Created
December 9, 2024 21:10
-
-
Save icculus/67478f94d73970eaa6e4b37e5eade0bf to your computer and use it in GitHub Desktop.
All currently-documented SDL3 macros...
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED ... // Specify the behavior of Alt+Tab while the keyboard is grabbed. | |
#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY ... // A variable to control whether the SDL activity is allowed to be re-created. | |
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE ... // A variable to control whether the event loop will block itself when the app is paused. | |
#define SDL_HINT_ANDROID_LOW_LATENCY_AUDIO ... // A variable to control whether low latency audio should be enabled. | |
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON ... // A variable to control whether we trap the Android back button to handle it manually. | |
#define SDL_HINT_APP_ID ... // A variable setting the app ID string. | |
#define SDL_HINT_APP_NAME ... // A variable setting the application name. | |
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS ... // A variable controlling whether controllers used with the Apple TV generate UI events. | |
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION ... // A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote. | |
#define SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE ... // Specify the default ALSA audio device name. | |
#define SDL_HINT_AUDIO_CATEGORY ... // A variable controlling the audio category on iOS and macOS. | |
#define SDL_HINT_AUDIO_CHANNELS ... // A variable controlling the default audio channel count. | |
#define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME ... // Specify an application icon name for an audio device. | |
#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES ... // A variable controlling device buffer size. | |
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME ... // Specify an audio stream name for an audio device. | |
#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE ... // Specify an application role for an audio device. | |
#define SDL_HINT_AUDIO_DISK_INPUT_FILE ... // Specify the input file when recording audio using the disk audio driver. | |
#define SDL_HINT_AUDIO_DISK_OUTPUT_FILE ... // Specify the output file when playing audio using the disk audio driver. | |
#define SDL_HINT_AUDIO_DISK_TIMESCALE ... // A variable controlling the audio rate when using the disk audio driver. | |
#define SDL_HINT_AUDIO_DRIVER ... // A variable that specifies an audio backend to use. | |
#define SDL_HINT_AUDIO_DUMMY_TIMESCALE ... // A variable controlling the audio rate when using the dummy audio driver. | |
#define SDL_HINT_AUDIO_FORMAT ... // A variable controlling the default audio format. | |
#define SDL_HINT_AUDIO_FREQUENCY ... // A variable controlling the default audio frequency. | |
#define SDL_HINT_AUDIO_INCLUDE_MONITORS ... // A variable that causes SDL to not ignore audio "monitors". | |
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS ... // A variable controlling whether SDL updates joystick state when getting input events. | |
#define SDL_HINT_AUTO_UPDATE_SENSORS ... // A variable controlling whether SDL updates sensor state when getting input events. | |
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT ... // Prevent SDL from using version 4 of the bitmap header when saving BMPs. | |
#define SDL_HINT_CAMERA_DRIVER ... // A variable that decides what camera backend to use. | |
#define SDL_HINT_CPU_FEATURE_MASK ... // A variable that limits what CPU features are available. | |
#define SDL_HINT_JOYSTICK_DIRECTINPUT ... // A variable controlling whether DirectInput should be used for controllers. | |
#define SDL_HINT_FILE_DIALOG_DRIVER ... // A variable that specifies a dialog backend to use. | |
#define SDL_HINT_DISPLAY_USABLE_BOUNDS ... // Override for SDL_GetDisplayUsableBounds(). | |
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY ... // Disable giving back control to the browser automatically when running with asyncify. | |
#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR ... // Specify the CSS selector used for the "default" window/canvas. | |
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT ... // Override the binding element for keyboard inputs for Emscripten builds. | |
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD ... // A variable that controls whether the on-screen keyboard should be shown when text input is active. | |
#define SDL_HINT_EVDEV_DEVICES ... // A variable containing a list of evdev devices to use if udev is not available. | |
#define SDL_HINT_EVENT_LOGGING ... // A variable controlling verbosity of the logging of SDL events pushed onto the internal queue. | |
#define SDL_HINT_FORCE_RAISEWINDOW ... // A variable controlling whether raising the window should be done more forcefully. | |
#define SDL_HINT_FRAMEBUFFER_ACCELERATION ... // A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. | |
#define SDL_HINT_GAMECONTROLLERCONFIG ... // A variable that lets you manually hint extra gamecontroller db entries. | |
