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hints.c.v
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// Copyright(C) 2021 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
module sdl
//
// SDL_hints.h
//
// A variable controlling whether the Android / iOS built-in
// accelerometer should be listed as a joystick device.
//
// This variable can be set to the following values:
// "0" - The accelerometer is not listed as a joystick
// "1" - The accelerometer is available as a 3 axis joystick (the default).
pub const hint_accelerometer_as_joystick = 'SDL_ACCELEROMETER_AS_JOYSTICK'
// Specify 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)
pub const hint_allow_alt_tab_while_grabbed = 'SDL_ALLOW_ALT_TAB_WHILE_GRABBED'
// If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
// This is a debugging aid for developers and not expected to be used by end users. The default is "1"
//
// This variable can be set to the following values:
// "0" - don't allow topmost
// "1" - allow topmost
pub const hint_allow_topmost = 'SDL_ALLOW_TOPMOST'
// Android APK expansion main file version. Should be a string number like "1", "2" etc.
//
// Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
//
// If both hints were set then SDL_RWFromFile() will look into expansion files
// after a given relative path was not found in the internal storage and assets.
//
// By default this hint is not set and the APK expansion files are not searched.
pub const hint_android_apk_expansion_main_file_version = 'SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION'
// Android APK expansion patch file version. Should be a string number like "1", "2" etc.
//
// Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
//
// If both hints were set then SDL_RWFromFile() will look into expansion files
// after a given relative path was not found in the internal storage and assets.
//
// By default this hint is not set and the APK expansion files are not searched.
pub const hint_android_apk_expansion_patch_file_version = 'SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION'
// A variable to control whether the event loop will block itself when the app is paused.
//
// The variable can be set to the following values:
// "0" - Non blocking.
// "1" - Blocking. (default)
//
// The value should be set before SDL is initialized.
pub const hint_android_block_on_pause = 'SDL_ANDROID_BLOCK_ON_PAUSE'
// A variable to control whether SDL will pause audio in background
// (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
//
// The variable can be set to the following values:
// "0" - Non paused.
// "1" - Paused. (default)
//
// The value should be set before SDL is initialized.
pub const hint_android_block_on_pause_pauseaudio = 'SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO'
// A variable 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.
//
// The variable can be set to the following 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.
pub const hint_android_trap_back_button = 'SDL_ANDROID_TRAP_BACK_BUTTON'
// Specify an application name.
//
// This hint lets you specify the application name sent to the OS when
// required. For example, this will often appear in volume control applets for
// audio streams, and in lists of applications which are inhibiting the
// screensaver. 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.
//
// Note that, for audio streams, this can be overridden with
// SDL_HINT_AUDIO_DEVICE_APP_NAME.
//
// On targets where this is not supported, this hint does nothing.
pub const hint_app_name = 'SDL_APP_NAME'
// A variable controlling whether controllers used with the Apple TV
// generate 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/
//
// This variable can be set to the following values:
// "0" - Controller input does not generate UI events (the default).
// "1" - Controller input generates UI events.
pub const hint_apple_tv_controller_ui_events = 'SDL_APPLE_TV_CONTROLLER_UI_EVENTS'
// A variable controlling whether the Apple TV remote's joystick axes
// will automatically match the rotation of the remote.
//
// This variable can be set to the following values:
// "0" - Remote orientation does not affect joystick axes (the default).
// "1" - Joystick axes are based on the orientation of the remote.
pub const hint_apple_tv_remote_allow_rotation = 'SDL_APPLE_TV_REMOTE_ALLOW_ROTATION'
// A variable controlling the audio category on iOS and Mac OS X
//
// This variable can be set to the following 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
pub const hint_audio_category = 'SDL_AUDIO_CATEGORY'
// Specify 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: this will be the name set with SDL_HINT_APP_NAME, if that hint is
// set. Otherwise, it'll 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.
pub const hint_audio_device_app_name = 'SDL_AUDIO_DEVICE_APP_NAME'
// Specify 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.
pub const hint_audio_device_stream_name = 'SDL_AUDIO_DEVICE_STREAM_NAME'
// Specify 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.
pub const hint_audio_device_stream_role = 'SDL_AUDIO_DEVICE_STREAM_ROLE'
// A variable 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.
