Actualizado SDL2.framework a la versión 2.28.3
This commit is contained in:
@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -92,7 +92,7 @@ extern "C" {
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* By default this hint is not set and the APK expansion files are not searched.
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*/
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#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
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/**
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* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
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*
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@@ -132,13 +132,13 @@ extern "C" {
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* \brief A variable to control whether we trap the Android back button to handle it manually.
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* This is necessary for the right mouse button to work on some Android devices, or
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* to be able to trap the back button for use in your code reliably. If set to true,
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* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
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* SDL_SCANCODE_AC_BACK.
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*
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* The variable can be set to the following values:
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* "0" - Back button will be handled as usual for system. (default)
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* "1" - Back button will be trapped, allowing you to handle the key press
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* manually. (This will also let right mouse click work on systems
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* manually. (This will also let right mouse click work on systems
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* where the right mouse button functions as back.)
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*
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* The value of this hint is used at runtime, so it can be changed at any time.
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@@ -147,7 +147,7 @@ extern "C" {
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/**
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* \brief Specify an application name.
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*
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*
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* This hint lets you specify the application name sent to the OS when
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* required. For example, this will often appear in volume control applets for
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* audio streams, and in lists of applications which are inhibiting the
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@@ -278,10 +278,7 @@ extern "C" {
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* If this hint isn't specified to a valid setting, or libsamplerate isn't
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* available, SDL will use the default, internal resampling algorithm.
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*
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* Note that this is currently only applicable to resampling audio that is
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* being written to a device for playback or audio being read from a device
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* for capture. SDL_AudioCVT always uses the default resampler (although this
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* might change for SDL 2.1).
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* As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
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*
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* This hint is currently only checked at audio subsystem initialization.
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*
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@@ -380,6 +377,17 @@ extern "C" {
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*/
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#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
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/**
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* \brief A variable that controls whether the on-screen keyboard should be shown when text input is active
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*
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* The variable can be set to the following values:
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* "0" - Do not show the on-screen keyboard
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* "1" - Show the on-screen keyboard
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*
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* The default value is "1". This hint must be set before text input is activated.
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*/
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#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
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/**
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* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
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*
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@@ -510,7 +518,7 @@ extern "C" {
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/**
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* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
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*
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*
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* For example, on Nintendo Switch controllers, normally you'd get:
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*
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* (Y)
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@@ -542,6 +550,14 @@ extern "C" {
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*/
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#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
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/**
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* \brief A variable containing a list of devices to ignore in SDL_hid_enumerate()
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*
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* For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
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* have the string "0x2563/0x0523,0x28de/0x0000"
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*/
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#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
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/**
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* \brief A variable controlling whether the idle timer is disabled on iOS.
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*
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@@ -564,9 +580,9 @@ extern "C" {
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*
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* The variable can be set to the following values:
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* "0" - SDL_TEXTEDITING events are sent, and it is the application's
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* responsibility to render the text from these events and
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* responsibility to render the text from these events and
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* differentiate it somehow from committed text. (default)
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* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
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* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
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* and text that is being composed will be rendered in its own UI.
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*/
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#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
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@@ -672,6 +688,17 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
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/**
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* \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
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*
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* This variable can be set to the following values:
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* "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
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* "1" - Left and right Joy-Con controllers will be in vertical mode
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*
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* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
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*
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@@ -705,6 +732,20 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
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/**
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* \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
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*
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* It is not possible to use this driver on Windows, due to limitations in the default drivers
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* installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
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/**
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* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
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*
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@@ -787,7 +828,7 @@ extern "C" {
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#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
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* \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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@@ -840,6 +881,26 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
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/**
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* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
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*
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* This variable can be set to the following values:
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* "0" - player LEDs are not enabled
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* "1" - player LEDs are enabled (the default)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
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*
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@@ -851,6 +912,59 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
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/**
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* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
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*
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* This variable can be set to the following values:
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* "0" - player LEDs are not enabled
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* "1" - player LEDs are enabled (the default)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
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/**
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* \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
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/**
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* \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
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*
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* This variable can be set to the following values:
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* "0" - home button LED is turned off
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* "1" - home button LED is turned on
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*
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* By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
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/**
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* \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
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*
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@@ -893,6 +1007,15 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
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/**
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* \brief A variable controlling whether Windows.Gaming.Input should be used for controller handling.