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE ... // A variable that lets you provide a file with extra gamecontroller db entries. | |
#define SDL_HINT_GAMECONTROLLERTYPE ... // A variable that overrides the automatic controller type detection. | |
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES ... // A variable containing a list of devices to skip when scanning for game controllers. | |
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT ... // If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. | |
#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION ... // A variable that controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads. | |
#define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT ... // This variable sets the default text of the TextInput window on GDK platforms. | |
#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION ... // This variable sets the description of the TextInput window on GDK platforms. | |
#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH ... // This variable sets the maximum input length of the TextInput window on GDK platforms. | |
#define SDL_HINT_GDK_TEXTINPUT_SCOPE ... // This variable sets the input scope of the TextInput window on GDK platforms. | |
#define SDL_HINT_GDK_TEXTINPUT_TITLE ... // This variable sets the title of the TextInput window on GDK platforms. | |
#define SDL_HINT_HIDAPI_LIBUSB ... // A variable to control whether HIDAPI uses libusb for device access. | |
#define SDL_HINT_HIDAPI_LIBUSB_WHITELIST ... // A variable to control whether HIDAPI uses libusb only for whitelisted devices. | |
#define SDL_HINT_HIDAPI_UDEV ... // A variable to control whether HIDAPI uses udev for device detection. | |
#define SDL_HINT_GPU_DRIVER ... // A variable that specifies a GPU backend to use. | |
#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS ... // A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers. | |
#define SDL_HINT_HIDAPI_IGNORE_DEVICES ... // A variable containing a list of devices to ignore in SDL_hid_enumerate(). | |
#define SDL_HINT_IME_IMPLEMENTED_UI ... // A variable describing what IME UI elements the application can display. | |
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR ... // A variable controlling whether the home indicator bar on iPhone X should be hidden. | |
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS ... // A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. | |
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES ... // A variable containing a list of arcade stick style controllers. | |
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED ... // A variable containing a list of devices that are not arcade stick style controllers. | |
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES ... // A variable containing a list of devices that should not be considered joysticks. | |
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED ... // A variable containing a list of devices that should be considered joysticks. | |
#define SDL_HINT_JOYSTICK_DEVICE ... // A variable containing a comma separated list of devices to open as joysticks. | |
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES ... // A variable containing a list of flightstick style controllers. | |
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED ... // A variable containing a list of devices that are not flightstick style controllers. | |
#define SDL_HINT_JOYSTICK_GAMEINPUT ... // A variable controlling whether GameInput should be used for controller handling on Windows. | |
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES ... // A variable containing a list of devices known to have a GameCube form factor. | |
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED ... // A variable containing a list of devices known not to have a GameCube form factor. | |
#define SDL_HINT_JOYSTICK_HIDAPI ... // A variable controlling whether the HIDAPI joystick drivers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS ... // A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver. | |
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE ... // A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE ... // A variable controlling whether rumble is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2). | |
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS ... // A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED ... // A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened. | |
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA ... // A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC ... // A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_PS3 ... // A variable controlling whether the HIDAPI driver for PS3 controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER ... // A variable controlling whether the Sony driver (sixaxis.sys) for PS3 controllers (Sixaxis/DualShock 3) should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 ... // A variable controlling whether the HIDAPI driver for PS4 controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL ... // A variable controlling the update rate of the PS4 controller over Bluetooth when using the HIDAPI driver. | |
