windows 7 and newer, Slim Reader/Writer Locks are available. They offer better performance, allocate no kernel resources and use less memory. SDL will fall back to Critical Sections on older OS versions or if forced to by this hint.
This also affects Condition Variables. When SRW mutexes are used, SDL will use Windows Condition Variables as well. Else, a generic SDL_cond implementation will be used that works with all mutexes.
This variable can be set to the following values:
0 Use SRW Locks when available. If not, fall back to Critical Sections. (default)
1 Force the use of Critical Sections in all cases.
Const SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL:String = "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
A hint to force SDL to use Kernel Semaphores on Windows.
Kernel Semaphores are inter-process and require a context switch on every interaction. On Windows 8 and newer, the WaitOnAddress API is available. Using that and atomics to implement semaphores increases performance. SDL will fall back to Kernel Objects on older OS versions or if forced to by this hint.
This variable can be set to the following values:
0 Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
1 Force the use of Kernel Objects in all cases.
Const SDL_HINT_WINDOWS_INTRESOURCE_ICON:String = "SDL_WINDOWS_INTRESOURCE_ICON"
A hint to specify custom icon resource id from RC file on Windows platform.
Const SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL:String = "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
A hint to specify custom icon resource id from RC file on Windows platform.
Const SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4:String = "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
A hint to tell SDL not to generate window-close events for Alt+F4 on Windows.
Const SDL_HINT_WINDOWS_USE_D3D9EX:String = "SDL_WINDOWS_USE_D3D9EX"
A hint to use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
Direct3D 9Ex contains changes to state management that can eliminate device loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require some changes to your application to cope with the new behavior, so this is disabled by default.
This hint must be set before initializing the video subsystem.
For more information on Direct3D 9Ex, see:
https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
This variable can be set to the following values:
0 Use the original Direct3D 9 API (default)
1 Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
Const SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN:String = "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
A hint controlling whether the window frame and title bar are interactive when the cursor is hidden.
Values
0 The window frame is not interactive when the cursor is hidden (no move, resize, etc)
1 The window frame is interactive when the cursor is hidden
By default SDL will allow interaction with the window frame when the cursor is hidden.
Const SDL_HINT_WINRT_HANDLE_BACK_BUTTON:String = "SDL_WINRT_HANDLE_BACK_BUTTON"
A hint that allows back-button-press events on Windows Phone to be marked as handled.
Windows Phone devices typically feature a Back button. When pressed, the OS will emit back-button-press events, which apps are expected to handle in an appropriate manner. If apps do not explicitly mark these events as 'Handled', then the OS will invoke its default behavior for unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to terminate the app (and attempt to switch to the previous app, or to the device's home screen).
Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL to mark back-button-press events as Handled, if and when one is sent to the app.
Internally, Windows Phone sends back button events as parameters to special back-button-press callback functions. Apps that need to respond to back-button-press events are expected to register one or more callback functions for such, shortly after being launched (during the app's initialization phase). After the back button is pressed, the OS will invoke these callbacks. If the app's callback(s) do not explicitly mark the event as handled by the time they return, or if the app never registers one of these callback, the OS will consider the event un-handled, and it will apply its default back button behavior (terminate the app).
SDL registers its own back-button-press callback with the Windows Phone OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. If the hint's value is set to 1, the back button event's Handled property will get set to a true value. If the hint's value is set to something else, or if it is unset, SDL will leave the event's Handled property alone. (By default, the OS sets this property to 'false', to note.)
SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a back button is pressed, or can set it in direct-response to a back button being pressed.
In order to get notified when a back button is pressed, SDL apps should register a callback function with SDL_AddEventWatch( ), and have it listen for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. (Alternatively, SDL_KEYUP events can be listened-for. Listening for either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON set by such a callback, will be applied to the OS' current back-button-press event.
More details on back button behavior in Windows Phone apps can be found at the following page, on Microsoft's developer site: http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
Const SDL_HINT_WINRT_PRIVACY_POLICY_LABEL:String = "SDL_WINRT_PRIVACY_POLICY_LABEL"
A hint to set the label text for a WinRT app's privacy policy link.
Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be available via the Windows Settings charm. SDL provides code to add a link there, with its label text being set via the optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
Please note that a privacy policy's contents are not set via this hint. A separate hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the policy.
The contents of this hint should be encoded as a UTF8 string.
The default value is "Privacy Policy". This hint should only be set during app initialization, preferably before any calls to SDL_Init( ... ).
For additional information on linking to a privacy policy, see the documentation for SDL_HINT_WINRT_PRIVACY_POLICY_URL.
Const SDL_HINT_WINRT_PRIVACY_POLICY_URL:String = "SDL_WINRT_PRIVACY_POLICY_URL"
A hint to specify a URL to a WinRT app's privacy policy.
All network-enabled WinRT apps must make a privacy policy available to its users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be be available in the Windows Settings charm, as accessed from within the app. SDL provides code to add a URL-based link there, which can point to the app's privacy policy.
