/**
* \name Usage page 0x07
*
* These values are from usage page 0x07 (USB keyboard page).
*/
/* @{ */
SDL_SCANCODE_A = 4,
SDL_SCANCODE_B = 5,
SDL_SCANCODE_C = 6,
SDL_SCANCODE_D = 7,
SDL_SCANCODE_E = 8,
SDL_SCANCODE_F = 9,
SDL_SCANCODE_G = 10,
SDL_SCANCODE_H = 11,
SDL_SCANCODE_I = 12,
SDL_SCANCODE_J = 13,
SDL_SCANCODE_K = 14,
SDL_SCANCODE_L = 15,
SDL_SCANCODE_M = 16,
SDL_SCANCODE_N = 17,
SDL_SCANCODE_O = 18,
SDL_SCANCODE_P = 19,
SDL_SCANCODE_Q = 20,
SDL_SCANCODE_R = 21,
SDL_SCANCODE_S = 22,
SDL_SCANCODE_T = 23,
SDL_SCANCODE_U = 24,
SDL_SCANCODE_V = 25,
SDL_SCANCODE_W = 26,
SDL_SCANCODE_X = 27,
SDL_SCANCODE_Y = 28,
SDL_SCANCODE_Z = 29,
SDL_SCANCODE_1 = 30,
SDL_SCANCODE_2 = 31,
SDL_SCANCODE_3 = 32,
SDL_SCANCODE_4 = 33,
SDL_SCANCODE_5 = 34,
SDL_SCANCODE_6 = 35,
SDL_SCANCODE_7 = 36,
SDL_SCANCODE_8 = 37,
SDL_SCANCODE_9 = 38,
SDL_SCANCODE_0 = 39,
SDL_SCANCODE_RETURN = 40,
SDL_SCANCODE_ESCAPE = 41,
SDL_SCANCODE_BACKSPACE = 42,
SDL_SCANCODE_TAB = 43,
SDL_SCANCODE_SPACE = 44,
SDL_SCANCODE_MINUS = 45,
SDL_SCANCODE_EQUALS = 46,
SDL_SCANCODE_LEFTBRACKET = 47,
SDL_SCANCODE_RIGHTBRACKET = 48,
SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return
* key on ISO keyboards and at the right end
* of the QWERTY row on ANSI keyboards.
* Produces REVERSE SOLIDUS (backslash) and
* VERTICAL LINE in a US layout, REVERSE
* SOLIDUS and VERTICAL LINE in a UK Mac
* layout, NUMBER SIGN and TILDE in a UK
* Windows layout, DOLLAR SIGN and POUND SIGN
* in a Swiss German layout, NUMBER SIGN and
* APOSTROPHE in a German layout, GRAVE
* ACCENT and POUND SIGN in a French Mac
* layout, and ASTERISK and MICRO SIGN in a
* French Windows layout.
*/
SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code
* instead of 49 for the same key, but all
* OSes I've seen treat the two codes
* identically. So, as an implementor, unless
* your keyboard generates both of those
* codes and your OS treats them differently,
* you should generate SDL_SCANCODE_BACKSLASH
* instead of this code. As a user, you
* should not rely on this code because SDL
* will never generate it with most (all?)
* keyboards.
*/
SDL_SCANCODE_SEMICOLON = 51,
SDL_SCANCODE_APOSTROPHE = 52,
SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI
* and ISO keyboards). Produces GRAVE ACCENT and
* TILDE in a US Windows layout and in US and UK
* Mac layouts on ANSI keyboards, GRAVE ACCENT
* and NOT SIGN in a UK Windows layout, SECTION
* SIGN and PLUS-MINUS SIGN in US and UK Mac
* layouts on ISO keyboards, SECTION SIGN and
* DEGREE SIGN in a Swiss German layout (Mac:
* only on ISO keyboards), CIRCUMFLEX ACCENT and
* DEGREE SIGN in a German layout (Mac: only on
* ISO keyboards), SUPERSCRIPT TWO and TILDE in a
* French Windows layout, COMMERCIAL AT and
* NUMBER SIGN in a French Mac layout on ISO
* keyboards, and LESS-THAN SIGN and GREATER-THAN
* SIGN in a Swiss German, German, or French Mac
* layout on ANSI keyboards.
*/
SDL_SCANCODE_COMMA = 54,
SDL_SCANCODE_PERIOD = 55,
SDL_SCANCODE_SLASH = 56,
SDL_SCANCODE_CAPSLOCK = 57,
SDL_SCANCODE_F1 = 58,
SDL_SCANCODE_F2 = 59,
SDL_SCANCODE_F3 = 60,
SDL_SCANCODE_F4 = 61,
SDL_SCANCODE_F5 = 62,
SDL_SCANCODE_F6 = 63,
SDL_SCANCODE_F7 = 64,
SDL_SCANCODE_F8 = 65,
SDL_SCANCODE_F9 = 66,
SDL_SCANCODE_F10 = 67,
SDL_SCANCODE_F11 = 68,
SDL_SCANCODE_F12 = 69,
SDL_SCANCODE_PRINTSCREEN = 70,
SDL_SCANCODE_SCROLLLOCK = 71,
SDL_SCANCODE_PAUSE = 72,
SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
does send code 73, not 117) */
SDL_SCANCODE_HOME = 74,
SDL_SCANCODE_PAGEUP = 75,
SDL_SCANCODE_DELETE = 76,
SDL_SCANCODE_END = 77,
SDL_SCANCODE_PAGEDOWN = 78,
SDL_SCANCODE_RIGHT = 79,
SDL_SCANCODE_LEFT = 80,
SDL_SCANCODE_DOWN = 81,
SDL_SCANCODE_UP = 82,
SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
*/
SDL_SCANCODE_KP_DIVIDE = 84,
SDL_SCANCODE_KP_MULTIPLY = 85,
SDL_SCANCODE_KP_MINUS = 86,
SDL_SCANCODE_KP_PLUS = 87,
SDL_SCANCODE_KP_ENTER = 88,
SDL_SCANCODE_KP_1 = 89,
SDL_SCANCODE_KP_2 = 90,
SDL_SCANCODE_KP_3 = 91,
SDL_SCANCODE_KP_4 = 92,
SDL_SCANCODE_KP_5 = 93,
SDL_SCANCODE_KP_6 = 94,
SDL_SCANCODE_KP_7 = 95,
SDL_SCANCODE_KP_8 = 96,
SDL_SCANCODE_KP_9 = 97,
SDL_SCANCODE_KP_0 = 98,
SDL_SCANCODE_KP_PERIOD = 99,
SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO
* keyboards have over ANSI ones,
* located between left shift and Y.
* Produces GRAVE ACCENT and TILDE in a
* US or UK Mac layout, REVERSE SOLIDUS
* (backslash) and VERTICAL LINE in a
* US or UK Windows layout, and
* LESS-THAN SIGN and GREATER-THAN SIGN
* in a Swiss German, German, or French
* layout. */
SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */
SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag,
* not a physical key - but some Mac keyboards
* do have a power key. */
SDL_SCANCODE_KP_EQUALS = 103,
SDL_SCANCODE_F13 = 104,
SDL_SCANCODE_F14 = 105,
SDL_SCANCODE_F15 = 106,
SDL_SCANCODE_F16 = 107,
SDL_SCANCODE_F17 = 108,
SDL_SCANCODE_F18 = 109,
SDL_SCANCODE_F19 = 110,
SDL_SCANCODE_F20 = 111,
SDL_SCANCODE_F21 = 112,
SDL_SCANCODE_F22 = 113,
SDL_SCANCODE_F23 = 114,
SDL_SCANCODE_F24 = 115,
SDL_SCANCODE_EXECUTE = 116,
SDL_SCANCODE_HELP = 117,
SDL_SCANCODE_MENU = 118,
SDL_SCANCODE_SELECT = 119,
SDL_SCANCODE_STOP = 120,
SDL_SCANCODE_AGAIN = 121, /**< redo */
SDL_SCANCODE_UNDO = 122,
SDL_SCANCODE_CUT = 123,
SDL_SCANCODE_COPY = 124,
SDL_SCANCODE_PASTE = 125,
SDL_SCANCODE_FIND = 126,
SDL_SCANCODE_MUTE = 127,
SDL_SCANCODE_VOLUMEUP = 128,
SDL_SCANCODE_VOLUMEDOWN = 129,
/* not sure whether there's a reason to enable these */
/* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */
/* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */
/* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */
SDL_SCANCODE_KP_COMMA = 133,
SDL_SCANCODE_KP_EQUALSAS400 = 134,
SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
footnotes in USB doc */
SDL_SCANCODE_INTERNATIONAL2 = 136,
SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */
SDL_SCANCODE_INTERNATIONAL4 = 138,
SDL_SCANCODE_INTERNATIONAL5 = 139,
SDL_SCANCODE_INTERNATIONAL6 = 140,
SDL_SCANCODE_INTERNATIONAL7 = 141,
SDL_SCANCODE_INTERNATIONAL8 = 142,
SDL_SCANCODE_INTERNATIONAL9 = 143,
SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */
SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */
SDL_SCANCODE_LANG3 = 146, /**< Katakana */
SDL_SCANCODE_LANG4 = 147, /**< Hiragana */
SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */
SDL_SCANCODE_LANG6 = 149, /**< reserved */
SDL_SCANCODE_LANG7 = 150, /**< reserved */
SDL_SCANCODE_LANG8 = 151, /**< reserved */
SDL_SCANCODE_LANG9 = 152, /**< reserved */
SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */
SDL_SCANCODE_SYSREQ = 154,
SDL_SCANCODE_CANCEL = 155,
SDL_SCANCODE_CLEAR = 156,
SDL_SCANCODE_PRIOR = 157,
SDL_SCANCODE_RETURN2 = 158,
SDL_SCANCODE_SEPARATOR = 159,
SDL_SCANCODE_OUT = 160,
SDL_SCANCODE_OPER = 161,
SDL_SCANCODE_CLEARAGAIN = 162,
SDL_SCANCODE_CRSEL = 163,
SDL_SCANCODE_EXSEL = 164,
SDL_SCANCODE_KP_00 = 176,
SDL_SCANCODE_KP_000 = 177,
SDL_SCANCODE_THOUSANDSSEPARATOR = 178,
SDL_SCANCODE_DECIMALSEPARATOR = 179,
SDL_SCANCODE_CURRENCYUNIT = 180,
SDL_SCANCODE_CURRENCYSUBUNIT = 181,
SDL_SCANCODE_KP_LEFTPAREN = 182,
SDL_SCANCODE_KP_RIGHTPAREN = 183,
SDL_SCANCODE_KP_LEFTBRACE = 184,
SDL_SCANCODE_KP_RIGHTBRACE = 185,
SDL_SCANCODE_KP_TAB = 186,
SDL_SCANCODE_KP_BACKSPACE = 187,
SDL_SCANCODE_KP_A = 188,
SDL_SCANCODE_KP_B = 189,
SDL_SCANCODE_KP_C = 190,
SDL_SCANCODE_KP_D = 191,
SDL_SCANCODE_KP_E = 192,
SDL_SCANCODE_KP_F = 193,
SDL_SCANCODE_KP_XOR = 194,
SDL_SCANCODE_KP_POWER = 195,
SDL_SCANCODE_KP_PERCENT = 196,
SDL_SCANCODE_KP_LESS = 197,
SDL_SCANCODE_KP_GREATER = 198,
SDL_SCANCODE_KP_AMPERSAND = 199,
SDL_SCANCODE_KP_DBLAMPERSAND = 200,
SDL_SCANCODE_KP_VERTICALBAR = 201,
SDL_SCANCODE_KP_DBLVERTICALBAR = 202,
SDL_SCANCODE_KP_COLON = 203,
SDL_SCANCODE_KP_HASH = 204,
SDL_SCANCODE_KP_SPACE = 205,
SDL_SCANCODE_KP_AT = 206,
SDL_SCANCODE_KP_EXCLAM = 207,
SDL_SCANCODE_KP_MEMSTORE = 208,
SDL_SCANCODE_KP_MEMRECALL = 209,
SDL_SCANCODE_KP_MEMCLEAR = 210,
SDL_SCANCODE_KP_MEMADD = 211,
SDL_SCANCODE_KP_MEMSUBTRACT = 212,
SDL_SCANCODE_KP_MEMMULTIPLY = 213,
SDL_SCANCODE_KP_MEMDIVIDE = 214,
SDL_SCANCODE_KP_PLUSMINUS = 215,
SDL_SCANCODE_KP_CLEAR = 216,
SDL_SCANCODE_KP_CLEARENTRY = 217,
SDL_SCANCODE_KP_BINARY = 218,
SDL_SCANCODE_KP_OCTAL = 219,
SDL_SCANCODE_KP_DECIMAL = 220,
SDL_SCANCODE_KP_HEXADECIMAL = 221,
SDL_SCANCODE_LCTRL = 224,
SDL_SCANCODE_LSHIFT = 225,
SDL_SCANCODE_LALT = 226, /**< alt, option */
SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */
SDL_SCANCODE_RCTRL = 228,
SDL_SCANCODE_RSHIFT = 229,
SDL_SCANCODE_RALT = 230, /**< alt gr, option */
SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */
SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered
* by any of the above, but since there's a
* special KMOD_MODE for it I'm adding it here
*/
/* @} *//* Usage page 0x07 */
/**
* \name Usage page 0x0C
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
SDL_SCANCODE_AUDIONEXT = 258,
SDL_SCANCODE_AUDIOPREV = 259,
SDL_SCANCODE_AUDIOSTOP = 260,
SDL_SCANCODE_AUDIOPLAY = 261,
SDL_SCANCODE_AUDIOMUTE = 262,
SDL_SCANCODE_MEDIASELECT = 263,
SDL_SCANCODE_WWW = 264,
SDL_SCANCODE_MAIL = 265,
SDL_SCANCODE_CALCULATOR = 266,
SDL_SCANCODE_COMPUTER = 267,
SDL_SCANCODE_AC_SEARCH = 268,
SDL_SCANCODE_AC_HOME = 269,
SDL_SCANCODE_AC_BACK = 270,
SDL_SCANCODE_AC_FORWARD = 271,
SDL_SCANCODE_AC_STOP = 272,
SDL_SCANCODE_AC_REFRESH = 273,
SDL_SCANCODE_AC_BOOKMARKS = 274,
/* @} *//* Usage page 0x0C */
/**
* \name Walther keys
*
* These are values that Christian Walther added (for mac keyboard?).
*/
/* @{ */
SDL_SCANCODE_BRIGHTNESSDOWN = 275,
SDL_SCANCODE_BRIGHTNESSUP = 276,
SDL_SCANCODE_DISPLAYSWITCH = 277, /**< display mirroring/dual display
switch, video mode switch */
SDL_SCANCODE_KBDILLUMTOGGLE = 278,
SDL_SCANCODE_KBDILLUMDOWN = 279,
SDL_SCANCODE_KBDILLUMUP = 280,
SDL_SCANCODE_EJECT = 281,
SDL_SCANCODE_SLEEP = 282,
SDL_SCANCODE_APP1 = 283,
SDL_SCANCODE_APP2 = 284,
/* @} *//* Walther keys */
/**
* \name Usage page 0x0C (additional media keys)
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
SDL_SCANCODE_AUDIOREWIND = 285,
SDL_SCANCODE_AUDIOFASTFORWARD = 286,
/* @} *//* Usage page 0x0C (additional media keys) */
/* Add any other keys here. */
SDL_NUM_SCANCODES = 512 /**< not a key, just marks the number of scancodes
for array bounds */
NAME
SDL2::Enum - Enumerations and Defined Constants Related to SDL
SYNOPSIS
use SDL2::FFI qw[:all]; # Yep, you import from SDL2::FFI
DESCRIPTION
:init
These are the flags which may be passed to SDL_Init( ... )
. You should specify the subsystems which you will be using in your application.
SDL_INIT_TIMER
- Timer subsystemSDL_INIT_AUDIO
- Audio subsystemSDL_INIT_VIDEO
- Video subsystem. Automatically initializes the events subsystemSDL_INIT_JOYSTICK
- Joystick subsystem. Automatically initializes the events subsystemSDL_INIT_HAPTIC
- Haptic (force feedback) subsystemSDL_INIT_GAMECONTROLLER
- Controller subsystem. Automatically initializes the joystick subsystemSDL_INIT_EVENTS
- Events subsystemSDL_INIT_SENSOR
- Sensor subsystemSDL_INIT_EVERYTHING
- All of the above subsystemsSDL_INIT_NOPARACHUTE
- Compatibility; this flag is ignored
:audioformat
Audio format flags.
These are what the 16 bits in SDL_AudioFormat currently mean... (Unspecified bits are always zero).
++-----------------------sample is signed if set
||
|| ++-----------sample is bigendian if set
|| ||
|| || ++---sample is float if set
|| || ||
|| || || +---sample bit size---+
|| || || | |
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
SDL_AUDIO_MASK_BITSIZE
SDL_AUDIO_MASK_DATATYPE
SDL_AUDIO_MASK_ENDIAN
SDL_AUDIO_MASK_SIGNED
SDL_AUDIO_BITSIZE( ...
SDL_AUDIO_ISFLOAT( ... )
SDL_AUDIO_ISBIGENDIAN( ... )
SDL_AUDIO_ISSIGNED( ... )
SDL_AUDIO_ISINT( ... )
SDL_AUDIO_ISLITTLEENDIAN( ... )
SDL_AUDIO_ISUNSIGNED( ... )
Defaults to LSB byte order.
AUDIO_U8
- Unsigned 8-bit samplesAUDIO_S8
- Signed 8-bit samplesAUDIO_U16LSB
- Unsigned 16-bit samplesAUDIO_S16LSB
- Signed 16-bit samplesAUDIO_U16MSB
- As above, but big-endian byte orderAUDIO_S16MSB
- As above, but big-endian byte orderAUDIO_U16
-AUDIO_U16LSB
AUDIO_S16
-AUDIO_S16LSB
int32 support.
AUDIO_S32LSB
- 32-bit integer samplesAUDIO_S32MSB
- As above, but big-endian byte orderAUDIO_S32
-AUDIO_S32LSB
float 32 support.
AUDIO_F32LSB
- 32-bit floating point samplesAUDIO_F32MSB
- As above, but big-endian byte orderAUDIO_F32
-AUDIO_F32LSB
Native audio byte ordering.
AUDIO_U16SYS
AUDIO_S16SYS
AUDIO_S32SYS
AUDIO_F32SYS
Which audio format changes are allowed when opening a device.
SDL_AUDIO_ALLOW_FREQUENCY_CHANGE
SDL_AUDIO_ALLOW_FORMAT_CHANGE
SDL_AUDIO_ALLOW_CHANNELS_CHANGE
SDL_AUDIO_ALLOW_SAMPLES_CHANGE
SDL_AUDIO_ALLOW_ANY_CHANGE
Upper limit of filters in SDL_AudioCVT
SDL_AUDIOCVT_MAX_FILTERS
- The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is currently limited to 9. The SDL2::AudioCVT-
filters( )> array has 10 pointers, one of which is the terminating NULL pointer.
:audiostatus
Get the current audio state.
SDL_AUDIO_STOPPED
SDL_AUDIO_PLAYING
SDL_AUDIO_PAUSED
:blendmode
The blend mode used in SDL_RenderCopy( ... )
and drawing operations.