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE ... // A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. | |
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 ... // A variable controlling whether the HIDAPI driver for PS5 controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED ... // A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. | |
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE ... // A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. | |
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD ... // A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA ... // A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM ... // A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED ... // A variable controlling whether the Steam button LED should be turned on when a Steam controller is opened. | |
#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK ... // A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI ... // A variable controlling whether the HIDAPI driver for HORI licensed Steam controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH ... // A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED ... // A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened. | |
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED ... // A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller. | |
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS ... // A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver. | |
#define SDL_HINT_JOYSTICK_HIDAPI_WII ... // A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED ... // A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller. | |
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX ... // A variable controlling whether the HIDAPI driver for XBox controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 ... // A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED ... // A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller. | |
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS ... // A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE ... // A variable controlling whether the HIDAPI driver for XBox One controllers should be used. | |
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED ... // A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened. | |
#define SDL_HINT_JOYSTICK_IOKIT ... // A variable controlling whether IOKit should be used for controller handling. | |
#define SDL_HINT_JOYSTICK_LINUX_CLASSIC ... // A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux. | |
#define SDL_HINT_JOYSTICK_LINUX_DEADZONES ... // A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. | |
#define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS ... // 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. | |
#define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES ... // A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values. | |
#define SDL_HINT_JOYSTICK_MFI ... // A variable controlling whether GCController should be used for controller handling. | |
#define SDL_HINT_JOYSTICK_RAWINPUT ... // A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. | |
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT ... // A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. | |
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM ... // A variable controlling whether the ROG Chakram mice should show up as joysticks. | |
#define SDL_HINT_JOYSTICK_THREAD ... // A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows. | |
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES ... // A variable containing a list of throttle style controllers. | |
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED ... // A variable containing a list of devices that are not throttle style controllers. | |
#define SDL_HINT_JOYSTICK_WGI ... // A variable controlling whether Windows.Gaming.Input should be used for controller handling. | |
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES ... // A variable containing a list of wheel style controllers. | |
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED ... // A variable containing a list of devices that are not wheel style controllers. | |
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES ... // A variable containing a list of devices known to have all axes centered at zero. | |
#define SDL_HINT_KEYCODE_OPTIONS ... // A variable that controls keycode representation in keyboard events. | |
#define SDL_HINT_KMSDRM_DEVICE_INDEX ... // A variable that controls what KMSDRM device to use. | |
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER ... // A variable that controls whether SDL requires DRM master access in order to initialize the KMSDRM video backend. | |
#define SDL_HINT_LOGGING ... // A variable controlling the default SDL log levels. | |