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*
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* This variable can be set to the following values:
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* "0" - WGI is not used
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* "1" - WGI is used (the default)
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*/
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#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
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/**
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* \brief Determines whether SDL enforces that DRM master is required in order
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* to initialize the KMSDRM video backend.
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@@ -1064,6 +1187,17 @@ extern "C" {
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*/
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#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
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/**
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* \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
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*
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* This variable can be set to the following values:
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* "0" - Relative mouse motion will be unscaled (the default)
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* "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
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*
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* If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
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*/
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#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
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/**
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* \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
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*
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@@ -1162,7 +1296,7 @@ extern "C" {
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* When polling for events, SDL_PumpEvents is used to gather new events from devices.
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* If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
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* become stuck until the new events stop.
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* This is most noticable when moving a high frequency mouse.
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* This is most noticeable when moving a high frequency mouse.
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*
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* By default, poll sentinels are enabled.
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*/
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@@ -1196,6 +1330,8 @@ extern "C" {
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*
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* This variable can be one of the following values:
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* "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
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*
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* Since SDL 2.0.22 this variable accepts a comma-separated list of values above.
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*/
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#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
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@@ -1338,6 +1474,28 @@ extern "C" {
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*/
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#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
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/**
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* \brief A variable controlling whether the Metal render driver select low power device over default one
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*
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* This variable can be set to the following values:
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* "0" - Use the prefered OS device
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* "1" - Select a low power one
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*
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* By default the prefered OS device is used.
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*/
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#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
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/**
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* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
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*
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* This variable can be set to the following values:
|
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* "0" - It will be using VSYNC as defined in the main flag. Default
|
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* "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
|
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*
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* By default SDL does not enable the automatic VSYNC
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*/
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#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
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/**
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* \brief A variable to control whether the return key on the soft keyboard
|
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* should hide the soft keyboard on Android and iOS.
|
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@@ -1370,7 +1528,7 @@ extern "C" {
|
||||
* disabled. You should use a string that describes what your program is doing
|
||||
* (and, therefore, why the screensaver is disabled). For example, "Playing a
|
||||
* game" or "Watching a video".
|
||||
*
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||||
*
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||||
* Setting this to "" or leaving it unset will have SDL use a reasonable
|
||||
* default: "Playing a game" or something similar.
|
||||
*
|
||||
@@ -1384,13 +1542,13 @@ extern "C" {
|
||||
* On some platforms, like Linux, a realtime priority thread may be subject to restrictions
|
||||
* that require special handling by the application. This hint exists to let SDL know that
|
||||
* the app is prepared to handle said restrictions.
|
||||
*
|
||||
*
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* 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
|
||||
@@ -1478,7 +1636,7 @@ extern "C" {
|
||||
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the screensaver is enabled.
|
||||
* \brief A variable controlling whether the screensaver is enabled.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable screensaver
|
||||
@@ -1491,7 +1649,7 @@ extern "C" {
|
||||
/**
|
||||
* \brief Tell the video driver that we only want a double buffer.
|
||||
*
|
||||
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
|
||||
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
|
||||
* wastes no CPU time on waiting for vsync after issuing a flip, but
|
||||
* introduces a frame of latency. On the other hand, using a double buffer
|
||||
* scheme instead is recommended for cases where low latency is an important
|
||||
@@ -1603,11 +1761,28 @@ extern "C" {
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
|
||||
|
||||
/**
|
||||
* \brief Enable or disable mouse pointer warp emulation, needed by some older games.
|
||||
*
|
||||
* When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
|
||||
* This is required for some older games (such as Source engine games), which warp the
|
||||
* mouse to the centre of the screen rather than using relative mouse motion. Note that
|
||||
* relative mouse mode may have different mouse acceleration behaviour than pointer warps.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - All mouse warps fail, as mouse warping is not available under wayland.
|
||||
* "1" - Some mouse warps will be emulated by forcing relative mouse mode.
|
||||
*
|
||||
* If not set, this is automatically enabled unless an application uses relative mouse
|
||||
* mode directly.