//
// As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
//
// 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
pub const hint_audio_resampling_mode = 'SDL_AUDIO_RESAMPLING_MODE'
// A variable controlling whether SDL updates joystick state when getting input events
//
// This variable can be set to the following 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.
pub const hint_auto_update_joysticks = 'SDL_AUTO_UPDATE_JOYSTICKS'
// A variable controlling whether SDL updates sensor state when getting input events
//
// This variable can be set to the following 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.
pub const hint_auto_update_sensors = 'SDL_AUTO_UPDATE_SENSORS'
// Prevent SDL from using version 4 of the bitmap header when saving BMPs.
//
// The bitmap header version 4 is required for proper alpha channel support and
// SDL will use it when required. Should this not be desired, this hint can
// force the use of the 40 byte header version which is supported everywhere.
//
// The variable can be set to the following values:
// "0" - Surfaces with a colorkey or an alpha channel are saved to a
// 32-bit BMP file with an alpha mask. SDL will use the bitmap
// header version 4 and set the alpha mask accordingly.
// "1" - Surfaces with a colorkey or an alpha channel are saved to a
// 32-bit BMP file without an alpha mask. The alpha channel data
// will be in the file, but applications are going to ignore it.
//
// The default value is "0".
pub const hint_bmp_save_legacy_format = 'SDL_BMP_SAVE_LEGACY_FORMAT'
// 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.
pub const hint_display_usable_bounds = 'SDL_DISPLAY_USABLE_BOUNDS'
// Disable giving back control to the browser automatically
// when running with asyncify
//
// With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
// such as refreshing the screen or polling events.
//
// This hint only applies to the emscripten platform
//
// The variable can be set to the following values:
// "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
// "1" - Enable emscripten_sleep calls (the default)
pub const hint_emscripten_asyncify = 'SDL_EMSCRIPTEN_ASYNCIFY'
// override the binding element for keyboard inputs for Emscripten builds
//
// This hint only applies to the emscripten platform
//
// The variable can be one of
// "#window" - The javascript window object (this is the default)
// "#document" - The javascript document object
// "#screen" - the javascript window.screen object
// "#canvas" - the WebGL canvas element
// any other string without a leading # sign applies to the element on the page with that ID.
pub const hint_emscripten_keyboard_element = 'SDL_EMSCRIPTEN_KEYBOARD_ELEMENT'
// A variable that controls whether the on-screen keyboard should be shown when text input is active
//
// The variable can be set to the following values:
// "0" - Do not show the on-screen keyboard
// "1" - Show the on-screen keyboard
//
// The default value is "1". This hint must be set before text input is activated.
pub const hint_enable_screen_keyboard = 'SDL_ENABLE_SCREEN_KEYBOARD'
// A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
//
// The variable can be set to the following 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.
pub const hint_enable_steam_controllers = 'SDL_ENABLE_STEAM_CONTROLLERS'
// A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
//
// This variable can be set to the following values, from least to most verbose:
//
// "0" - Don't log any events (default)
// "1" - Log most events (other than the really spammy ones).
// "2" - Include mouse and finger motion events.
// "3" - Include SDL_SysWMEvent events.
//
// 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.
pub const hint_event_logging = 'SDL_EVENT_LOGGING'
// A variable controlling whether raising the window should be done more forcefully
//
// This variable can be set to the following values:
// "0" - No forcing (the default)
// "1" - Extra level of forcing
//
// At present, this is only an issue under MS Windows, which makes it nearly impossible to
// programmatically move a window to the foreground, for "security" reasons. See
// http://stackoverflow.com/a/34414846 for a discussion.
pub const hint_force_raisewindow = 'SDL_HINT_FORCE_RAISEWINDOW'
// A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
//
// SDL can try to accelerate the SDL screen surface by using streaming
// textures with a 3D rendering engine. This variable controls whether and
// how this is done.
//
// This variable can be set to the following values:
// "0" - Disable 3D acceleration
// "1" - Enable 3D acceleration, using the default renderer.
// "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
//
// By default SDL tries to make a best guess for each platform whether
// to use acceleration or not.
pub const hint_framebuffer_acceleration = 'SDL_FRAMEBUFFER_ACCELERATION'
// A variable that lets you manually hint extra gamecontroller db entries.