#define SDL_HINT_MAC_BACKGROUND_APP ... // A variable controlling whether to force the application to become the foreground process when launched on macOS. | |
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK ... // A variable that determines whether Ctrl+Click should generate a right-click event on macOS. | |
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH ... // A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing on macOS. | |
#define SDL_HINT_MAC_SCROLL_MOMENTUM ... // A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have momentum on macOS. | |
#define SDL_HINT_MAIN_CALLBACK_RATE ... // Request SDL_AppIterate() be called at a specific rate. | |
#define SDL_HINT_MOUSE_AUTO_CAPTURE ... // A variable controlling whether the mouse is captured while mouse buttons are pressed. | |
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS ... // A variable setting the double click radius, in pixels. | |
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME ... // A variable setting the double click time, in milliseconds. | |
#define SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR ... // A variable setting which system cursor to use as the default cursor. | |
#define SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE ... // A variable controlling whether warping a hidden mouse cursor will activate relative mouse mode. | |
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH ... // Allow mouse click events when clicking to focus an SDL window. | |
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE ... // A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode. | |
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER ... // A variable controlling whether relative mouse mode constrains the mouse to the center of the window. | |
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP ... // A variable controlling whether relative mouse mode is implemented using mouse warping. | |
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE ... // A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode. | |
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE ... // A variable controlling whether the system mouse acceleration curve is used for relative mouse motion. | |
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION ... // A variable controlling whether a motion event should be generated for mouse warping in relative mode. | |
#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE ... // A variable controlling whether the hardware cursor stays visible when relative mode is active. | |
#define SDL_HINT_MOUSE_RELATIVE_CLIP_INTERVAL ... // Controls how often SDL issues cursor confinement commands to the operating system while relative mode is active, in case the desired confinement state became out-of-sync due to interference from other running programs. | |
#define SDL_HINT_MOUSE_TOUCH_EVENTS ... // A variable controlling whether mouse events should generate synthetic touch events. | |
#define SDL_HINT_MUTE_CONSOLE_KEYBOARD ... // A variable controlling whether the keyboard should be muted on the console. | |
#define SDL_HINT_NO_SIGNAL_HANDLERS ... // Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms. | |
#define SDL_HINT_OPENGL_LIBRARY ... // Specify the OpenGL library to load. | |
#define SDL_HINT_OPENGL_ES_DRIVER ... // A variable controlling what driver to use for OpenGL ES contexts. | |
#define SDL_HINT_OPENVR_LIBRARY ... // Mechanism to specify openvr_api library location | |
#define SDL_HINT_ORIENTATIONS ... // A variable controlling which orientations are allowed on iOS/Android. | |
#define SDL_HINT_POLL_SENTINEL ... // A variable controlling the use of a sentinel event when polling the event queue. | |
#define SDL_HINT_PREFERRED_LOCALES ... // Override for SDL_GetPreferredLocales(). | |
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE ... // A variable that decides whether to send SDL_EVENT_QUIT when closing the last window. | |
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE ... // A variable controlling whether the Direct3D device is initialized for thread-safe operations. | |
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG ... // A variable controlling whether to enable Direct3D 11+'s Debug Layer. | |
#define SDL_HINT_RENDER_VULKAN_DEBUG ... // A variable controlling whether to enable Vulkan Validation Layers. | |
#define SDL_HINT_RENDER_GPU_DEBUG ... // A variable controlling whether to create the GPU device in debug mode. | |
#define SDL_HINT_RENDER_GPU_LOW_POWER ... // A variable controlling whether to prefer a low-power GPU on multi-GPU systems. | |
#define SDL_HINT_RENDER_DRIVER ... // A variable specifying which render driver to use. | |
#define SDL_HINT_RENDER_LINE_METHOD ... // A variable controlling how the 2D render API renders lines. | |
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE ... // A variable controlling whether the Metal render driver select low power device over default one. | |