To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL before calling any SDL_Init( ... ) functions. The contents of the hint should be a valid URL. For example, http://www.example.com.
The default value is an empty string (), which will prevent SDL from adding a privacy policy link to the Settings charm. This hint should only be set during app init.
The label text of an app's "Privacy Policy" link may be customized via another hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
Please note that on Windows Phone, Microsoft does not provide standard UI for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL will not get used on that platform. Network-enabled phone apps should display their privacy policy through some other, in-app means.
Const SDL_HINT_XINPUT_ENABLED:String = "SDL_XINPUT_ENABLED"
A hint that lets you disable the detection and use of Xinput gamepad devices
Values
0 Disable XInput detection (only uses direct input)
1 Enable XInput detection (default)
Const SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING:String = "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
A hint that causes SDL to use the old axis and button mapping for XInput devices.
This hint is for backwards compatibility only and will be removed in SDL 2.1
The default value is 0. This hint must be set before SDL_Init( ... )
Const SDL_HINT_DIRECTINPUT_ENABLED:String = "SDL_DIRECTINPUT_ENABLED"
A hint that lets you disable the detection and use of DirectInput gamepad devices.
Values
0 Disable DirectInput detection (only uses XInput)
1 Enable DirectInput detection (the default)
Const SDL_HINT_AUDIO_INCLUDE_MONITORS:String = "SDL_AUDIO_INCLUDE_MONITORS"
A hint that causes SDL to not ignore audio "monitors"
This is currently only used for PulseAudio and ignored elsewhere. By default, SDL ignores audio devices that aren't associated with physical hardware. Changing this hint to "1" will expose anything SDL sees that appears to be an audio source or sink. This will add "devices" to the list that the user probably doesn't want or need, but it can be useful in scenarios where you want to hook up SDL to some sort of virtual device, etc.
The default value is "0". This hint must be set before SDL_Init().
This hint is available since SDL 2.0.16. Before then, virtual devices are always ignored.
Const SDL_HINT_X11_WINDOW_TYPE:String = "SDL_X11_WINDOW_TYPE"
A hint that forces X11 windows to create as a custom type.
This is currently only used for X11 and ignored elsewhere.
During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to report to the window manager the type of window it wants to create. This might be set to various things if SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that haven't set a specific type, this hint can be used to specify a custom type. For example, a dock window might set this to "_NET_WM_WINDOW_TYPE_DOCK".
If not set or set to "", this hint is ignored. This hint must be set before the SDL_CreateWindow() call that it is intended to affect.
This hint is available since SDL 2.0.22.
Const SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE:String = "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
A hint that decides whether to send SDL_QUIT when closing the final window.
By default, SDL sends an SDL_QUIT event when there is only one window and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most apps would also take the loss of this window as a signal to terminate the program.
However, it's not unreasonable in some cases to have the program continue to live on, perhaps to create new windows later.
Changing this hint to "0" will cause SDL to not send an SDL_QUIT event when the final window is requesting to close. Note that in this case, there are still other legitimate reasons one might get an SDL_QUIT event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc.
The default value is "1". This hint can be changed at any time.
This hint is available since SDL 2.0.22. Before then, you always get an SDL_QUIT event when closing the final window.
Const SDL_HINT_VIDEODRIVER:String = "SDL_VIDEODRIVER"
A hint that decides what video backend to use.
By default, SDL will try all available video backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "x11" if, say, you are on Wayland but want to try talking to the X server instead.
This functionality has existed since SDL 2.0.0 (indeed, before that) but before 2.0.22 this was an environment variable only. In 2.0.22, it was upgraded to a full SDL hint, so you can set the environment variable as usual or programatically set the hint with SDL_SetHint, which won't propagate to child processes.
The default value is unset, in which case SDL will try to figure out the best video backend on your behalf. This hint needs to be set before SDL_Init() is called to be useful.
This hint is available since SDL 2.0.22. Before then, you could set the environment variable to get the same effect.
Const SDL_HINT_AUDIODRIVER:String = "SDL_AUDIODRIVER"
A hint that decides what audio backend to use.
By default, SDL will try all available audio backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "alsa" if, say, you are on PulseAudio but want to try talking to the lower level instead.
This functionality has existed since SDL 2.0.0 (indeed, before that) but before 2.0.22 this was an environment variable only. In 2.0.22, it was upgraded to a full SDL hint, so you can set the environment variable as usual or programatically set the hint with SDL_SetHint, which won't propagate to child processes.
The default value is unset, in which case SDL will try to figure out the best audio backend on your behalf. This hint needs to be set before SDL_Init() is called to be useful.
This hint is available since SDL 2.0.22. Before then, you could set the environment variable to get the same effect.
Const SDL_HINT_KMSDRM_DEVICE_INDEX:String = "SDL_KMSDRM_DEVICE_INDEX"
A hint 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.
Const SDL_HINT_TRACKPAD_IS_TOUCH_ONLY:String = "SDL_TRACKPAD_IS_TOUCH_ONLY"
A hint 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.