//
// The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
//
// This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
// You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
pub const hint_gamecontrollerconfig = 'SDL_GAMECONTROLLERCONFIG'
// A variable 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()
pub const hint_gamecontrollerconfig_file = 'SDL_GAMECONTROLLERCONFIG_FILE'
// A variable that overrides the automatic controller type detection
//
// The variable 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)
pub const hint_gamecontrollertype = 'SDL_GAMECONTROLLERTYPE'
// A variable 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 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.
pub const hint_gamecontroller_ignore_devices = 'SDL_GAMECONTROLLER_IGNORE_DEVICES'
// 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.
pub const hint_gamecontroller_ignore_devices_except = 'SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT'
// If set, game controller face buttons report their values according to their labels instead of their positional layout.
//
// For example, on Nintendo Switch controllers, normally you'd get:
//
// (Y)
// (X) (B)
// (A)
//
// but if this hint is set, you'll get:
//
// (X)
// (Y) (A)
// (B)
//
// The variable can be set to the following values:
// "0" - Report the face buttons by position, as though they were on an Xbox controller.
// "1" - Report the face buttons by label instead of position
//
// The default value is "1". This hint may be set at any time.
pub const hint_gamecontroller_use_button_labels = 'SDL_GAMECONTROLLER_USE_BUTTON_LABELS'
// A variable controlling whether grabbing input grabs the keyboard
//
// This variable can be set to the following values:
// "0" - Grab will affect only the mouse
// "1" - Grab will affect mouse and keyboard
//
// By default SDL will not grab the keyboard so system shortcuts still work.
pub const hint_grab_keyboard = 'SDL_GRAB_KEYBOARD'
// A variable containing a list of devices to ignore in SDL_hid_enumerate()
//
// For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
// have the string "0x2563/0x0523,0x28de/0x0000"
pub const hint_hidapi_ignore_devices = 'SDL_HIDAPI_IGNORE_DEVICES'
// A variable controlling whether the idle timer is disabled on iOS.
//
// When an iOS app does not receive touches for some time, the screen is
// dimmed automatically. For games where the accelerometer is the only input
// this is problematic. This functionality can be disabled by setting this
// hint.
//
// As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
// accomplish the same thing on iOS. They should be preferred over this hint.
//
// This variable can be set to the following values:
// "0" - Enable idle timer
// "1" - Disable idle timer
pub const hint_idle_timer_disabled = 'SDL_IOS_IDLE_TIMER_DISABLED'
// A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
//
// The variable can be set to the following values:
// "0" - SDL_TEXTEDITING events are sent, and it is the application's
// responsibility to render the text from these events and
// differentiate it somehow from committed text. (default)
// "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
// and text that is being composed will be rendered in its own UI.
pub const hint_ime_internal_editing = 'SDL_IME_INTERNAL_EDITING'
// A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
//
// The variable can be set to the following values:
// "0" - Native UI components are not display. (default)
// "1" - Native UI components are displayed.
pub const hint_ime_show_ui = 'SDL_IME_SHOW_UI'
// A variable to control if extended IME text support is enabled.
// If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
// Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
//
// The variable can be set to the following values:
// "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
// "1" - Modern behavior.
pub const hint_ime_support_extended_text = 'SDL_IME_SUPPORT_EXTENDED_TEXT'
// A variable controlling whether the home indicator bar on iPhone X
// should be hidden.
//
// This variable can be set to the following 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)
pub const hint_ios_hide_home_indicator = 'SDL_IOS_HIDE_HOME_INDICATOR'
// A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
//
// The variable can be set to the following values:
// "0" - Disable joystick & gamecontroller input events when the
// application is in the background.
// "1" - Enable joystick & gamecontroller input events when the
// application is in the background.
//
// The default value is "0". This hint may be set at any time.
pub const hint_joystick_allow_background_events = 'SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS'
// A variable containing a list of arcade stick style 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 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.
pub const hint_joystick_arcadestick_devices = 'SDL_JOYSTICK_ARCADESTICK_DEVICES'
// A variable containing a list of devices that are not arcade stick style controllers. This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in device list.
//
// 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.
pub const hint_joystick_arcadestick_devices_excluded = 'SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED'
// A variable containing a list of devices that should not be considerd joysticks.
//
// 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.
pub const hint_joystick_blacklist_devices = 'SDL_JOYSTICK_BLACKLIST_DEVICES'
// A variable containing a list of devices that should be considered joysticks. This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in device list.