#define SDL_HINT_RENDER_VSYNC ... // A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. | |
#define SDL_HINT_RETURN_KEY_HIDES_IME ... // A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS. | |
#define SDL_HINT_ROG_GAMEPAD_MICE ... // A variable containing a list of ROG gamepad capable mice. | |
#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED ... // A variable containing a list of devices that are not ROG gamepad capable mice. | |
#define SDL_HINT_RPI_VIDEO_LAYER ... // A variable controlling which Dispmanx layer to use on a Raspberry PI. | |
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME ... // Specify an "activity name" for screensaver inhibition. | |
#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT ... // A variable controlling whether SDL calls dbus_shutdown() on quit. | |
#define SDL_HINT_STORAGE_TITLE_DRIVER ... // A variable that specifies a backend to use for title storage. | |
#define SDL_HINT_STORAGE_USER_DRIVER ... // A variable that specifies a backend to use for user storage. | |
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL ... // Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. | |
#define SDL_HINT_THREAD_PRIORITY_POLICY ... // A string specifying additional information to use with SDL_SetCurrentThreadPriority. | |
#define SDL_HINT_TIMER_RESOLUTION ... // A variable that controls the timer resolution, in milliseconds. | |
#define SDL_HINT_TOUCH_MOUSE_EVENTS ... // A variable controlling whether touch events should generate synthetic mouse events. | |
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY ... // A variable controlling whether trackpads should be treated as touch devices. | |
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK ... // A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events. | |
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER ... // A variable controlling whether the screensaver is enabled. | |
#define SDL_HINT_VIDEO_DISPLAY_PRIORITY ... // A comma separated list containing the names of the displays that SDL should sort to the front of the display list. | |
#define SDL_HINT_VIDEO_DOUBLE_BUFFER ... // Tell the video driver that we only want a double buffer. | |
#define SDL_HINT_VIDEO_DRIVER ... // A variable that specifies a video backend to use. | |
#define SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES ... // A variable controlling whether the dummy video driver saves output frames. | |
#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK ... // If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay. | |
#define SDL_HINT_VIDEO_FORCE_EGL ... // A variable controlling whether the OpenGL context should be created with EGL. | |
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES ... // A variable that specifies the policy for fullscreen Spaces on macOS. | |
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS ... // A variable controlling whether fullscreen windows are minimized when they lose focus. | |
#define SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES ... // A variable controlling whether the offscreen video driver saves output frames. | |
#define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS ... // A variable controlling whether all window operations will block until complete. | |
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR ... // A variable controlling whether the libdecor Wayland backend is allowed to be used. | |
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION ... // A variable controlling whether video mode emulation is enabled under Wayland. | |
#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING ... // A variable controlling how modes with a non-native aspect ratio are displayed under Wayland. | |
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR ... // A variable controlling whether the libdecor Wayland backend is preferred over native decorations. | |
#define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY ... // A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling. | |
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER ... // A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries. | |
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR ... // A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. | |
#define SDL_HINT_VIDEO_X11_NET_WM_PING ... // A variable controlling whether the X11 _NET_WM_PING protocol should be supported. | |
#define SDL_HINT_VIDEO_X11_NODIRECTCOLOR ... // A variable controlling whether SDL uses DirectColor visuals. | |
#define SDL_HINT_VIDEO_X11_SCALING_FACTOR ... // A variable forcing the content scaling factor for X11 displays. | |
#define SDL_HINT_VIDEO_X11_VISUALID ... // A variable forcing the visual ID used for X11 display modes. | |
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID ... // A variable forcing the visual ID chosen for new X11 windows. | |
#define SDL_HINT_VIDEO_X11_XRANDR ... // A variable controlling whether the X11 XRandR extension should be used. | |