SDL_BLENDMODE_NONE
- no blending-
dstRGBA = srcRGBA
SDL_BLENDMODE_BLEND
- alpha blending-
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA))
SDL_BLENDMODE_ADD
- additive blending-
dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA
SDL_BLENDMODE_MOD
- color modulate-
dstRGB = srcRGB * dstRGB dstA = dstA
SDL_BLENDMODE_MUL
- color multiply-
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = (srcA * dstA) + (dstA * (1-srcA))
SDL_BLENDMODE_INVALID
Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode( ... )
.
:blendoperation
The blend operation used when combining source and destination pixel components.
SDL_BLENDOPERATION_ADD
- supported by all renderers-
dst + src
SDL_BLENDOPERATION_SUBTRACT
- supported by D3D9, D3D11, OpenGL, OpenGLES-
dst - src
SDL_BLENDOPERATION_REV_SUBTRACT
- supported by D3D9, D3D11, OpenGL, OpenGLES-
src - dst
SDL_BLENDOPERATION_MINIMUM
- supported by D3D11-
min(dst, src)
SDL_BLENDOPERATION_MAXIMUM
- supported by D3D11-
max(dst, src)
:blendfactor
The normalized factor used to multiply pixel components.
SDL_BLENDFACTOR_ZERO
-0, 0, 0, 0
SDL_BLENDFACTOR_ONE
-1, 1, 1, 1
SDL_BLENDFACTOR_SRC_COLOR
-srcR, srcG, srcB, srcA
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR
-1-srcR, 1-srcG, 1-srcB, 1-srcA
SDL_BLENDFACTOR_SRC_ALPHA
-srcA, srcA, srcA, srcA
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA
-1-srcA, 1-srcA, 1-srcA, 1-srcA
SDL_BLENDFACTOR_DST_COLOR
-dstR, dstG, dstB, dstA
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR
-1-dstR, 1-dstG, 1-dstB, 1-dstA
SDL_BLENDFACTOR_DST_ALPHA
-dstA, dstA, dstA, dstA
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA
-1-dstA, 1-dstA, 1-dstA, 1-dstA
:errorcode
SDL_ENOMEM
- Out of memorySDL_EFREAD
- Error reading fileSDL_EFWRITE
- Error writing fileSDL_EFSEEK
- Error seeking in fileSDL_UNSUPPORTED
SDL_LASTERROR
:eventstate
General keyboard/mouse state definitions
SDL_RELEASED
SDL_PRESSED
:eventtype
The types of events that can be delivered.
SDL_FIRSTEVENT
- UnusedSDL_QUIT
- User-requested quitSDL_APP_TERMINATING
- The application is being terminated by the OS-
Called on iOS in
applicationWillTerminate()
Called on Android in
onDestroy()
SDL_APP_LOWMEMORY
- The application is low on memory, free memory if possible-
Called on iOS in
applicationDidReceiveMemoryWarning()
Called on Android in
onLowMemory()
SDL_APP_WILLENTERBACKGROUND
- The application is about to enter the background-
Called on iOS in
applicationWillResignActive()
Called on Android in
onPause()
SDL_APP_DIDENTERBACKGROUND
- The application did enter the background and may not get CPU for some time-
Called on iOS in
applicationDidEnterBackground()
Called on Android in
onPause()
SDL_APP_WILLENTERFOREGROUND
- The application is about to enter the foreground-
Called on iOS in
applicationWillEnterForeground()
Called on Android in
onResume()
SDL_APP_DIDENTERFOREGROUND
- The application is now interactive-
Called on iOS in
applicationDidBecomeActive()
Called on Android in
onResume()
SDL_LOCALECHANGED
- The user's locale preferences have changedSDL_DISPLAYEVENT
- Display state changeSDL_WINDOWEVENT
- Window state changeSDL_SYSWMEVENT
- System specific eventSDL_KEYDOWN
- Key pressedSDL_KEYUP
- Key releasedSDL_TEXTEDITING
- Keyboard text editing (composition)SDL_TEXTINPUT
- Keyboard text inputSDL_KEYMAPCHANGED
- Keymap changed due to a system event such as an input language or keyboard layout changeSDL_MOUSEMOTION
- Mouse movedSDL_MOUSEWHEEL
- Mouse wheel motionSDL_JOYAXISMOTION
- Joystick axis motionSDL_JOYBALLMOTION
- Joystick trackball motionSDL_JOYHATMOTION
- Joystick hat position changeSDL_JOYDEVICEADDED
- A new joystick has been inserted into the systemSDL_JOYDEVICEREMOVED
- An opened joystick has been removedSDL_CONTROLLERAXISMOTION
- Game controller axis motionSDL_CONTROLLERDEVICEADDED
- A new Game controller has been inserted into the systemSDL_CONTROLLERDEVICEREMOVED
- An opened Game controller has been removedSDL_CONTROLLERDEVICEREMAPPED
- The controller mapping was updatedSDL_CONTROLLERTOUCHPADDOWN
- Game controller touchpad was touchedSDL_CONTROLLERTOUCHPADMOTION
- Game controller touchpad finger was movedSDL_CONTROLLERTOUCHPADUP
- Game controller touchpad finger was liftedSDL_CONTROLLERSENSORUPDATE
- Game controller sensor was updatedSDL_FINGERDOWN
SDL_FINGERUP
SDL_FINGERMOTION
SDL_DOLLARGESTURE
SDL_DOLLARRECORD
SDL_MULTIGESTURE
SDL_CLIPBOARDUPDATE
- The clipboard changedSDL_DROPFILE
- The system requests a file openSDL_DROPTEXT
- text/plain drag-and-drop eventSDL_DROPBEGIN
- A new set of drops is beginning (NULL filename)SDL_DROPCOMPLETE
- Current set of drops is now complete (NULL filename)SDL_AUDIODEVICEADDED
- A new audio device is availableSDL_AUDIODEVICEREMOVED
- An audio device has been removedSDL_SENSORUPDATE
- A sensor was updatedSDL_RENDER_TARGETS_RESET
- The render targets have been reset and their contents need to be updatedSDL_RENDER_DEVICE_RESET
- The device has been reset and all textures need to be recreatedSDL_USEREVENT
SDL_LASTEVENT
- This last event is only for bounding internal arrays
Events SDL_USEREVENT
through SDL_LASTEVENT
are for your use and should be allocated with SDL_RegisterEvents( ... )
.
:eventState
SDL_QUERY
SDL_IGNORE
SDL_DISABLE
SDL_ENABLE
:gameControllerType
SDL_CONTROLLER_TYPE_UNKNOWN
SDL_CONTROLLER_TYPE_XBOX360
SDL_CONTROLLER_TYPE_XBOXONE
SDL_CONTROLLER_TYPE_PS3
SDL_CONTROLLER_TYPE_PS4
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO
SDL_CONTROLLER_TYPE_VIRTUAL
SDL_CONTROLLER_TYPE_PS5
:gameControllerBindType
SDL_CONTROLLER_BINDTYPE_NONE
SDL_CONTROLLER_BINDTYPE_BUTTON
SDL_CONTROLLER_BINDTYPE_AXIS
SDL_CONTROLLER_BINDTYPE_HAT
:gameControllerAxis
The list of axes available from a controller
Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN
to SDL_JOYSTICK_AXIS_MAX
, and are centered within ~8000 of zero, though advanced UI will allow users to set or autodetect the dead zone, which varies between controllers.
Trigger axis values range from 0
to SDL_JOYSTICK_AXIS_MAX
.
SDL_CONTROLLER_AXIS_INVALID
SDL_CONTROLLER_AXIS_LEFTX
SDL_CONTROLLER_AXIS_LEFTY
SDL_CONTROLLER_AXIS_RIGHTX
SDL_CONTROLLER_AXIS_RIGHTY
SDL_CONTROLLER_AXIS_TRIGGERLEFT
SDL_CONTROLLER_AXIS_TRIGGERRIGHT
SDL_CONTROLLER_AXIS_MAX
:gameControllerButton
The list of buttons available from a controller
SDL_CONTROLLER_BUTTON_INVALID
SDL_CONTROLLER_BUTTON_A
SDL_CONTROLLER_BUTTON_B
SDL_CONTROLLER_BUTTON_X
SDL_CONTROLLER_BUTTON_Y
SDL_CONTROLLER_BUTTON_BACK
SDL_CONTROLLER_BUTTON_GUIDE
SDL_CONTROLLER_BUTTON_START
SDL_CONTROLLER_BUTTON_LEFTSTICK
SDL_CONTROLLER_BUTTON_RIGHTSTICK
SDL_CONTROLLER_BUTTON_LEFTSHOULDER
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
SDL_CONTROLLER_BUTTON_DPAD_UP
SDL_CONTROLLER_BUTTON_DPAD_DOWN
SDL_CONTROLLER_BUTTON_DPAD_LEFT
SDL_CONTROLLER_BUTTON_DPAD_RIGHT
SDL_CONTROLLER_BUTTON_PADDLE1
- Xbox Elite paddle P1SDL_CONTROLLER_BUTTON_PADDLE2
- Xbox Elite paddle P3SDL_CONTROLLER_BUTTON_PADDLE3
- Xbox Elite paddle P2SDL_CONTROLLER_BUTTON_PADDLE4
- Xbox Elite paddle P4SDL_CONTROLLER_BUTTON_MAX
:haptic
Different haptic features a device can have.
SDL_HAPTIC_CONSTANT
- Constant haptic effectSDL_HAPTIC_SINE
- Periodic haptic effect that simulates sine wavesSDL_HAPTIC_LEFTRIGHT
- Haptic effect for direct control over high/low frequency motorsSDL_HAPTIC_TRIANGLE
- Periodic haptic effect that simulates triangular wavesSDL_HAPTIC_SAWTOOTHUP
- Periodic haptic effect that simulates saw tooth up wavesSDL_HAPTIC_SAWTOOTHDOWN
- Periodic haptic effect that simulates saw tooth down wavesSDL_HAPTIC_RAMP
- Ramp haptic effectSDL_HAPTIC_SPRING
- Condition haptic effect that simulates a spring. Effect is based on the axes positionSDL_HAPTIC_DAMPER
- Condition haptic effect that simulates dampening. Effect is based on the axes velocitySDL_HAPTIC_INERTIA
- Condition haptic effect that simulates inertia. Effect is based on the axes accelerationSDL_HAPTIC_FRICTION
- Condition haptic effect that simulates friction. Effect is based on the axes movementSDL_HAPTIC_CUSTOM
- User defined custom haptic effect
These last few are features the device has, not effects.