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
|
||||
|
||||
/**
|
||||
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
|
||||
*
|
||||
*
|
||||
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
|
||||
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
|
||||
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
|
||||
* created SDL_Window:
|
||||
*
|
||||
* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
|
||||
@@ -1673,13 +1848,13 @@ extern "C" {
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
|
||||
*
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
|
||||
* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
|
||||
*
|
||||
*
|
||||
* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
|
||||
*
|
||||
*
|
||||
*/
|
||||
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
|
||||
|
||||
@@ -1813,7 +1988,29 @@ extern "C" {
|
||||
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the windows message loop is processed by SDL
|
||||
* \brief Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
|
||||
*
|
||||
* If the mnemonics are enabled, then menus can be opened by pressing the Alt
|
||||
* key and the corresponding mnemonic (for example, Alt+F opens the File menu).
|
||||
* However, in case an invalid mnemonic is pressed, Windows makes an audible
|
||||
* beep to convey that nothing happened. This is true even if the window has
|
||||
* no menu at all!
|
||||
*
|
||||
* Because most SDL applications don't have menus, and some want to use the Alt
|
||||
* key for other purposes, SDL disables mnemonics (and the beeping) by default.
|
||||
*
|
||||
* Note: This also affects keyboard events: with mnemonics enabled, when a
|
||||
* menu is opened from the keyboard, you will not receive a KEYUP event for
|
||||
* the mnemonic key, and *might* not receive one for Alt.
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - Alt+mnemonic does nothing, no beeping. (default)
|
||||
* "1" - Alt+mnemonic opens menus, invalid mnemonics produce a beep.
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the windows message loop is processed by SDL
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - The window message loop is not run
|
||||
@@ -1854,7 +2051,7 @@ extern "C" {
|
||||
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
|
||||
|
||||
/**
|
||||
* \brief A variable to specify custom icon resource id from RC file on Windows platform
|
||||
* \brief A variable to specify custom icon resource id from RC file on Windows platform
|
||||
*/
|
||||
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
|
||||
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
|
||||
@@ -1893,16 +2090,16 @@ extern "C" {
|
||||
*
|
||||
* This hint must be set before initializing the video subsystem.
|
||||
*
|
||||
* The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
|
||||
* The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
|
||||
* a DPI scale factor.
|
||||
*
|
||||
*
|
||||
* This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
|
||||
* and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
|
||||
* even on high-DPI displays.
|
||||
*
|
||||
*
|
||||
* For more information, see:
|
||||
* https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
|
||||
*
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "" - Do not change the DPI awareness (default).
|
||||
* "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
|
||||
@@ -1920,16 +2117,16 @@ extern "C" {
|
||||
|
||||
/**
|
||||
* \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
|
||||
*
|
||||
*
|
||||
* This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
|
||||
* This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
|
||||
*
|
||||
*
|
||||
* e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
|
||||
* will create a window with an 800x600 client area (in pixels).
|
||||
*
|
||||
* Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
|
||||
* and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
|
||||
*
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
|
||||
* between monitors with different scale factors (unless this is performed by
|
||||
@@ -1940,7 +2137,7 @@ extern "C" {
|
||||
#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
||||
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
|
||||
@@ -1951,7 +2148,7 @@ extern "C" {
|
||||
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
|
||||
|
||||
/**
|
||||
* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
|
||||
* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called
|
||||
*
|
||||
* This variable can be set to the following values:
|
||||
* "0" - The window is activated when the SDL_ShowWindow function is called
|
||||
@@ -2314,6 +2511,21 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
|
||||
|
||||
/**
|
||||
* Reset all hints to the default values.
|
||||
*
|
||||
* This will reset all hints to the value of the associated environment
|
||||
* variable, or NULL if the environment isn't set. Callbacks will be called
|
||||
* normally with this change.
|
||||
*
|
||||
* \since This function is available since SDL 2.26.0.
|
||||
*
|
||||
* \sa SDL_GetHint
|
||||
* \sa SDL_SetHint
|
||||
* \sa SDL_ResetHint
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_ResetHints(void);
|
||||
|
||||
/**
|
||||
* Get the value of a hint.
|
||||
*
|
||||
@@ -2387,9 +2599,16 @@ extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
|
||||
/**
|
||||
* Clear all hints.
|
||||
*
|
||||
* This function is automatically called during SDL_Quit().
|
||||
* This function is automatically called during SDL_Quit(), and deletes all
|
||||
* callbacks without calling them and frees all memory associated with hints.
|
||||
* If you're calling this from application code you probably want to call
|
||||
* SDL_ResetHints() instead.
|
||||
*
|
||||
* This function will be removed from the API the next time we rev the ABI.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_ResetHints
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user