#define SDL_HINT_VITA_ENABLE_BACK_TOUCH ... // A variable controlling whether touch should be enabled on the back panel of the PlayStation Vita. | |
#define SDL_HINT_VITA_ENABLE_FRONT_TOUCH ... // A variable controlling whether touch should be enabled on the front panel of the PlayStation Vita. | |
#define SDL_HINT_VITA_MODULE_PATH ... // A variable controlling the module path on the PlayStation Vita. | |
#define SDL_HINT_VITA_PVR_INIT ... // A variable controlling whether to perform PVR initialization on the PlayStation Vita. | |
#define SDL_HINT_VITA_RESOLUTION ... // A variable overriding the resolution reported on the PlayStation Vita. | |
#define SDL_HINT_VITA_PVR_OPENGL ... // A variable controlling whether OpenGL should be used instead of OpenGL ES on the PlayStation Vita. | |
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE ... // A variable controlling which touchpad should generate synthetic mouse events. | |
#define SDL_HINT_VULKAN_DISPLAY ... // A variable overriding the display index used in SDL_Vulkan_CreateSurface() | |
#define SDL_HINT_VULKAN_LIBRARY ... // Specify the Vulkan library to load. | |
#define SDL_HINT_WAVE_FACT_CHUNK ... // A variable controlling how the fact chunk affects the loading of a WAVE file. | |
#define SDL_HINT_WAVE_CHUNK_LIMIT ... // A variable controlling the maximum number of chunks in a WAVE file. | |
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE ... // A variable controlling how the size of the RIFF chunk affects the loading of a WAVE file. | |
#define SDL_HINT_WAVE_TRUNCATION ... // A variable controlling how a truncated WAVE file is handled. | |
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED ... // A variable controlling whether the window is activated when the SDL_RaiseWindow function is called. | |
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN ... // A variable controlling whether the window is activated when the SDL_ShowWindow function is called. | |
#define SDL_HINT_WINDOW_ALLOW_TOPMOST ... // If set to "0" then never set the top-most flag on an SDL Window even if the application requests it. | |
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN ... // A variable controlling whether the window frame and title bar are interactive when the cursor is hidden. | |
#define SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 ... // A variable controlling whether SDL generates window-close events for Alt+F4 on Windows. | |
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS ... // A variable controlling whether menus can be opened with their keyboard shortcut (Alt+mnemonic). | |
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP ... // A variable controlling whether the windows message loop is processed by SDL. | |
#define SDL_HINT_WINDOWS_GAMEINPUT ... // A variable controlling whether GameInput is used for raw keyboard and mouse on Windows. | |
#define SDL_HINT_WINDOWS_RAW_KEYBOARD ... // A variable controlling whether raw keyboard events are used on Windows. | |
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL ... // A variable controlling whether SDL uses Kernel Semaphores on Windows. | |
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON ... // A variable to specify custom icon resource id from RC file on Windows platform. | |
#define SDL_HINT_WINDOWS_USE_D3D9EX ... // A variable controlling whether SDL uses the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. | |
#define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE ... // A variable controlling whether SDL will clear the window contents when the WM_ERASEBKGND message is received. | |
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT ... // A variable controlling whether X11 windows are marked as override-redirect. | |
#define SDL_HINT_X11_WINDOW_TYPE ... // A variable specifying the type of an X11 window. | |
#define SDL_HINT_X11_XCB_LIBRARY ... // Specify the XCB library to load for the X11 driver. | |
#define SDL_HINT_XINPUT_ENABLED ... // A variable controlling whether XInput should be used for controller handling. | |
#define SDL_HINT_ASSERT ... // A variable controlling response to SDL_assert failures. | |
#define SDL_REVISION ... // This macro is a string describing the source at a particular point in development. | |
#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER ... // The pointer to the global `wl_display` object used by the Wayland video backend. | |
#define SDL_WINDOWPOS_UNDEFINED_MASK ... // Used to indicate that you don't care what the window position is. | |
#define SDL_WINDOWPOS_CENTERED_MASK ... // Used to indicate that the window position should be centered. | |
#define SDL_JOYSTICK_AXIS_MAX ... // The largest value an SDL_Joystick's axis can report. | |
#define SDL_JOYSTICK_AXIS_MIN ... // The smallest value an SDL_Joystick's axis can report. | |
#define SDL_HAPTIC_CONSTANT ... // Constant effect supported. | |
#define SDL_HAPTIC_SINE ... // Sine wave effect supported. | |
#define SDL_HAPTIC_SQUARE ... // Square wave effect supported. | |
#define SDL_HAPTIC_TRIANGLE ... // Triangle wave effect supported. | |