SDL_HAPTIC_GAIN
- Device supports setting the global gain.SDL_HAPTIC_AUTOCENTER
- Device supports setting autocenterSDL_HAPTIC_STATUS
- Device supports querying effect statusSDL_HAPTIC_PAUSE
- Devices supports being paused
Direction encodings
SDL_HAPTIC_POLAR
- Uses polar coordinates for the directionSDL_HAPTIC_CARTESIAN
- Uses cartesian coordinates for the directionSDL_HAPTIC_SPHERICAL
- Uses spherical coordinates for the directionSDL_HAPTIC_STEERING_AXIS
- Use this value to play an effect on the steering wheel axis. This provides better compatibility across platforms and devices as SDL will guess the correct axis
Misc defines.
:hints
An enumeration of hint priorities as SDL_HintPriority
.
SDL_HINT_DEFAULT
- low priority, used for default valuesSDL_HINT_NORMAL
- medium prioritySDL_HINT_OVERRIDE
- high priority
The following enum values can be passed to Configuration Variable related functions.
SDL_HINT_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)
Example:
# This disables the use of gyroscopes as axis device SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
SDL_HINT_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
SDL_RWFromFile( )
will look into expansion files after a given relative path was not found in the internal storage and assets.By default this hint is not set and the APK expansion files are not searched.
SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
-
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
SDL_RWFromFile( )
will look into expansion files after a given relative path was not found in the internal storage and assets.By default this hint is not set and the APK expansion files are not searched.
SDL_HINT_ANDROID_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.
SDL_HINT_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/
SDL_HINT_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
SDL_HINT_BMP_SAVE_LEGACY_FORMAT
-
A hint that specifies whether SDL should not use version 4 of the bitmap header when saving BMPs.
Values:
0 version 4 of the bitmap header will be used when saving BMPs (default) 1 version 4 of the bitmap header will not be used 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.
If the hint is not set then 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. This is the default behavior since SDL 2.0.5.
If the hint is set then 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. This was the default behavior before SDL 2.0.5.
SDL_HINT_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.
SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT
-
A hint that specifies a value to override the binding element for keyboard inputs for Emscripten builds.
Values:
#window 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.
SDL_HINT_FRAMEBUFFER_ACCELERATION
-
A hint that specifies how 3D acceleration is used with SDL_GetWindowSurface( ... ).
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 SDL_GetWindowSurface( ... ) by using streaming textures with a 3D rendering engine. This variable controls whether and how this is done.
SDL_HINT_GAMECONTROLLERCONFIG
-
A variable 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( )
andSDL_GameControllerAddMapping( )
. SDL_HINT_GRAB_KEYBOARD
-
A variable setting the double click time, in milliseconds.
SDL_HINT_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,
SDL_EnableScreenSaver( )
andSDL_DisableScreenSaver( )
accomplish the same thing on iOS. They should be preferred over this hint. SDL_HINT_IME_INTERNAL_EDITING
-
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 ofSDL_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.
SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
-
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 (default)
This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
SDL_HINT_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.
SDL_HINT_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
SDL_HINT_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
SDL_HINT_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
SDL_HINT_NO_SIGNAL_HANDLERS
-
A hint that specifies not to catch the
SIGINT
orSIGTERM
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
SDL_HINT_ORIENTATIONS
-
A variable 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.
This variable is a space delimited list of the following values:
LandscapeLeft
LandscapeRight
Portrait
PortraitUpsideDown
SDL_HINT_RENDER_DIRECT3D11_DEBUG
-
A variable controlling whether to enable Direct3D 11+'s Debug Layer.
This variable does not have any effect on the Direct3D 9 based renderer.
This variable can be set to the following values:
0 Disable Debug Layer use (default) 1 Enable Debug Layer use
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
-
A variable controlling whether the Direct3D device is initialized for thread-safe operations.
This variable can be set to the following values:
0 Thread-safety is not enabled (faster; default) 1 Thread-safety is enabled
SDL_HINT_RENDER_DRIVER
-
A variable 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.
This variable is case insensitive and can be set to the following 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.
SDL_HINT_RENDER_OPENGL_SHADERS
-
A variable controlling whether the OpenGL render driver uses shaders if they are available.
This variable can be set to the following values:
0 Disable shaders 1 Enable shaders (default)
SDL_HINT_RENDER_SCALE_QUALITY
-
A variable 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
SDL_HINT_RENDER_VSYNC
-
A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
This variable can be set to the following values:
0 Disable vsync 1 Enable vsync
By default SDL does not sync screen surface updates with vertical refresh.
SDL_HINT_RPI_VIDEO_LAYER
-
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
. SDL_HINT_THREAD_STACK_SIZE
-
A string specifying SDL's threads stack size in bytes or
0
for the backend's default sizeUse 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
SDL_CreateThreadWithStackSize( )
. This hint only works with the classicSDL_CreateThread( )
. SDL_HINT_TIMER_RESOLUTION
-
A variable that controls the timer resolution, in milliseconds.
he 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. SDL_HINT_VIDEO_ALLOW_SCREENSAVER
-
A variable controlling whether the screensaver is enabled.
This variable can be set to the following values:
0 Disable screensaver 1 Enable screensaver
By default SDL will disable the screensaver.
SDL_HINT_VIDEO_HIGHDPI_DISABLED
-
If set to
1
, then do not allow high-DPI windows. ("Retina" on Mac and iOS) SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES
-
A variable that dictates policy for fullscreen Spaces on Mac OS X.
This hint only applies to Mac OS X.
The variable can be set to the following 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. SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS
-
Minimize your
SDL_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.
SDL_HINT_VIDEO_WIN_D3DCOMPILER
-
A variable 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.
This variable can be set to the following values:
SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT
-
A variable that is the address of another
SDL_Window*
(as a hex string formatted with%p
).If this hint is set before
SDL_CreateWindowFrom( )
and theSDL_Window*
it is set to hasSDL_WINDOW_OPENGL
set (and running on WGL only, currently), then two things will occur on the newly createdSDL_Window
:- 1. Its pixel format will be set to the same pixel format as this
SDL_Window
. This is needed for example when sharing an OpenGL context across multiple windows. - 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.
This variable can be set to the address (as a string
%p
) of theSDL_Window*
that new windows created withSDL_CreateWindowFrom( ... )
should share a pixel format with. - 1. Its pixel format will be set to the same pixel format as this
SDL_HINT_VIDEO_X11_NET_WM_PING
-
A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
This variable can be set to the following 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.
SDL_HINT_VIDEO_X11_XINERAMA
-
A variable controlling whether the X11 Xinerama extension should be used.
This variable can be set to the following values:
0 Disable Xinerama 1 Enable Xinerama
By default SDL will use Xinerama if it is available.
SDL_HINT_VIDEO_X11_XRANDR
-
A variable controlling whether the X11 XRandR extension should be used.
This variable can be set to the following values:
0 Disable XRandR 1 Enable XRandR
By default SDL will not use XRandR because of window manager issues.
SDL_HINT_VIDEO_X11_XVIDMODE
-
A variable controlling whether the X11 VidMode extension should be used.
This variable can be set to the following values:
0 Disable XVidMode 1 Enable XVidMode
By default SDL will use XVidMode if it is available.
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.
This variable can be set to the following values:
0 The window frame is not interactive when the cursor is hidden (no move, resize, etc) 1 The window frame is interactive when the cursor is hidden
By default SDL will allow interaction with the window frame when the cursor is hidden.
SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING
-
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.
The variable can be set to the following values:
0 SDL will raise the 0x406D1388 Exception to name threads. This is the default behavior of SDL <= 2.0.4. 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.
SDL_HINT_WINDOWS_INTRESOURCE_ICON
-
A variable to specify custom icon resource id from RC file on Windows platform.
SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL
-
A variable to specify custom icon resource id from RC file on Windows platform.
SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP
-
A variable controlling whether the windows message loop is processed by SDL .
This variable can be set to the following values:
0 The window message loop is not run 1 The window message loop is processed in SDL_PumpEvents( )
By default SDL will process the windows message loop.
SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4
-
Tell SDL not to generate window-close events for Alt+F4 on Windows.
The variable can be set to the following values:
0 SDL will generate a window-close event when it sees Alt+F4. 1 SDL will only do normal key handling for Alt+F4.
SDL_HINT_WINRT_HANDLE_BACK_BUTTON
-
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
andSDL_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 to1
, the back button event's Handled property will get set to atrue
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 forSDL_KEYDOWN
events that have a scancode ofSDL_SCANCODE_AC_BACK
. (Alternatively,SDL_KEYUP
events can be listened-for. Listening for either event type is suitable.) Any value ofSDL_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
SDL_HINT_WINRT_PRIVACY_POLICY_LABEL
-
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
. SDL_HINT_WINRT_PRIVACY_POLICY_URL
-
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 anySDL_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.
SDL_HINT_XINPUT_ENABLED
-
A variable that lets you disable the detection and use of Xinput gamepad devices
The variable can be set to the following values:
0 Disable XInput detection (only uses direct input) 1 Enable XInput detection (default)
SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING
-
A variable 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 beforeSDL_Init( ... )
SDL_HINT_QTWAYLAND_WINDOW_FLAGS
-
Flags to set 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
SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION
-
A variable 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).