//
// 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.
pub const hint_joystick_blacklist_devices_excluded = 'SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED'
// A variable containing a list of flightstick style 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 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.
pub const hint_joystick_flightstick_devices = 'SDL_JOYSTICK_FLIGHTSTICK_DEVICES'
// A variable containing a list of devices that are not flightstick style controllers. This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in device list.
//
// 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.
pub const hint_joystick_flightstick_devices_excluded = 'SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED'
// A variable containing a list of devices known to have a GameCube form factor.
//
// 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.
pub const hint_joystick_gamecube_devices = 'SDL_JOYSTICK_GAMECUBE_DEVICES'
// A variable containing a list of devices known not to have a GameCube form factor. This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in device list.
//
// 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.
pub const hint_joystick_gamecube_devices_excluded = 'SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED'
// A variable controlling whether the HIDAPI joystick drivers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI drivers are not used
// "1" - HIDAPI drivers are used (the default)
//
// This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
pub const hint_joystick_hidapi = 'SDL_JOYSTICK_HIDAPI'
// A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_gamecube = 'SDL_JOYSTICK_HIDAPI_GAMECUBE'
// A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
// the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
// this is useful for applications that need full compatibility for things like ADSR envelopes.
// Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
// Rumble is both at any arbitrary value,
// StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
//
// This variable can be set to the following values:
// "0" - Normal rumble behavior is behavior is used (default)
// "1" - Proper GameCube controller rumble behavior is used
//
pub const hint_joystick_gamecube_rumble_brake = 'SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE'
// A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_joy_cons = 'SDL_JOYSTICK_HIDAPI_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
//
// This variable can be set to the following values:
// "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
// "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
pub const hint_joystick_hidapi_combine_joy_cons = 'SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS'
// A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
//
// This variable can be set to the following values:
// "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
// "1" - Left and right Joy-Con controllers will be in vertical mode
//
// This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
pub const hint_joystick_hidapi_vertical_joy_cons = 'SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS'
// A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_luna = 'SDL_JOYSTICK_HIDAPI_LUNA'
// A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_nintendo_classic = 'SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC'
// A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_shield = 'SDL_JOYSTICK_HIDAPI_SHIELD'
// A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
//
// It is not possible to use this driver on Windows, due to limitations in the default drivers
// installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
pub const hint_joystick_hidapi_ps3 = 'SDL_JOYSTICK_HIDAPI_PS3'
// A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_ps4 = 'SDL_JOYSTICK_HIDAPI_PS4'
// A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
//
// This variable can be set to the following values:
// "0" - extended reports are not enabled (the 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.
pub const hint_joystick_hidapi_ps4_rumble = 'SDL_JOYSTICK_HIDAPI_PS4_RUMBLE'
// A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_ps5 = 'SDL_JOYSTICK_HIDAPI_PS5'
// A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
//
// This variable can be set to the following values:
// "0" - player LEDs are not enabled
// "1" - player LEDs are enabled (the default)
pub const hint_joystick_hidapi_ps5_player_led = 'SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED'
// A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
//
// This variable can be set to the following values:
// "0" - extended reports are not enabled (the 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.
pub const hint_joystick_hidapi_ps5_rumble = 'SDL_JOYSTICK_HIDAPI_PS5_RUMBLE'
// A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_stadia = 'SDL_JOYSTICK_HIDAPI_STADIA'
// A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
// and may prompt the user for permission on iOS and Android.
//
// The default is "0"
pub const hint_joystick_hidapi_steam = 'SDL_JOYSTICK_HIDAPI_STEAM'
// A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_steamdeck = 'SDL_JOYSTICK_HIDAPI_STEAMDECK'
// A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const hint_joystick_hidapi_switch = 'SDL_JOYSTICK_HIDAPI_SWITCH'
// A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
//
// This variable can be set to the following values:
// "0" - home button LED is turned off
// "1" - home button LED is turned on
//
// By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
pub const hint_joystick_hidapi_switch_home_led = 'SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED'
// A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
//
// This variable can be set to the following values:
// "0" - home button LED is turned off
// "1" - home button LED is turned on
//
// By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
pub const hint_joystick_hidapi_joycon_home_led = 'SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED'
// A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
//
// This variable can be set to the following values:
// "0" - player LEDs are not enabled
// "1" - player LEDs are enabled (the default)
pub const hint_joystick_hidapi_switch_player_led = 'SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED'
// A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
pub const hint_joystick_hidapi_wii = 'SDL_JOYSTICK_HIDAPI_WII'
// A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
//
// This variable can be set to the following values:
// "0" - player LEDs are not enabled
// "1" - player LEDs are enabled (the default)
pub const hint_joystick_hidapi_wii_player_led = 'SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED'
// A variable controlling whether the HIDAPI driver for XBox controllers should be used.
//
// This variable can be set to the following 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
pub const hint_joystick_hidapi_xbox = 'SDL_JOYSTICK_HIDAPI_XBOX'
// A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
pub const hint_joystick_hidapi_xbox_360 = 'SDL_JOYSTICK_HIDAPI_XBOX_360'
// A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
//
// This variable can be set to the following values:
// "0" - player LEDs are not enabled
// "1" - player LEDs are enabled (the default)
pub const hint_joystick_hidapi_xbox_360_player_led = 'SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED'
// A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
pub const hint_joystick_hidapi_xbox_360_wireless = 'SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS'
// A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
//
// This variable can be set to the following values:
// "0" - HIDAPI driver is not used
// "1" - HIDAPI driver is used
//
// The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
pub const hint_joystick_hidapi_xbox_one = 'SDL_JOYSTICK_HIDAPI_XBOX_ONE'
// A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
//
// This variable can be set to the following values:
// "0" - home button LED is turned off
// "1" - home button LED is turned on
//
// By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
pub const hint_joystick_hidapi_xbox_one_home_led = 'SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED'
// A variable controlling whether IOKit should be used for controller handling.
//
// This variable can be set to the following values:
// "0" - IOKit is not used
// "1" - IOKit is used (the default)
pub const hint_joystick_iokit = 'SDL_JOYSTICK_IOKIT'
// A variable controlling whether GCController should be used for controller handling.
//
// This variable can be set to the following values:
// "0" - GCController is not used
// "1" - GCController is used (the default)
pub const hint_joystick_mfi = 'SDL_JOYSTICK_MFI'
// A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
//
// This variable can be set to the following values:
// "0" - RAWINPUT drivers are not used
// "1" - RAWINPUT drivers are used (the default)
//
pub const hint_joystick_rawinput = 'SDL_JOYSTICK_RAWINPUT'
// A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
//
// This variable can be set to the following values:
// "0" - RAWINPUT driver will only use data from raw input APIs
// "1" - RAWINPUT driver will also pull data from XInput, providing
// better trigger axes, guide button presses, and rumble support
// for Xbox controllers
//
// The default is "1". This hint applies to any joysticks opened after setting the hint.
pub const hint_joystick_rawinput_correlate_xinput = 'SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT'
// A variable controlling whether the ROG Chakram mice should show up as joysticks
//
// This variable can be set to the following values:
// "0" - ROG Chakram mice do not show up as joysticks (the default)
// "1" - ROG Chakram mice show up as joysticks
pub const hint_joystick_rog_chakram = 'SDL_JOYSTICK_ROG_CHAKRAM'
// A variable controlling whether a separate thread should be used
// for handling joystick detection and raw input messages on Windows
//
// This variable can be set to the following values:
// "0" - A separate thread is not used (the default)
// "1" - A separate thread is used for handling raw input messages
//
pub const hint_joystick_thread = 'SDL_JOYSTICK_THREAD'
// A variable containing a list of throttle style 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 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.
pub const hint_joystick_throttle_devices = 'SDL_JOYSTICK_THROTTLE_DEVICES'
// A variable containing a list of devices that are not throttle style controllers. This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in device list.
//
// 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.
pub const hint_joystick_throttle_devices_excluded = 'SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED'
// A variable controlling whether Windows.Gaming.Input should be used for controller handling.
//
// This variable can be set to the following values:
// "0" - WGI is not used
// "1" - WGI is used (the default)
pub const hint_joystick_wgi = 'SDL_JOYSTICK_WGI'
// A variable containing a list of wheel style 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 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.
pub const hint_joystick_wheel_devices = 'SDL_JOYSTICK_WHEEL_DEVICES'
// A variable containing a list of devices that are not wheel style controllers. This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device list.
//
// 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.
pub const hint_joystick_wheel_devices_excluded = 'SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED'
// A variable containing a list of devices known to have all axes centered at zero.
//
// 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.
pub const hint_joystick_zero_centered_devices = 'SDL_JOYSTICK_ZERO_CENTERED_DEVICES'
// Determines 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.