#define SDL_HAPTIC_SAWTOOTHUP ... // Sawtoothup wave effect supported. | |
#define SDL_HAPTIC_SAWTOOTHDOWN ... // Sawtoothdown wave effect supported. | |
#define SDL_HAPTIC_RAMP ... // Ramp effect supported. | |
#define SDL_HAPTIC_SPRING ... // Spring effect supported - uses axes position. | |
#define SDL_HAPTIC_DAMPER ... // Damper effect supported - uses axes velocity. | |
#define SDL_HAPTIC_INERTIA ... // Inertia effect supported - uses axes acceleration. | |
#define SDL_HAPTIC_FRICTION ... // Friction effect supported - uses axes movement. | |
#define SDL_HAPTIC_LEFTRIGHT ... // Left/Right effect supported. | |
#define SDL_HAPTIC_RESERVED1 ... // Reserved for future use | |
#define SDL_HAPTIC_CUSTOM ... // Custom effect is supported. | |
#define SDL_HAPTIC_GAIN ... // Device can set global gain. | |
#define SDL_HAPTIC_AUTOCENTER ... // Device can set autocenter. | |
#define SDL_HAPTIC_STATUS ... // Device can be queried for effect status. | |
#define SDL_HAPTIC_PAUSE ... // Device can be paused. | |
#define SDL_HAPTIC_POLAR ... // Uses polar coordinates for the direction. | |
#define SDL_HAPTIC_CARTESIAN ... // Uses cartesian coordinates for the direction. | |
#define SDL_HAPTIC_SPHERICAL ... // Uses spherical coordinates for the direction. | |
#define SDL_HAPTIC_STEERING_AXIS ... // Use this value to play an effect on the steering wheel axis. | |
#define SDL_HAPTIC_INFINITY ... // Used to play a device an infinite number of times. | |
#define SDL_AUDIO_BITSIZE ... // Retrieve the size, in bits, from an SDL_AudioFormat. | |
#define SDL_AUDIO_BYTESIZE ... // Retrieve the size, in bytes, from an SDL_AudioFormat. | |
#define SDL_AUDIO_ISFLOAT ... // Determine if an SDL_AudioFormat represents floating point data. | |
#define SDL_AUDIO_ISBIGENDIAN ... // Determine if an SDL_AudioFormat represents bigendian data. | |
#define SDL_AUDIO_ISLITTLEENDIAN ... // Determine if an SDL_AudioFormat represents littleendian data. | |
#define SDL_AUDIO_ISSIGNED ... // Determine if an SDL_AudioFormat represents signed data. | |
#define SDL_AUDIO_ISINT ... // Determine if an SDL_AudioFormat represents integer data. | |
#define SDL_AUDIO_ISUNSIGNED ... // Determine if an SDL_AudioFormat represents unsigned data. | |
#define SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK ... // A value used to request a default playback audio device. | |
#define SDL_AUDIO_DEVICE_DEFAULT_RECORDING ... // A value used to request a default recording audio device. | |
#define SDL_AUDIO_FRAMESIZE ... // Calculate the size of each audio frame (in bytes) from an SDL_AudioSpec. | |
#define SDL_SOFTWARE_RENDERER ... // The name of the software renderer. | |
#define SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE ... // The size, in pixels, of a single SDL_RenderDebugText() character. | |
#define SDL_CompilerBarrier ... // Mark a compiler barrier. | |
#define SDL_CPUPauseInstruction ... // A macro to insert a CPU-specific "pause" instruction into the program. | |
#define SDL_AtomicIncRef ... // Increment an atomic variable used as a reference count. | |
#define SDL_AtomicDecRef ... // Decrement an atomic variable used as a reference count. | |
#define SDL_ALPHA_OPAQUE ... // A fully opaque 8-bit alpha value. | |
#define SDL_ALPHA_OPAQUE_FLOAT ... // A fully opaque floating point alpha value. | |
#define SDL_ALPHA_TRANSPARENT ... // A fully transparent 8-bit alpha value. | |
#define SDL_ALPHA_TRANSPARENT_FLOAT ... // A fully transparent floating point alpha value. | |
#define SDL_MUSTLOCK ... // Evaluates to true if the surface needs to be locked before access. | |
#define SDL_PLATFORM_AIX ... // A preprocessor macro that is only defined if compiling for AIX. | |
#define SDL_PLATFORM_HAIKU ... // A preprocessor macro that is only defined if compiling for Haiku OS. | |
#define SDL_PLATFORM_BSDI ... // A preprocessor macro that is only defined if compiling for BSDi | |
#define SDL_PLATFORM_FREEBSD ... // A preprocessor macro that is only defined if compiling for FreeBSD. | |
#define SDL_PLATFORM_HPUX ... // A preprocessor macro that is only defined if compiling for HP-UX. | |
#define SDL_PLATFORM_IRIX ... // A preprocessor macro that is only defined if compiling for IRIX. | |
#define SDL_PLATFORM_LINUX ... // A preprocessor macro that is only defined if compiling for Linux. | |
#define SDL_PLATFORM_ANDROID ... // A preprocessor macro that is only defined if compiling for Android. | |
#define SDL_PLATFORM_NGAGE ... // A preprocessor macro that is only defined if compiling for Nokia N-Gage. | |
#define SDL_PLATFORM_UNIX ... // A preprocessor macro that is only defined if compiling for a Unix-like system. | |
#define SDL_PLATFORM_APPLE ... // A preprocessor macro that is only defined if compiling for Apple platforms. | |
#define SDL_PLATFORM_TVOS ... // A preprocessor macro that is only defined if compiling for tvOS. | |
#define SDL_PLATFORM_VISIONOS ... // A preprocessor macro that is only defined if compiling for VisionOS. | |
#define SDL_PLATFORM_IOS ... // A preprocessor macro that is only defined if compiling for iOS. | |