This variable can be one of the following values:
SDL_HINT_RENDER_LOGICAL_SIZE_MODE
-
A variable controlling the scaling policy for
SDL_RenderSetLogicalSize
.This variable can be set to the following values:
0
orletterbox
-
Uses letterbox/sidebars to fit the entire rendering on screen.
1
oroverscan
-
Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen.
By default letterbox is used.
SDL_HINT_VIDEO_EXTERNAL_CONTEXT
-
A variable controlling whether the graphics context is externally managed.
This variable can be set to the following 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. - <SDL_HINT_VIDEO_X11_WINDOW_VISUALID>
-
A variable forcing the visual ID chosen for new X11 windows.
SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR
-
A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
This variable can be set to the following values:
0 Disable _NET_WM_BYPASS_COMPOSITOR 1 Enable _NET_WM_BYPASS_COMPOSITOR
By default SDL will use _NET_WM_BYPASS_COMPOSITOR.
SDL_HINT_VIDEO_X11_FORCE_EGL
-
A variable controlling whether X11 should use GLX or EGL by default
This variable can be set to the following values:
0 Use GLX 1 Use EGL
By default SDL will use GLX when both are present.
SDL_HINT_MOUSE_DOUBLE_CLICK_TIME
-
A variable setting the double click time, in milliseconds.
SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS
-
A variable setting the double click radius, in pixels.
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.
SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE
-
A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode.
SDL_HINT_MOUSE_RELATIVE_SCALING
-
A variable controlling whether relative mouse motion is affected by renderer scaling
This variable can be set to the following 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.
SDL_HINT_TOUCH_MOUSE_EVENTS
-
A variable controlling whether touch events should generate synthetic mouse events
This variable can be set to the following 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.
SDL_HINT_MOUSE_TOUCH_EVENTS
-
A variable controlling whether mouse events should generate synthetic touch events
This variable can be set to the following 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)
SDL_HINT_IOS_HIDE_HOME_INDICATOR
-
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)
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.
This variable can be set to the following values:
0 Remotes send enter/escape/arrow key events 1 Remotes are available as 2 axis, 2 button joysticks (the default).
SDL_HINT_GAMECONTROLLERTYPE
-
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)
. SDL_HINT_GAMECONTROLLERCONFIG_FILE
-
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( )
andSDL_GameControllerAddMapping( )
. SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
-
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.
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.
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.
SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS
-
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. SDL_HINT_JOYSTICK_HIDAPI
-
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.
SDL_HINT_JOYSTICK_HIDAPI_PS4
-
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
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE
-
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 (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. SDL_HINT_JOYSTICK_HIDAPI_PS5
-
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
. SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE
-
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 (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
. 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.
This variable can be set to the following values:
0 player LEDs are not enabled 1 player LEDs are enabled (default)
SDL_HINT_JOYSTICK_HIDAPI_STADIA
-
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
. SDL_HINT_JOYSTICK_HIDAPI_STEAM
-
A variable controlling whether the HIDAPI driver for 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
The default is the value of
SDL_HINT_JOYSTICK_HIDAPI
. SDL_HINT_JOYSTICK_HIDAPI_SWITCH
-
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
. SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED
-
A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
This variable can be set to the following values:
0 home button LED is left off 1 home button LED is turned on (default)
SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS
-
A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
This variable can be set to the following 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.
SDL_HINT_JOYSTICK_HIDAPI_XBOX
-
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 ofSDL_HINT_JOYSTICK_HIDAPI
. SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT
-
A variable controlling whether the HIDAPI driver for XBox controllers on Windows should pull correlated data from XInput.
This variable can be set to the following 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. SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE
-
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
. SDL_HINT_ENABLE_STEAM_CONTROLLERS
-
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 (default)
The default value is
1
. This hint must be set before initializing the joystick subsystem. SDL_HINT_JOYSTICK_RAWINPUT
-
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 (default)
SDL_HINT_JOYSTICK_THREAD
-
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 (default) 1 A separate thread is used for handling raw input messages
SDL_HINT_LINUX_JOYSTICK_DEADZONES
-
A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
This variable can be set to the following values:
0 Return unfiltered joystick axis values (default) 1 Return axis values with deadzones taken into account
SDL_HINT_ALLOW_TOPMOST
-
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 is1
.This variable can be set to the following values:
0 don't allow topmost 1 allow topmost (default)
SDL_HINT_THREAD_PRIORITY_POLICY
-
A string specifying additional information to use with
SDL_SetThreadPriority
.By default
SDL_SetThreadPriority
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
andrr
. 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 throughRLIMIT_RTTIME
after callingSDL_SetThreadPriority( )
. SDL_HINT_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 variable can be set to the following values:
0 default platform specific behaviour 1 Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT
-
A variable that is the address of another SDL_Window* (as a hex string formatted with
%p
).If this hint is set before
SDL_CreateWindowFrom( )
and theSDL_Window*
it is set to hasSDL_WINDOW_OPENGL
set (and running on WGL only, currently), then two things will occur on the newly createdSDL_Window
:- 1. Its pixel format will be set to the same pixel format as this
SDL_Window
. This is needed for example when sharing an OpenGL context across multiple windows. - 2. The flag
SDL_WINDOW_OPENGL
will be set on the new window so it can be used for OpenGL rendering. -
This variable can be set to the following values:
SDL_HINT_ANDROID_TRAP_BACK_BUTTON
-
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.
- 1. Its pixel format will be set to the same pixel format as this
SDL_HINT_ANDROID_BLOCK_ON_PAUSE
-
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:
The value should be set before SDL is initialized.
SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO
-
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:
The value should be set before SDL is initialized.
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.
The variable can be set to the following 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.
SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS
-
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:
SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL
-
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:
SDL_HINT_WINDOWS_USE_D3D9EX
-
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:
SDL_HINT_VIDEO_DOUBLE_BUFFER
-
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:
SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER
-
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.
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:
SDL_HINT_OPENGL_ES_DRIVER
-
A variable 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:
SDL_HINT_AUDIO_RESAMPLING_MODE
-
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.
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:
SDL_HINT_AUDIO_CATEGORY
-
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
SDL_HINT_RENDER_BATCHING
-
A variable controlling whether the 2D render API is compatible or efficient.
This variable can be set to the following 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 SDL_RenderPresent, 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. SDL_HINT_AUTO_UPDATE_JOYSTICKS
-
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.
SDL_HINT_AUTO_UPDATE_SENSORS
-
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.
SDL_HINT_EVENT_LOGGING
-
A variable controlling whether SDL logs all events pushed onto its internal queue.
This variable can be set to the following 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 maybeOutputDebugString( )
on Windows, and can be funneled by the app withSDL_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.
SDL_HINT_WAVE_RIFF_CHUNK_SIZE
-
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)
SDL_HINT_WAVE_TRUNCATION
-
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)
SDL_HINT_WAVE_FACT_CHUNK
-
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)
SDL_HINT_DISPLAY_USABLE_BOUNDS
-
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.
SDL_HINT_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 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.
SDL_HINT_AUDIO_DEVICE_STREAM_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.
SDL_HINT_AUDIO_DEVICE_STREAM_ROLE
-
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.
SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED
-
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:
SDL_HINT_PREFERRED_LOCALES
-
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"
:joystickType
SDL_JOYSTICK_TYPE_UNKNOWN
SDL_JOYSTICK_TYPE_GAMECONTROLLER
SDL_JOYSTICK_TYPE_WHEEL
SDL_JOYSTICK_TYPE_ARCADE_STICK
SDL_JOYSTICK_TYPE_FLIGHT_STICK
SDL_JOYSTICK_TYPE_DANCE_PAD
SDL_JOYSTICK_TYPE_GUITAR
SDL_JOYSTICK_TYPE_DRUM_KIT
SDL_JOYSTICK_TYPE_ARCADE_PAD
SDL_JOYSTICK_TYPE_THROTTLE
:joystickPowerLevel
SDL_JOYSTICK_POWER_UNKNOWN
SDL_JOYSTICK_POWER_EMPTY
-<= 5%
SDL_JOYSTICK_POWER_LOW
-<= 20%
SDL_JOYSTICK_POWER_MEDIUM
-<= 70%
SDL_JOYSTICK_POWER_FULL
-<= 100%
SDL_JOYSTICK_POWER_WIRED
SDL_JOYSTICK_POWER_MAX
:hatPosition
Hat positions.
SDL_HAT_CENTERED
SDL_HAT_UP
SDL_HAT_RIGHT
SDL_HAT_DOWN
SDL_HAT_LEFT
SDL_HAT_RIGHTUP
SDL_HAT_RIGHTDOWN
SDL_HAT_LEFTUP
SDL_HAT_LEFTDOWN
:keyCode
The SDL virtual key representation.
Values of this type are used to represent keyboard keys using the current layout of the keyboard. These values include Unicode values representing the unmodified character that would be generated by pressing the key, or an SDLK_*
constant for those keys that do not generate characters.
A special exception is the number keys at the top of the keyboard which always map to SDLK_0...SDLK_9
, regardless of layout.
SDLK_UNKNOWN
SDLK_RETURN
SDLK_ESCAPE
SDLK_BACKSPACE
SDLK_TAB
SDLK_SPACE
SDLK_EXCLAIM
SDLK_QUOTEDBL
SDLK_HASH
SDLK_PERCENT
SDLK_DOLLAR
SDLK_AMPERSAND
SDLK_QUOTE
SDLK_LEFTPAREN
SDLK_RIGHTPAREN
SDLK_ASTERISK
SDLK_PLUS
SDLK_COMMA
SDLK_MINUS
SDLK_PERIOD
SDLK_SLASH
SDLK_0
SDLK_1
SDLK_2
SDLK_3
SDLK_4
SDLK_5
SDLK_6
SDLK_7
SDLK_8
SDLK_9
SDLK_COLON
SDLK_SEMICOLON
SDLK_LESS
SDLK_EQUALS
SDLK_GREATER
SDLK_QUESTION
SDLK_AT
SDLK_LEFTBRACKET
SDLK_BACKSLASH
SDLK_RIGHTBRACKET
SDLK_CARET
SDLK_UNDERSCORE
SDLK_BACKQUOTE
SDLK_a
SDLK_b
SDLK_c
SDLK_d
SDLK_e
SDLK_f
SDLK_g
SDLK_h
SDLK_i
SDLK_j
SDLK_k
SDLK_l
SDLK_m
SDLK_n
SDLK_o
SDLK_p
SDLK_q
SDLK_r
SDLK_s
SDLK_t
SDLK_u
SDLK_v
SDLK_w
SDLK_x
SDLK_y
SDLK_z
SDLK_CAPSLOCK
SDLK_F1
SDLK_F2
SDLK_F3
SDLK_F4
SDLK_F5
SDLK_F6
SDLK_F7
SDLK_F8
SDLK_F9
SDLK_F10
SDLK_F11
SDLK_F12
SDLK_PRINTSCREEN
SDLK_SCROLLLOCK
SDLK_PAUSE
SDLK_INSERT
SDLK_HOME
SDLK_PAGEUP
SDLK_DELETE
SDLK_END
SDLK_PAGEDOWN
SDLK_RIGHT
SDLK_LEFT
SDLK_DOWN
SDLK_UP
SDLK_NUMLOCKCLEAR
SDLK_KP_DIVIDE
SDLK_KP_MULTIPLY
SDLK_KP_MINUS
SDLK_KP_PLUS
SDLK_KP_ENTER
SDLK_KP_1
SDLK_KP_2
SDLK_KP_3
SDLK_KP_4
SDLK_KP_5
SDLK_KP_6
SDLK_KP_7
SDLK_KP_8
SDLK_KP_9
SDLK_KP_0
SDLK_KP_PERIOD
SDLK_APPLICATION
SDLK_POWER
SDLK_KP_EQUALS
SDLK_F13
SDLK_F14
SDLK_F15
SDLK_F16
SDLK_F17
SDLK_F18
SDLK_F19
SDLK_F20
SDLK_F21
SDLK_F22
SDLK_F23
SDLK_F24
SDLK_EXECUTE
SDLK_HELP
SDLK_MENU
SDLK_SELECT
SDLK_STOP
SDLK_AGAIN
SDLK_UNDO
SDLK_CUT
SDLK_COPY
SDLK_PASTE
SDLK_FIND
SDLK_MUTE
SDLK_VOLUMEUP
SDLK_VOLUMEDOWN
SDLK_KP_COMMA
SDLK_KP_EQUALSAS400
SDLK_ALTERASE
SDLK_SYSREQ
SDLK_CANCEL
SDLK_CLEAR
SDLK_PRIOR
SDLK_RETURN2
SDLK_SEPARATOR
SDLK_OUT
SDLK_OPER
SDLK_CLEARAGAIN
SDLK_CRSEL
SDLK_EXSEL
SDLK_KP_00
SDLK_KP_000
SDLK_THOUSANDSSEPARATOR
SDLK_DECIMALSEPARATOR
SDLK_CURRENCYUNIT
SDLK_CURRENCYSUBUNIT
SDLK_KP_LEFTPAREN
SDLK_KP_RIGHTPAREN
SDLK_KP_LEFTBRACE
SDLK_KP_RIGHTBRACE
SDLK_KP_TAB
SDLK_KP_BACKSPACE
SDLK_KP_A
SDLK_KP_B
SDLK_KP_C
SDLK_KP_D
SDLK_KP_E
SDLK_KP_F
SDLK_KP_XOR
SDLK_KP_POWER
SDLK_KP_PERCENT
SDLK_KP_LESS
SDLK_KP_GREATER
SDLK_KP_AMPERSAND
SDLK_KP_DBLAMPERSAND
SDLK_KP_VERTICALBAR
SDLK_KP_DBLVERTICALBAR
SDLK_KP_COLON
SDLK_KP_HASH
SDLK_KP_SPACE
SDLK_KP_AT
SDLK_KP_EXCLAM
SDLK_KP_MEMSTORE
SDLK_KP_MEMRECALL
SDLK_KP_MEMCLEAR
SDLK_KP_MEMADD
SDLK_KP_MEMSUBTRACT
SDLK_KP_MEMMULTIPLY
SDLK_KP_MEMDIVIDE
SDLK_KP_PLUSMINUS
SDLK_KP_CLEAR
SDLK_KP_CLEARENTRY
SDLK_KP_BINARY
SDLK_KP_OCTAL
SDLK_KP_DECIMAL
SDLK_KP_HEXADECIMAL
SDLK_LCTRL
SDLK_LSHIFT
SDLK_LALT
SDLK_LGUI
SDLK_RCTRL
SDLK_RSHIFT
SDLK_RALT
SDLK_RGUI
SDLK_MODE
SDLK_AUDIONEXT
SDLK_AUDIOPREV
SDLK_AUDIOSTOP
SDLK_AUDIOPLAY
SDLK_AUDIOMUTE
SDLK_MEDIASELECT
SDLK_WWW
SDLK_MAIL
SDLK_CALCULATOR
SDLK_COMPUTER
SDLK_AC_SEARCH
SDLK_AC_HOME
SDLK_AC_BACK
SDLK_AC_FORWARD
SDLK_AC_STOP
SDLK_AC_REFRESH
SDLK_AC_BOOKMARKS
SDLK_BRIGHTNESSDOWN
SDLK_BRIGHTNESSUP
SDLK_DISPLAYSWITCH
SDLK_KBDILLUMTOGGLE
SDLK_KBDILLUMDOWN
SDLK_KBDILLUMUP
SDLK_EJECT
SDLK_SLEEP
SDLK_APP1
SDLK_APP2
SDLK_AUDIOREWIND
SDLK_AUDIOFASTFORWARD
:keymod
Enumeration of valid key mods (possibly OR'd together)
KMOD_NONE
KMOD_LSHIFT
KMOD_RSHIFT
KMOD_LCTRL
KMOD_RCTRL
KMOD_LALT
KMOD_RALT
KMOD_LGUI
KMOD_RGUI
KMOD_NUM
KMOD_CAPS
KMOD_MODE
KMOD_RESERVED
KMOD_CTRL
KMOD_SHIFT
KMOD_ALT
KMOD_GUI
:logcategory
The predefined log categories
By default the application category is enabled at the INFO level, the assert category is enabled at the WARN level, test is enabled at the VERBOSE level and all other categories are enabled at the CRITICAL level.
SDL_LOG_CATEGORY_APPLICATION
SDL_LOG_CATEGORY_ERROR
SDL_LOG_CATEGORY_ASSERT
SDL_LOG_CATEGORY_SYSTEM
SDL_LOG_CATEGORY_AUDIO
SDL_LOG_CATEGORY_VIDEO
SDL_LOG_CATEGORY_RENDER
SDL_LOG_CATEGORY_INPUT
SDL_LOG_CATEGORY_TEST
SDL_LOG_CATEGORY_RESERVED1
SDL_LOG_CATEGORY_RESERVED2
SDL_LOG_CATEGORY_RESERVED3
SDL_LOG_CATEGORY_RESERVED4
SDL_LOG_CATEGORY_RESERVED5
SDL_LOG_CATEGORY_RESERVED6
SDL_LOG_CATEGORY_RESERVED7
SDL_LOG_CATEGORY_RESERVED8
SDL_LOG_CATEGORY_RESERVED9
SDL_LOG_CATEGORY_RESERVED10
SDL_LOG_CATEGORY_CUSTOM
:logpriority
The predefined log priorities.
SDL_LOG_PRIORITY_VERBOSE
SDL_LOG_PRIORITY_DEBUG
SDL_LOG_PRIORITY_INFO
SDL_LOG_PRIORITY_WARN
SDL_LOG_PRIORITY_ERROR
SDL_LOG_PRIORITY_CRITICAL
SDL_NUM_LOG_PRIORITIES
:messageBoxFlags
If supported, display warning icon, etc.
SDL_MESSAGEBOX_ERROR
- error dialogSDL_MESSAGEBOX_WARNING
- warning dialogSDL_MESSAGEBOX_INFORMATION
- informational dialog
:messageBoxButtonData
:messageBoxColorType
SDL_MESSAGEBOX_COLOR_BACKGROUND
SDL_MESSAGEBOX_COLOR_TEXT
SDL_MESSAGEBOX_COLOR_BUTTON_BORDER
SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND
SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED
SDL_MESSAGEBOX_COLOR_MAX
:systemCursor
Cursor types for SDL_CreateSystemCursor( ... )
.
SDL_SYSTEM_CURSOR_ARROW
- ArrowSDL_SYSTEM_CURSOR_IBEAM
- I-beamSDL_SYSTEM_CURSOR_WAIT
- WaitSDL_SYSTEM_CURSOR_CROSSHAIR
- CrosshairSDL_SYSTEM_CURSOR_WAITARROW
- Small wait cursor (or Wait if not available)SDL_SYSTEM_CURSOR_SIZENWSE
- Double arrow pointing northwest and southeastSDL_SYSTEM_CURSOR_SIZENESW
- Double arrow pointing northeast and southwestSDL_SYSTEM_CURSOR_SIZEWE
- Double arrow pointing west and eastSDL_SYSTEM_CURSOR_SIZENS
- Double arrow pointing north and southSDL_SYSTEM_CURSOR_SIZEALL
- Four pointed arrow pointing north, south, east, and westSDL_SYSTEM_CURSOR_NO
- Slashed circle or crossbonesSDL_SYSTEM_CURSOR_HAND
- HandSDL_NUM_SYSTEM_CURSORS
:mouseWheelDirection
Scroll direction types for the Scroll event.
SDL_MOUSEWHEEL_NORMAL
SDL_MOUSEWHEEL_FLIPPED
:mouseButton
Used as a mask when testing buttons in buttonstate.
SDL_BUTTON
SDL_BUTTON_LEFT
SDL_BUTTON_MIDDLE
SDL_BUTTON_RIGHT
SDL_BUTTON_X1
SDL_BUTTON_X2
SDL_BUTTON_LMASK
SDL_BUTTON_MMASK
SDL_BUTTON_RMASK
SDL_BUTTON_X1MASK
SDL_BUTTON_X2MASK
:alpha
Transparency definitions. These define alpha as the opacity of a surface.
SDL_ALPHA_OPAQUE
SDL_ALPHA_TRANSPARENT
:pixelType
SDL_PIXELTYPE_UNKNOWN
SDL_PIXELTYPE_INDEX1
SDL_PIXELTYPE_INDEX4
SDL_PIXELTYPE_INDEX8
SDL_PIXELTYPE_PACKED8
SDL_PIXELTYPE_PACKED16
SDL_PIXELTYPE_PACKED32
SDL_PIXELTYPE_ARRAYU8
SDL_PIXELTYPE_ARRAYU16
SDL_PIXELTYPE_ARRAYU32
SDL_PIXELTYPE_ARRAYF16
SDL_PIXELTYPE_ARRAYF32
:bitmapOrder
Bitmap pixel order, high bit -> low bit.
SDL_BITMAPORDER_NONE
SDL_BITMAPORDER_4321
SDL_BITMAPORDER_1234
:packedOrder
Packed component order, high bit -> low bit.
SDL_PACKEDORDER_NONE
SDL_PACKEDORDER_XRGB
SDL_PACKEDORDER_RGBX
SDL_PACKEDORDER_ARGB
SDL_PACKEDORDER_RGBA
SDL_PACKEDORDER_XBGR
SDL_PACKEDORDER_BGRX
SDL_PACKEDORDER_ABGR
SDL_PACKEDORDER_BGRA
:arrayOrder
Array component order, low byte -> high byte.
SDL_ARRAYORDER_NONE
SDL_ARRAYORDER_RGB
SDL_ARRAYORDER_RGBA
SDL_ARRAYORDER_ARGB
SDL_ARRAYORDER_BGR
SDL_ARRAYORDER_BGRA
SDL_ARRAYORDER_ABGR
:packedLayout
Packed component layout.
SDL_PACKEDLAYOUT_NONE
SDL_PACKEDLAYOUT_332
SDL_PACKEDLAYOUT_4444
SDL_PACKEDLAYOUT_1555
SDL_PACKEDLAYOUT_5551
SDL_PACKEDLAYOUT_565
SDL_PACKEDLAYOUT_8888
SDL_PACKEDLAYOUT_2101010
SDL_PACKEDLAYOUT_1010102
:pixels
SDL_DEFINE_PIXELFOURCC
SDL_DEFINE_PIXELFORMAT
SDL_PIXELFLAG
SDL_PIXELTYPE
SDL_PIXELORDER
SDL_PIXELLAYOUT
SDL_BITSPERPIXEL
SDL_BYTESPERPIXEL
SDL_ISPIXELFORMAT_INDEXED
SDL_ISPIXELFORMAT_PACKED
SDL_ISPIXELFORMAT_ARRAY
SDL_ISPIXELFORMAT_ALPHA
SDL_ISPIXELFORMAT_FOURCC
:pixelFormatEnum
SDL_PIXELFORMAT_UNKNOWN
SDL_PIXELFORMAT_INDEX1LSB
SDL_PIXELFORMAT_INDEX1MSB
SDL_PIXELFORMAT_INDEX4LSB
SDL_PIXELFORMAT_INDEX4MSB
SDL_PIXELFORMAT_INDEX8
SDL_PIXELFORMAT_RGB332
SDL_PIXELFORMAT_XRGB4444
SDL_PIXELFORMAT_RGB444
SDL_PIXELFORMAT_XBGR4444
SDL_PIXELFORMAT_BGR444
SDL_PIXELFORMAT_XRGB1555
SDL_PIXELFORMAT_RGB555
SDL_PIXELFORMAT_XBGR1555
SDL_PIXELFORMAT_BGR555
SDL_PIXELFORMAT_ARGB4444
SDL_PIXELFORMAT_RGBA4444
SDL_PIXELFORMAT_ABGR4444
SDL_PIXELFORMAT_BGRA4444
SDL_PIXELFORMAT_ARGB1555
SDL_PIXELFORMAT_RGBA5551
SDL_PIXELFORMAT_ABGR1555
SDL_PIXELFORMAT_BGRA5551
SDL_PIXELFORMAT_RGB565
SDL_PIXELFORMAT_BGR565
SDL_PIXELFORMAT_RGB24
SDL_PIXELFORMAT_BGR24
SDL_PIXELFORMAT_XRGB8888
SDL_PIXELFORMAT_RGB888
SDL_PIXELFORMAT_RGBX8888
SDL_PIXELFORMAT_XBGR8888
SDL_PIXELFORMAT_BGR888
SDL_PIXELFORMAT_BGRX8888
SDL_PIXELFORMAT_ARGB8888
SDL_PIXELFORMAT_RGBA8888
SDL_PIXELFORMAT_ABGR8888
SDL_PIXELFORMAT_BGRA8888
SDL_PIXELFORMAT_ARGB2101010
SDL_PIXELFORMAT_RGBA32
SDL_PIXELFORMAT_ARGB32
SDL_PIXELFORMAT_BGRA32
SDL_PIXELFORMAT_ABGR32
SDL_PIXELFORMAT_YV12
- Planar mode: Y + V + U (3 planes)SDL_PIXELFORMAT_IYUV
- Planar mode: Y + U + V (3 planes)SDL_PIXELFORMAT_YUY2
- Packed mode: Y0+U0+Y1+V0 (1 plane)SDL_PIXELFORMAT_UYVY
- Packed mode: U0+Y0+V0+Y1 (1 plane)SDL_PIXELFORMAT_YVYU
- Packed mode: Y0+V0+Y1+U0 (1 plane)SDL_PIXELFORMAT_NV12
- Planar mode: Y + U/V interleaved (2 planes)SDL_PIXELFORMAT_NV21
- Planar mode: Y + V/U interleaved (2 planes)SDL_PIXELFORMAT_EXTERNAL_OES
- Android video texture format
:powerState
The basic state for the system's power supply.
SDL_POWERSTATE_UNKNOWN
- Cannot determine power statusSDL_POWERSTATE_ON_BATTERY
- Not plugged in, running on the batterySDL_POWERSTATE_NO_BATTERY
- Plugged in, no battery availableSDL_POWERSTATE_CHARGING
- Plugged in, charging batterySDL_POWERSTATE_CHARGED
- Plugged in, battery charged
:assertState
SDL_ASSERTION_RETRY
- Retry the assert immediatelySDL_ASSERTION_BREAK
- Make the debugger trigger a breakpointSDL_ASSERTION_ABORT
- Terminate the programSDL_ASSERTION_IGNORE
- Ignore the assertSDL_ASSERTION_ALWAYS_IGNORE
- Ignore the assert from now on
:windowflags
The flags on a window.
SDL_WINDOW_FULLSCREEN
- Fullscreen windowSDL_WINDOW_OPENGL
- Window usable with OpenGL contextSDL_WINDOW_SHOWN
- Window is visibleSDL_WINDOW_HIDDEN
- Window is not visibleSDL_WINDOW_BORDERLESS
- No window decorationSDL_WINDOW_RESIZABLE
- Window can be resizedSDL_WINDOW_MINIMIZED
- Window is minimizedSDL_WINDOW_MAXIMIZED
- Window is maximizedSDL_WINDOW_MOUSE_GRABBED
- Window has grabbed mouse inputSDL_WINDOW_INPUT_FOCUS
- Window has input focusSDL_WINDOW_MOUSE_FOCUS
- Window has mouse focusSDL_WINDOW_FULLSCREEN_DESKTOP
- Fullscreen window without frameSDL_WINDOW_FOREIGN
- Window not created by SDLSDL_WINDOW_ALLOW_HIGHDPI
- Window should be created in high-DPI mode if supported.-
On macOS NSHighResolutionCapable must be set true in the application's Info.plist for this to have any effect.
SDL_WINDOW_ALWAYS_ON_TOP
- Window should always be above othersSDL_WINDOW_SKIP_TASKBAR
- Window should not be added to the taskbarSDL_WINDOW_UTILITY
- Window should be treated as a utility windowSDL_WINDOW_TOOLTIP
- Window should be treated as a tooltipSDL_WINDOW_KEYBOARD_GRABBED
- Window has grabbed keyboard inputSDL_WINDOW_VULKAN
- Window usable for Vulkan surfaceSDL_WINDOW_METAL
- Window usable for Metal viewSDL_WINDOW_INPUT_GRABBED
- Equivalent toSDL_WINDOW_MOUSE_GRABBED
for compatibility
:windowEventID
Event subtype for window events.
SDL_WINDOWEVENT_NONE
- Never usedSDL_WINDOWEVENT_SHOWN
- Window has been shownSDL_WINDOWEVENT_EXPOSED
- Window has been exposed and should be redrawnSDL_WINDOWEVENT_MOVED
- Window has been moved todata1, data2
SDL_WINDOWEVENT_RESIZED
- Window has been resized todata1 x data2
SDL_WINDOWEVENT_SIZE_CHANGED
- The window size has changed, either as a result of an API call or through the system or user changing the window size.SDL_WINDOWEVENT_MINIMIZED
- Window has been minimizedSDL_WINDOWEVENT_MAXIMIZED
- Window has been maximizedSDL_WINDOWEVENT_RESTORED
- Window has been restored to normal size and positionSDL_WINDOWEVENT_ENTER
- Window has gained mouse focusSDL_WINDOWEVENT_LEAVE
- Window has lost mouse focusSDL_WINDOWEVENT_FOCUS_GAINED
- Window has gained keyboard focusSDL_WINDOWEVENT_FOCUS_LOST
- Window has lost keyboard focusSDL_WINDOWEVENT_CLOSE
- The window manager requests that the window be closedSDL_WINDOWEVENT_TAKE_FOCUS
- Window is being offered a focus (shouldSetWindowInputFocus( )
on itself or a subwindow, or ignore)SDL_WINDOWEVENT_HIT_TEST
- Window had a hit test that wasn'tSDL_HITTEST_NORMAL
.
:displayEventID
Event subtype for display events.
SDL_DISPLAYEVENT_NONE
- Never usedSDL_DISPLAYEVENT_ORIENTATION
- Display orientation has changed to data1SDL_DISPLAYEVENT_CONNECTED
- Display has been added to the systemSDL_DISPLAYEVENT_DISCONNECTED
- Display has been removed from the system
:displayOrientation
SDL_ORIENTATION_UNKNOWN
- The display orientation can't be determinedSDL_ORIENTATION_LANDSCAPE
- The display is in landscape mode, with the right side up, relative to portrait modeSDL_ORIENTATION_LANDSCAPE_FLIPPED
- The display is in landscape mode, with the left side up, relative to portrait modeSDL_ORIENTATION_PORTRAIT
- The display is in portrait modeSDL_ORIENTATION_PORTRAIT_FLIPPED
- The display is in portrait mode, upside down
:glAttr
OpenGL configuration attributes.
SDL_GL_RED_SIZE
SDL_GL_GREEN_SIZE
SDL_GL_BLUE_SIZE
SDL_GL_ALPHA_SIZE
SDL_GL_BUFFER_SIZE
SDL_GL_DOUBLEBUFFER
SDL_GL_DEPTH_SIZE
SDL_GL_STENCIL_SIZE
SDL_GL_ACCUM_RED_SIZE
SDL_GL_ACCUM_GREEN_SIZE
SDL_GL_ACCUM_BLUE_SIZE
SDL_GL_ACCUM_ALPHA_SIZE
SDL_GL_STEREO
SDL_GL_MULTISAMPLEBUFFERS
SDL_GL_MULTISAMPLESAMPLES
SDL_GL_ACCELERATED_VISUAL
SDL_GL_RETAINED_BACKING
SDL_GL_CONTEXT_MAJOR_VERSION
SDL_GL_CONTEXT_MINOR_VERSION
SDL_GL_CONTEXT_EGL
SDL_GL_CONTEXT_FLAGS
SDL_GL_CONTEXT_PROFILE_MASK
SDL_GL_SHARE_WITH_CURRENT_CONTEXT
SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
SDL_GL_CONTEXT_RELEASE_BEHAVIOR
SDL_GL_CONTEXT_RESET_NOTIFICATION
SDL_GL_CONTEXT_NO_ERROR
:glProfile
SDL_GL_CONTEXT_PROFILE_CORE
SDL_GL_CONTEXT_PROFILE_COMPATIBILITY
SDL_GL_CONTEXT_PROFILE_ES
:glContextFlag
SDL_GL_CONTEXT_DEBUG_FLAG
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG
SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG
SDL_GL_CONTEXT_RESET_ISOLATION_FLAG
:glContextReleaseFlag
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH
:glContextResetNotification
SDL_GL_CONTEXT_RESET_NO_NOTIFICATION
SDL_GL_CONTEXT_RESET_LOSE_CONTEXT
:rendererFlags
Flags used when creating a rendering context.
SDL_RENDERER_SOFTWARE
- The renderer is a software fallbackSDL_RENDERER_ACCELERATED
- The renderer uses hardware accelerationSDL_RENDERER_PRESENTVSYNC
- Present is synchronized with the refresh rateSDL_RENDERER_TARGETTEXTURE
- The renderer supports rendering to texture
:scaleMode
The scaling mode for a texture.
SDL_SCALEMODENEAREST
- nearest pixel samplingSDL_SCALEMODELINEAR
- linear filteringSDL_SCALEMODEBEST
- anisotropic filtering
:textureAccess
The access pattern allowed for a texture.
SDL_TEXTUREACCESS_STATIC
- Changes rarely, not lockableSDL_TEXTUREACCESS_STREAMING
- Changes frequently, lockableSDL_TEXTUREACCESS_TARGET
- Texture can be used as a render target
:textureModulate
The texture channel modulation used in SDL_RenderCopy( ... )
.
SDL_TEXTUREMODULATE_NONE
- No modulationSDL_TEXTUREMODULATE_COLOR
- srcC = srcC * colorSDL_TEXTUREMODULATE_ALPHA
- srcA = srcA * alpha
:renderFlip
Flip constants for SDL_RenderCopyEx( ... )
.
SDL_FLIP_NONE
- do not flipSDL_FLIP_HORIZONTAL
- flip horizontallySDL_FLIP_VERTICAL
- flip vertically
:blendMode
The blend mode used in SDL_RenderCopy( ... )
and drawing operations.
SDL_BLENDMODE_NONE
- no blending-
dstRGBA = srcRGBA
SDL_BLENDMODE_BLEND
- alpha blending-
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA))
SDL_BLENDMODE_ADD
- additive blending-
dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA
SDL_BLENDMODE_MOD
- color modulate-
dstRGB = srcRGB * dstRGB dstA = dstA
SDL_BLENDMODE_MUL
- color multiply-
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = (srcA * dstA) + (dstA * (1-srcA))
SDL_BLENDMODE_INVALID
-
Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode( ... )
:blendOperation
The blend operation used when combining source and destination pixel components.
SDL_BLENDOPERATION_ADD
-dst + src
: supported by all renderersSDL_BLENDOPERATION_SUBTRACT
-dst - src
: supported by D3D9, D3D11, OpenGL, OpenGLESSDL_BLENDOPERATION_REV_SUBTRACT
-src - dst
: supported by D3D9, D3D11, OpenGL, OpenGLESSDL_BLENDOPERATION_MINIMUM
-min(dst, src)
: supported by D3D11SDL_BLENDOPERATION_MAXIMUM
-max(dst, src)
: supported by D3D11
:blendFactor
The normalized factor used to multiply pixel components.
SDL_BLENDFACTOR_ZERO
-0, 0, 0, 0
SDL_BLENDFACTOR_ONE
-1, 1, 1, 1
SDL_BLENDFACTOR_SRC_COLOR
-srcR, srcG, srcB, srcA
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR
-1-srcR, 1-srcG, 1-srcB, 1-srcA
SDL_BLENDFACTOR_SRC_ALPHA
-srcA, srcA, srcA, srcA
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA
-1-srcA, 1-srcA, 1-srcA, 1-srcA
SDL_BLENDFACTOR_DST_COLOR
-dstR, dstG, dstB, dstA
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR
-1-dstR, 1-dstG, 1-dstB, 1-dstA
SDL_BLENDFACTOR_DST_ALPHA
-dstA, dstA, dstA, dstA
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA
-1-dstA, 1-dstA, 1-dstA, 1-dstA
:audio
Audio format flags.
These are what the 16 bits in SDL_AudioFormat currently mean... (Unspecified bits are always zero).
++-----------------------sample is signed if set
||
|| ++-----------sample is bigendian if set
|| ||
|| || ++---sample is float if set
|| || ||
|| || || +---sample bit size---+
|| || || | |
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
There are macros in SDL 2.0 and later to query these bits.
Audio flags
SDL_AUDIO_MASK_BITSIZE
SDL_AUDIO_MASK_DATATYPE
SDL_AUDIO_MASK_ENDIAN
SDL_AUDIO_MASK_SIGNED
SDL_AUDIO_BITSIZE
SDL_AUDIO_ISFLOAT
SDL_AUDIO_ISBIGENDIAN
SDL_AUDIO_ISSIGNED
SDL_AUDIO_ISINT
SDL_AUDIO_ISLITTLEENDIAN
SDL_AUDIO_ISUNSIGNED
Audio format flags
Defaults to LSB byte order.
AUDIO_U8
- Unsigned 8-bit samplesAUDIO_S8
- Signed 8-bit samplesAUDIO_U16LSB
- Unsigned 16-bit samplesAUDIO_S16LSB
- Signed 16-bit samplesAUDIO_U16MSB
- As above, but big-endian byte orderAUDIO_S16MSB
- As above, but big-endian byte orderAUDIO_U16
-AUDIO_U16LSB
AUDIO_S16
-AUDIO_S16LSB
int32
support
AUDIO_S32LSB
- 32-bit integer samplesAUDIO_S32MSB
- As above, but big-endian byte orderAUDIO_S32
-AUDIO_S32LSB
float32
support
AUDIO_F32LSB
- 32-bit floating point samplesAUDIO_F32MSB
- As above, but big-endian byte orderAUDIO_F32
-AUDIO_F32LSB
Native audio byte ordering
AUDIO_U16SYS
AUDIO_S16SYS
AUDIO_S32SYS
AUDIO_F32SYS
Allow change flags
Which audio format changes are allowed when opening a device.
SDL_AUDIO_ALLOW_FREQUENCY_CHANGE
SDL_AUDIO_ALLOW_FORMAT_CHANGE
SDL_AUDIO_ALLOW_CHANNELS_CHANGE
SDL_AUDIO_ALLOW_SAMPLES_CHANGE
SDL_AUDIO_ALLOW_ANY_CHANGE
Development
SDL2 is still in early development: the majority of SDL's functions have yet to be implemented and the interface may also grow to be less sugary leading up to an eventual 1.0 release. If you like stable, well tested software that performs as documented, you should hold off on trying to use SDL2 for a bit.
LICENSE
Copyright (C) Sanko Robinson.
This library is free software; you can redistribute it and/or modify it under the terms found in the Artistic License 2. Other copyrights, terms, and conditions may apply to data transmitted through this module.
AUTHOR
Sanko Robinson <sanko@cpan.org>