#define SDL_PLATFORM_MACOS ... // A preprocessor macro that is only defined if compiling for macOS. | |
#define SDL_PLATFORM_EMSCRIPTEN ... // A preprocessor macro that is only defined if compiling for Emscripten. | |
#define SDL_PLATFORM_NETBSD ... // A preprocessor macro that is only defined if compiling for NetBSD. | |
#define SDL_PLATFORM_OPENBSD ... // A preprocessor macro that is only defined if compiling for OpenBSD. | |
#define SDL_PLATFORM_OS2 ... // A preprocessor macro that is only defined if compiling for OS/2. | |
#define SDL_PLATFORM_OSF ... // A preprocessor macro that is only defined if compiling for Tru64 (OSF/1). | |
#define SDL_PLATFORM_QNXNTO ... // A preprocessor macro that is only defined if compiling for QNX Neutrino. | |
#define SDL_PLATFORM_RISCOS ... // A preprocessor macro that is only defined if compiling for RISC OS. | |
#define SDL_PLATFORM_SOLARIS ... // A preprocessor macro that is only defined if compiling for SunOS/Solaris. | |
#define SDL_PLATFORM_CYGWIN ... // A preprocessor macro that is only defined if compiling for Cygwin. | |
#define SDL_PLATFORM_WINDOWS ... // A preprocessor macro that is only defined if compiling for Windows. | |
#define SDL_PLATFORM_WINGDK ... // A preprocessor macro that is only defined if compiling for Microsoft GDK for Windows. | |
#define SDL_PLATFORM_XBOXONE ... // A preprocessor macro that is only defined if compiling for Xbox One. | |
#define SDL_PLATFORM_XBOXSERIES ... // A preprocessor macro that is only defined if compiling for Xbox Series. | |
#define SDL_PLATFORM_WIN32 ... // A preprocessor macro that is only defined if compiling for desktop Windows. | |
#define SDL_PLATFORM_GDK ... // A preprocessor macro that is only defined if compiling for Microsoft GDK on any platform. | |
#define SDL_PLATFORM_PSP ... // A preprocessor macro that is only defined if compiling for Sony PSP. | |
#define SDL_PLATFORM_PS2 ... // A preprocessor macro that is only defined if compiling for Sony PlayStation 2. | |
#define SDL_PLATFORM_VITA ... // A preprocessor macro that is only defined if compiling for Sony Vita. | |
#define SDL_PLATFORM_3DS ... // A preprocessor macro that is only defined if compiling for Nintendo 3DS. | |
#define SDL_STANDARD_GRAVITY ... // A constant to represent standard gravity for accelerometer sensors. | |
#define SDL_Swap16LE ... // Swap a 16-bit value from littleendian to native byte order. | |
#define SDL_Swap32LE ... // Swap a 32-bit value from littleendian to native byte order. | |
#define SDL_Swap64LE ... // Swap a 64-bit value from littleendian to native byte order. | |
#define SDL_SwapFloatLE ... // Swap a floating point value from littleendian to native byte order. | |
#define SDL_Swap16BE ... // Swap a 16-bit value from bigendian to native byte order. | |
#define SDL_Swap32BE ... // Swap a 32-bit value from bigendian to native byte order. | |
#define SDL_Swap64BE ... // Swap a 64-bit value from bigendian to native byte order. | |
#define SDL_SwapFloatBE ... // Swap a floating point value from bigendian to native byte order. | |
#define SDL_ASSERT_LEVEL ... // The level of assertion aggressiveness. | |
#define SDL_TriggerBreakpoint ... // Attempt to tell an attached debugger to pause. | |
#define SDL_assert ... // An assertion test that is normally performed only in debug builds. | |
#define SDL_assert_release ... // An assertion test that is performed even in release builds. | |
#define SDL_assert_paranoid ... // An assertion test that is performed only when built with paranoid settings. | |
#define SDL_assert_always ... // An assertion test that is always performed. | |
#define SDL_CACHELINE_SIZE ... // A guess for the cacheline size used for padding. | |
#define SDL_ANDROID_EXTERNAL_STORAGE_READ ... // See the official Android developer guide for more information: http://developer.android.com/guide/topics/data/data-storage.html | |
#define SDL_MAIN_USE_CALLBACKS ... // Inform SDL to use the main callbacks instead of main. | |
#define SDL_arraysize ... // The number of elements in an array. | |
#define SDL_STRINGIFY_ARG ... // Macro useful for building other macros with strings in them. | |
#define SDL_reinterpret_cast ... // Handle a Reinterpret Cast properly whether using C or C++. | |
#define SDL_static_cast ... // Handle a Static Cast properly whether using C or C++. | |
#define SDL_const_cast ... // Handle a Const Cast properly whether using C or C++. | |
#define SDL_FOURCC ... // Define a four character code as a Uint32. | |
#define SDL_SINT64_C ... // Append the 64 bit integer suffix to a signed integer literal. | |
#define SDL_UINT64_C ... // Append the 64 bit integer suffix to an unsigned integer literal. | |
#define SDL_FLT_EPSILON ... // Epsilon constant, used for comparing floating-point numbers. | |
#define SDL_INIT_INTERFACE ... // A macro to initialize an SDL interface. | |
#define SDL_INVALID_UNICODE_CODEPOINT ... // The Unicode REPLACEMENT CHARACTER codepoint. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment