All Constants

Name Unit Description
AUDIO_F32 sdl2

< As above, but big-endian byte order *

AUDIO_F32LSB sdl2

float32 support

AUDIO_F32MSB sdl2

< 32-bit floating point samples *

AUDIO_S16 sdl2

 

AUDIO_S16LSB sdl2

< Unsigned 16-bit samples *

AUDIO_S16MSB sdl2

< As above, but big-endian byte order *

AUDIO_S32 sdl2

< As above, but big-endian byte order *

AUDIO_S32LSB sdl2

int32 support

AUDIO_S32MSB sdl2

< 32-bit integer samples *

AUDIO_S8 sdl2

< Unsigned 8-bit samples *

AUDIO_U16 sdl2

< As above, but big-endian byte order *

AUDIO_U16LSB sdl2

< Signed 8-bit samples *

AUDIO_U16MSB sdl2

< Signed 16-bit samples *

AUDIO_U8 sdl2

Audio format flags

Defaults to LSB byte order.

ERR_MAX_STRLEN sdl2

This file defines a structure that carries language-independent error messages

FPS_DEFAULT sdl2_gfx

! \brief Default rate of framerate controller in Hz (1/s).

FPS_LOWER_LIMIT sdl2_gfx

! \brief Lowest possible rate supported by framerate controller in Hz (1/s).

FPS_UPPER_LIMIT sdl2_gfx

! \brief Highest possible rate supported by framerate controller in Hz (1/s).

IMG_INIT_JPG sdl2_image

 

IMG_INIT_PNG sdl2_image

 

IMG_INIT_TIF sdl2_image

 

IMG_INIT_WEBP sdl2_image

 

INADDR_ANY sdl2_net

Resolve a host name and port to an IP address in network form. If the function succeeds, it will return 0. If the host couldn't be resolved, the host portion of the returned address will be INADDR_NONE, and the function will return -1. If 'host' is NULL, the resolved host will be set to INADDR_ANY.

INADDR_BROADCAST sdl2_net

 

INADDR_LOOPBACK sdl2_net

 

INADDR_NONE sdl2_net

 

KMOD_ALT sdl2

 

KMOD_CAPS sdl2

 

KMOD_CTRL sdl2

 

KMOD_GUI sdl2

 

KMOD_LALT sdl2

 

KMOD_LCTRL sdl2

 

KMOD_LGUI sdl2

 

KMOD_LSHIFT sdl2

 

KMOD_MODE sdl2

 

KMOD_NONE sdl2

 

KMOD_NUM sdl2

 

KMOD_RALT sdl2

 

KMOD_RCTRL sdl2

 

KMOD_RESERVED sdl2

 

KMOD_RGUI sdl2

 

KMOD_RSHIFT sdl2

 

KMOD_SCROLL sdl2

 

KMOD_SHIFT sdl2

 

MIX_CHANNELS sdl2_mixer

The default mixer has 8 simultaneous mixing channels *

MIX_CHANNEL_POST sdl2_mixer

Special Effects API by ryan c. gordon. (icculus@icculus.org) *

MIX_DEFAULT_CHANNELS sdl2_mixer

 

MIX_DEFAULT_FREQUENCY sdl2_mixer

Good default values for a PC soundcard *

MIX_EFFECTSMAXSPEED sdl2_mixer

 

MIX_INIT_FLAC sdl2_mixer

 

MIX_INIT_MID sdl2_mixer

 

MIX_INIT_MOD sdl2_mixer

 

MIX_INIT_MP3 sdl2_mixer

 

MIX_INIT_OGG sdl2_mixer

 

MIX_INIT_OPUS sdl2_mixer

 

MIX_MAJOR_VERSION sdl2_mixer

Backwards compatibility *

MIX_MAX_VOLUME sdl2_mixer

 

MIX_MINOR_VERSION sdl2_mixer

 

MIX_PATCHLEVEL sdl2_mixer

 

RW_SEEK_CUR sdl2

< Seek from the beginning of data *

RW_SEEK_END sdl2

< Seek relative to current read point *

RW_SEEK_SET sdl2

 

SDL2_GFXPRIMITIVES_MAJOR sdl2_gfx

—< SDL2_gfxPrimitives.h >—

SDL2_GFXPRIMITIVES_MICRO sdl2_gfx

 

SDL2_GFXPRIMITIVES_MINOR sdl2_gfx

 

SDLK_0 sdl2

 

SDLK_1 sdl2

 

SDLK_2 sdl2

 

SDLK_3 sdl2

 

SDLK_4 sdl2

 

SDLK_5 sdl2

 

SDLK_6 sdl2

 

SDLK_7 sdl2

 

SDLK_8 sdl2

 

SDLK_9 sdl2

 

SDLK_a sdl2

 

SDLK_AC_BACK sdl2

 

SDLK_AC_BOOKMARKS sdl2

 

SDLK_AC_FORWARD sdl2

 

SDLK_AC_HOME sdl2

 

SDLK_AC_REFRESH sdl2

 

SDLK_AC_SEARCH sdl2

 

SDLK_AC_STOP sdl2

 

SDLK_AGAIN sdl2

 

SDLK_ALTERASE sdl2

 

SDLK_AMPERSAND sdl2

 

SDLK_APP1 sdl2

 

SDLK_APP2 sdl2

 

SDLK_APPLICATION sdl2

 

SDLK_ASTERISK sdl2

 

SDLK_AT sdl2

 

SDLK_AUDIOFASTFORWARD sdl2

 

SDLK_AUDIOMUTE sdl2

 

SDLK_AUDIONEXT sdl2

 

SDLK_AUDIOPLAY sdl2

 

SDLK_AUDIOPREV sdl2

 

SDLK_AUDIOREWIND sdl2

 

SDLK_AUDIOSTOP sdl2

 

SDLK_b sdl2

 

SDLK_BACKQUOTE sdl2

 

SDLK_BACKSLASH sdl2

 

SDLK_BACKSPACE sdl2

C: '\x1B'

SDLK_BRIGHTNESSDOWN sdl2

 

SDLK_BRIGHTNESSUP sdl2

 

SDLK_c sdl2

 

SDLK_CALCULATOR sdl2

 

SDLK_CALL sdl2

 

SDLK_CANCEL sdl2

 

SDLK_CAPSLOCK sdl2

SDL2-for-Pascal: In C the following scancodes are or'd by a macro: SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK)

We convert the scancodes directly by: TSDL_KeyCode(X or SDLK_SCANCODE_MASK);

SDLK_CARET sdl2

 

SDLK_CLEAR sdl2

 

SDLK_CLEARAGAIN sdl2

 

SDLK_COLON sdl2

 

SDLK_COMMA sdl2

 

SDLK_COMPUTER sdl2

 

SDLK_COPY sdl2

 

SDLK_CRSEL sdl2

 

SDLK_CURRENCYSUBUNIT sdl2

 

SDLK_CURRENCYUNIT sdl2

 

SDLK_CUT sdl2

 

SDLK_d sdl2

 

SDLK_DECIMALSEPARATOR sdl2

 

SDLK_DELETE sdl2

 

SDLK_DISPLAYSWITCH sdl2

 

SDLK_DOLLAR sdl2

 

SDLK_DOWN sdl2

 

SDLK_e sdl2

 

SDLK_EJECT sdl2

 

SDLK_END sdl2

C: '\x7F'

SDLK_ENDCALL sdl2

 

SDLK_EQUALS sdl2

 

SDLK_ESCAPE sdl2

C: '\r'

SDLK_EXCLAIM sdl2

 

SDLK_EXECUTE sdl2

 

SDLK_EXSEL sdl2

 

SDLK_f sdl2

 

SDLK_F1 sdl2

 

SDLK_F10 sdl2

 

SDLK_F11 sdl2

 

SDLK_F12 sdl2

 

SDLK_F13 sdl2

 

SDLK_F14 sdl2

 

SDLK_F15 sdl2

 

SDLK_F16 sdl2

 

SDLK_F17 sdl2

 

SDLK_F18 sdl2

 

SDLK_F19 sdl2

 

SDLK_F2 sdl2

 

SDLK_F20 sdl2

 

SDLK_F21 sdl2

 

SDLK_F22 sdl2

 

SDLK_F23 sdl2

 

SDLK_F24 sdl2

 

SDLK_F3 sdl2

 

SDLK_F4 sdl2

 

SDLK_F5 sdl2

 

SDLK_F6 sdl2

 

SDLK_F7 sdl2

 

SDLK_F8 sdl2

 

SDLK_F9 sdl2

 

SDLK_FIND sdl2

 

SDLK_g sdl2

 

SDLK_GREATER sdl2

 

SDLK_h sdl2

 

SDLK_HASH sdl2

 

SDLK_HELP sdl2

 

SDLK_HOME sdl2

 

SDLK_i sdl2

 

SDLK_INSERT sdl2

 

SDLK_j sdl2

 

SDLK_k sdl2

 

SDLK_KBDILLUMDOWN sdl2

 

SDLK_KBDILLUMTOGGLE sdl2

 

SDLK_KBDILLUMUP sdl2

 

SDLK_KP_0 sdl2

 

SDLK_KP_00 sdl2

 

SDLK_KP_000 sdl2

 

SDLK_KP_1 sdl2

 

SDLK_KP_2 sdl2

 

SDLK_KP_3 sdl2

 

SDLK_KP_4 sdl2

 

SDLK_KP_5 sdl2

 

SDLK_KP_6 sdl2

 

SDLK_KP_7 sdl2

 

SDLK_KP_8 sdl2

 

SDLK_KP_9 sdl2

 

SDLK_KP_A sdl2

 

SDLK_KP_AMPERSAND sdl2

 

SDLK_KP_AT sdl2

 

SDLK_KP_B sdl2

 

SDLK_KP_BACKSPACE sdl2

 

SDLK_KP_BINARY sdl2

 

SDLK_KP_C sdl2

 

SDLK_KP_CLEAR sdl2

 

SDLK_KP_CLEARENTRY sdl2

 

SDLK_KP_COLON sdl2

 

SDLK_KP_COMMA sdl2

 

SDLK_KP_D sdl2

 

SDLK_KP_DBLAMPERSAND sdl2

 

SDLK_KP_DBLVERTICALBAR sdl2

 

SDLK_KP_DECIMAL sdl2

 

SDLK_KP_DIVIDE sdl2

 

SDLK_KP_E sdl2

 

SDLK_KP_ENTER sdl2

 

SDLK_KP_EQUALS sdl2

 

SDLK_KP_EQUALSAS400 sdl2

 

SDLK_KP_EXCLAM sdl2

 

SDLK_KP_F sdl2

 

SDLK_KP_GREATER sdl2

 

SDLK_KP_HASH sdl2

 

SDLK_KP_HEXADECIMAL sdl2

 

SDLK_KP_LEFTBRACE sdl2

 

SDLK_KP_LEFTPAREN sdl2

 

SDLK_KP_LESS sdl2

 

SDLK_KP_MEMADD sdl2

 

SDLK_KP_MEMCLEAR sdl2

 

SDLK_KP_MEMDIVIDE sdl2

 

SDLK_KP_MEMMULTIPLY sdl2

 

SDLK_KP_MEMRECALL sdl2

 

SDLK_KP_MEMSTORE sdl2

 

SDLK_KP_MEMSUBTRACT sdl2

 

SDLK_KP_MINUS sdl2

 

SDLK_KP_MULTIPLY sdl2

 

SDLK_KP_OCTAL sdl2

 

SDLK_KP_PERCENT sdl2

 

SDLK_KP_PERIOD sdl2

 

SDLK_KP_PLUS sdl2

 

SDLK_KP_PLUSMINUS sdl2

 

SDLK_KP_POWER sdl2

 

SDLK_KP_RIGHTBRACE sdl2

 

SDLK_KP_RIGHTPAREN sdl2

 

SDLK_KP_SPACE sdl2

 

SDLK_KP_TAB sdl2

 

SDLK_KP_VERTICALBAR sdl2

 

SDLK_KP_XOR sdl2

 

SDLK_l sdl2

 

SDLK_LALT sdl2

 

SDLK_LCTRL sdl2

 

SDLK_LEFT sdl2

 

SDLK_LEFTBRACKET sdl2

Skip uppercase letters

SDLK_LEFTPAREN sdl2

 

SDLK_LESS sdl2

 

SDLK_LGUI sdl2

 

SDLK_LSHIFT sdl2

 

SDLK_m sdl2

 

SDLK_MAIL sdl2

 

SDLK_MEDIASELECT sdl2

 

SDLK_MENU sdl2

 

SDLK_MINUS sdl2

 

SDLK_MODE sdl2

 

SDLK_MUTE sdl2

 

SDLK_n sdl2

 

SDLK_NUMLOCKCLEAR sdl2

 

SDLK_o sdl2

 

SDLK_OPER sdl2

 

SDLK_OUT sdl2

 

SDLK_p sdl2

 

SDLK_PAGEDOWN sdl2

 

SDLK_PAGEUP sdl2

 

SDLK_PASTE sdl2

 

SDLK_PAUSE sdl2

 

SDLK_PERCENT sdl2

 

SDLK_PERIOD sdl2

 

SDLK_PLUS sdl2

 

SDLK_POWER sdl2

 

SDLK_PRINTSCREEN sdl2

 

SDLK_PRIOR sdl2

 

SDLK_q sdl2

 

SDLK_QUESTION sdl2

 

SDLK_QUOTE sdl2

 

SDLK_QUOTEDBL sdl2

 

SDLK_r sdl2

 

SDLK_RALT sdl2

 

SDLK_RCTRL sdl2

 

SDLK_RETURN sdl2

 

SDLK_RETURN2 sdl2

 

SDLK_RGUI sdl2

 

SDLK_RIGHT sdl2

 

SDLK_RIGHTBRACKET sdl2

C: '\\'

SDLK_RIGHTPAREN sdl2

 

SDLK_RSHIFT sdl2

 

SDLK_s sdl2

 

SDLK_SCANCODE_MASK sdl2

 

SDLK_SCROLLLOCK sdl2

 

SDLK_SELECT sdl2

 

SDLK_SEMICOLON sdl2

 

SDLK_SEPARATOR sdl2

 

SDLK_SLASH sdl2

 

SDLK_SLEEP sdl2

 

SDLK_SOFTLEFT sdl2

 

SDLK_SOFTRIGHT sdl2

 

SDLK_SPACE sdl2

C: '\t'

SDLK_STOP sdl2

 

SDLK_SYSREQ sdl2

 

SDLK_t sdl2

 

SDLK_TAB sdl2

C: '\b'

SDLK_THOUSANDSSEPARATOR sdl2

 

SDLK_u sdl2

 

SDLK_UNDERSCORE sdl2

 

SDLK_UNDO sdl2

 

SDLK_UNKNOWN sdl2

#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) SDL2-for-Pascal: Not translated, see comment about this macro below.

SDLK_UP sdl2

 

SDLK_v sdl2

 

SDLK_VOLUMEDOWN sdl2

 

SDLK_VOLUMEUP sdl2

 

SDLK_w sdl2

 

SDLK_WWW sdl2

 

SDLK_x sdl2

 

SDLK_y sdl2

 

SDLK_z sdl2

 

SDLNET_MAX_UDPADDRESSES sdl2_net

The maximum addresses bound to a single UDP socket channel *

SDLNET_MAX_UDPCHANNELS sdl2_net

The maximum channels on a a UDP socket *

SDL_ADDEVENT sdl2

 

SDL_ALPHA_OPAQUE sdl2

Transparency definitions

These define alpha as the opacity of a surface.

SDL_ALPHA_TRANSPARENT sdl2

 

SDL_APP_DIDENTERBACKGROUND sdl2

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_DIDENTERFOREGROUND sdl2

The application is now interactive. * Called on iOS in applicationDidBecomeActive() * Called on Android in onResume() *

SDL_APP_LOWMEMORY sdl2

The application is low on memory, free memory if possible. * Called on iOS in applicationDidReceiveMemoryWarning() * Called on Android in onLowMemory() *

SDL_APP_TERMINATING sdl2

The application is being terminated by the OS. * Called on iOS in applicationWillTerminate() * Called on Android in onDestroy() *

SDL_APP_WILLENTERBACKGROUND sdl2

The application is about to enter the background. * Called on iOS in applicationWillResignActive() * Called on Android in onPause() *

SDL_APP_WILLENTERFOREGROUND sdl2

The application is about to enter the foreground. * Called on iOS in applicationWillEnterForeground() * Called on Android in onResume() *

SDL_ARRAYORDER_ABGR sdl2

 

SDL_ARRAYORDER_ARGB sdl2

 

SDL_ARRAYORDER_BGR sdl2

 

SDL_ARRAYORDER_BGRA sdl2

 

SDL_ARRAYORDER_NONE sdl2

 

SDL_ARRAYORDER_RGB sdl2

 

SDL_ARRAYORDER_RGBA sdl2

 

SDL_AUDIOCVT_MAX_FILTERS sdl2

\brief Upper limit of filters in SDL_AudioCVT

The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, one of which is the terminating NULL pointer.

SDL_AUDIODEVICEADDED sdl2

Audio hotplug events

SDL_AUDIODEVICEREMOVED sdl2

A new audio device is available

SDL_AUDIO_ALLOW_ANY_CHANGE sdl2

 

SDL_AUDIO_ALLOW_CHANNELS_CHANGE sdl2

 

SDL_AUDIO_ALLOW_FORMAT_CHANGE sdl2

 

SDL_AUDIO_ALLOW_FREQUENCY_CHANGE sdl2

Allow change flags

Which audio format changes are allowed when opening a device.

SDL_AUDIO_MASK_BITSIZE sdl2

Audio flags

SDL_AUDIO_MASK_DATATYPE sdl2

 

SDL_AUDIO_MASK_ENDIAN sdl2

 

SDL_AUDIO_MASK_SIGNED sdl2

 

SDL_AUDIO_PAUSED sdl2

 

SDL_AUDIO_PLAYING sdl2

 

SDL_AUDIO_STOPPED sdl2

 

SDL_BITMAPORDER_1234 sdl2

 

SDL_BITMAPORDER_4321 sdl2

 

SDL_BITMAPORDER_NONE sdl2

 

SDL_BLENDFACTOR_DST_ALPHA sdl2

< 1-dstR, 1-dstG, 1-dstB, 1-dstA *

SDL_BLENDFACTOR_DST_COLOR sdl2

< 1-srcA, 1-srcA, 1-srcA, 1-srcA *

SDL_BLENDFACTOR_ONE sdl2

< 0, 0, 0, 0 *

SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA sdl2

< dstA, dstA, dstA, dstA *

SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR sdl2

< dstR, dstG, dstB, dstA *

SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA sdl2

< srcA, srcA, srcA, srcA *

SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR sdl2

< srcR, srcG, srcB, srcA *

SDL_BLENDFACTOR_SRC_ALPHA sdl2

< 1-srcR, 1-srcG, 1-srcB, 1-srcA *

SDL_BLENDFACTOR_SRC_COLOR sdl2

< 1, 1, 1, 1 *

SDL_BLENDFACTOR_ZERO sdl2

 

SDL_BLENDMODE_ADD sdl2

< alpha blending dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA)) *

SDL_BLENDMODE_BLEND sdl2

< no blending dstRGBA = srcRGBA *

SDL_BLENDMODE_INVALID sdl2

< color multiply dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = (srcA * dstA) + (dstA * (1-srcA)) *

SDL_BLENDMODE_MOD sdl2

< additive blending dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA *

SDL_BLENDMODE_MUL sdl2

< color modulate dstRGB = srcRGB * dstRGB dstA = dstA *

SDL_BLENDMODE_NONE sdl2

 

SDL_BLENDOPERATION_ADD sdl2

 

SDL_BLENDOPERATION_MAXIMUM sdl2

< min(dst, src) : supported by D3D11 *

SDL_BLENDOPERATION_MINIMUM sdl2

< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES

SDL_BLENDOPERATION_REV_SUBTRACT sdl2

< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES

SDL_BLENDOPERATION_SUBTRACT sdl2

< dst + src: supported by all renderers *

SDL_BUTTON_LEFT sdl2

 

SDL_BUTTON_LMASK sdl2

Pascal Conv.: For better performance instead of using the SDL_Button(X) macro, the following defines are implemented directly.

SDL_BUTTON_MIDDLE sdl2

 

SDL_BUTTON_MMASK sdl2

 

SDL_BUTTON_RIGHT sdl2

 

SDL_BUTTON_RMASK sdl2

 

SDL_BUTTON_X1 sdl2

 

SDL_BUTTON_X1MASK sdl2

 

SDL_BUTTON_X2 sdl2

 

SDL_BUTTON_X2MASK sdl2

 

SDL_CACHELINE_SIZE sdl2

This is a guess for the cacheline size used for padding. Most x86 processors have a 64 byte cache line. The 64-bit PowerPC processors have a 128 byte cache line. We'll use the larger value to be generally safe.

SDL_CLIPBOARDUPDATE sdl2

Clipboard events

SDL_COMMONEVENT sdl2

Unused (do not remove) (needed in pascal?)

SDL_CONTROLLERAXISMOTION sdl2

Game controller events

SDL_CONTROLLERBUTTONDOWN sdl2

Game controller axis motion

SDL_CONTROLLERBUTTONUP sdl2

Game controller button pressed

SDL_CONTROLLERDEVICEADDED sdl2

Game controller button released

SDL_CONTROLLERDEVICEREMAPPED sdl2

An opened Game controller has been removed

SDL_CONTROLLERDEVICEREMOVED sdl2

A new Game controller has been inserted into the system

SDL_CONTROLLERSENSORUPDATE sdl2

Game controller touchpad finger was lifted

SDL_CONTROLLERTOUCHPADDOWN sdl2

The controller mapping was updated

SDL_CONTROLLERTOUCHPADMOTION sdl2

Game controller touchpad was touched

SDL_CONTROLLERTOUCHPADUP sdl2

Game controller touchpad finger was moved

SDL_CONTROLLER_AXIS_INVALID sdl2

 

SDL_CONTROLLER_AXIS_LEFTX sdl2

 

SDL_CONTROLLER_AXIS_LEFTY sdl2

 

SDL_CONTROLLER_AXIS_MAX sdl2

 

SDL_CONTROLLER_AXIS_RIGHTX sdl2

 

SDL_CONTROLLER_AXIS_RIGHTY sdl2

 

SDL_CONTROLLER_AXIS_TRIGGERLEFT sdl2

 

SDL_CONTROLLER_AXIS_TRIGGERRIGHT sdl2

 

SDL_CONTROLLER_BINDTYPE_AXIS sdl2

 

SDL_CONTROLLER_BINDTYPE_BUTTON sdl2

 

SDL_CONTROLLER_BINDTYPE_HAT sdl2

 

SDL_CONTROLLER_BINDTYPE_NONE sdl2

 

SDL_CONTROLLER_BUTTON_A sdl2

 

SDL_CONTROLLER_BUTTON_B sdl2

 

SDL_CONTROLLER_BUTTON_BACK sdl2

 

SDL_CONTROLLER_BUTTON_DPAD_DOWN sdl2

 

SDL_CONTROLLER_BUTTON_DPAD_LEFT sdl2

 

SDL_CONTROLLER_BUTTON_DPAD_RIGHT sdl2

 

SDL_CONTROLLER_BUTTON_DPAD_UP sdl2

 

SDL_CONTROLLER_BUTTON_GUIDE sdl2

 

SDL_CONTROLLER_BUTTON_INVALID sdl2

 

SDL_CONTROLLER_BUTTON_LEFTSHOULDER sdl2

 

SDL_CONTROLLER_BUTTON_LEFTSTICK sdl2

 

SDL_CONTROLLER_BUTTON_MAX sdl2

< PS4/PS5 touchpad button *

SDL_CONTROLLER_BUTTON_MISC1 sdl2

 

SDL_CONTROLLER_BUTTON_PADDLE1 sdl2

< Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button *

SDL_CONTROLLER_BUTTON_PADDLE2 sdl2

< Xbox Elite paddle P1 *

SDL_CONTROLLER_BUTTON_PADDLE3 sdl2

< Xbox Elite paddle P3 *

SDL_CONTROLLER_BUTTON_PADDLE4 sdl2

< Xbox Elite paddle P2 *

SDL_CONTROLLER_BUTTON_RIGHTSHOULDER sdl2

 

SDL_CONTROLLER_BUTTON_RIGHTSTICK sdl2

 

SDL_CONTROLLER_BUTTON_START sdl2

 

SDL_CONTROLLER_BUTTON_TOUCHPAD sdl2

< Xbox Elite paddle P4 *

SDL_CONTROLLER_BUTTON_X sdl2

 

SDL_CONTROLLER_BUTTON_Y sdl2

 

SDL_CONTROLLER_TYPE_AMAZON_LUNA sdl2

 

SDL_CONTROLLER_TYPE_GOOGLE_STADIA sdl2

 

SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT sdl2

 

SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR sdl2

 

SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT sdl2

 

SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO sdl2

 

SDL_CONTROLLER_TYPE_NVIDIA_SHIELD sdl2

 

SDL_CONTROLLER_TYPE_PS3 sdl2

 

SDL_CONTROLLER_TYPE_PS4 sdl2

 

SDL_CONTROLLER_TYPE_PS5 sdl2

 

SDL_CONTROLLER_TYPE_UNKNOWN sdl2

 

SDL_CONTROLLER_TYPE_VIRTUAL sdl2

 

SDL_CONTROLLER_TYPE_XBOX360 sdl2

 

SDL_CONTROLLER_TYPE_XBOXONE sdl2

 

SDL_DISABLE sdl2

 

SDL_DISPLAYEVENT sdl2

Display events

SDL_DISPLAYEVENT_CONNECTED sdl2

< Display orientation has changed to data1 *

SDL_DISPLAYEVENT_DISCONNECTED sdl2

< Display has been added to the system *

SDL_DISPLAYEVENT_NONE sdl2

 

SDL_DISPLAYEVENT_ORIENTATION sdl2

< Never used *

SDL_DOLLARGESTURE sdl2

Gesture events

SDL_DOLLARRECORD sdl2

 

SDL_DONTFREE sdl2

< Surface is RLE encoded *

SDL_DROPBEGIN sdl2

text/plain drag-and-drop event

SDL_DROPCOMPLETE sdl2

A new set of drops is beginning (NULL filename)

SDL_DROPFILE sdl2

Drag and drop events

SDL_DROPTEXT sdl2

The system requests a file open

SDL_ENABLE sdl2

 

SDL_FALSE sdl2

 

SDL_FINGERDOWN sdl2

Touch events

SDL_FINGERMOTION sdl2

 

SDL_FINGERUP sdl2

 

SDL_FIRSTEVENT sdl2

 

SDL_FLASH_BRIEFLY sdl2

< Cancel any window flash state *

SDL_FLASH_CANCEL sdl2

 

SDL_FLASH_UNTIL_FOCUSED sdl2

< Flash the window briefly to get attention *

SDL_FLIP_HORIZONTAL sdl2

< Do not flip *

SDL_FLIP_NONE sdl2

Flip constants for SDL_RenderCopyEx

SDL_FLIP_VERTICAL sdl2

< flip horizontally *

SDL_FLT_EPSILON sdl2

 

SDL_GETEVENT sdl2

 

SDL_GL_ACCELERATED_VISUAL sdl2

 

SDL_GL_ACCUM_ALPHA_SIZE sdl2

 

SDL_GL_ACCUM_BLUE_SIZE sdl2

 

SDL_GL_ACCUM_GREEN_SIZE sdl2

 

SDL_GL_ACCUM_RED_SIZE sdl2

 

SDL_GL_ALPHA_SIZE sdl2

 

SDL_GL_BLUE_SIZE sdl2

 

SDL_GL_BUFFER_SIZE sdl2

 

SDL_GL_CONTEXT_DEBUG_FLAG sdl2

 

SDL_GL_CONTEXT_EGL sdl2

 

SDL_GL_CONTEXT_FLAGS sdl2

 

SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG sdl2

 

SDL_GL_CONTEXT_MAJOR_VERSION sdl2

 

SDL_GL_CONTEXT_MINOR_VERSION sdl2

 

SDL_GL_CONTEXT_NO_ERROR sdl2

 

SDL_GL_CONTEXT_PROFILE_COMPATIBILITY sdl2

 

SDL_GL_CONTEXT_PROFILE_CORE sdl2

 

SDL_GL_CONTEXT_PROFILE_ES sdl2

 

SDL_GL_CONTEXT_PROFILE_MASK sdl2

 

SDL_GL_CONTEXT_RELEASE_BEHAVIOR sdl2

 

SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH sdl2

 

SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE sdl2

 

SDL_GL_CONTEXT_RESET_ISOLATION_FLAG sdl2

 

SDL_GL_CONTEXT_RESET_LOSE_CONTEXT sdl2

 

SDL_GL_CONTEXT_RESET_NOTIFICATION sdl2

 

SDL_GL_CONTEXT_RESET_NO_NOTIFICATION sdl2

 

SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG sdl2

 

SDL_GL_DEPTH_SIZE sdl2

 

SDL_GL_DOUBLEBUFFER sdl2

 

SDL_GL_FLOATBUFFERS sdl2

 

SDL_GL_FRAMEBUFFER_SRGB_CAPABLE sdl2

 

SDL_GL_GREEN_SIZE sdl2

 

SDL_GL_MULTISAMPLEBUFFERS sdl2

 

SDL_GL_MULTISAMPLESAMPLES sdl2

 

SDL_GL_RED_SIZE sdl2

 

SDL_GL_RETAINED_BACKING sdl2

 

SDL_GL_SHARE_WITH_CURRENT_CONTEXT sdl2

 

SDL_GL_STENCIL_SIZE sdl2

 

SDL_GL_STEREO sdl2

 

SDL_HAPTIC_AUTOCENTER sdl2

Device can set autocenter.

Device supports setting autocenter.

SDL_HapticSetAutocenter

SDL_HAPTIC_CARTESIAN sdl2

Uses cartesian coordinates for the direction.

SDL_HapticDirection

SDL_HAPTIC_CONSTANT sdl2

Constant effect supported.

Constant haptic effect.

SDL_HapticCondition

SDL_HAPTIC_CUSTOM sdl2

Custom effect is supported.

User defined custom haptic effect.

SDL_HAPTIC_DAMPER sdl2

Damper effect supported - uses axes velocity.

Condition haptic effect that simulates dampening. Effect is based on the axes velocity.

SDL_HapticCondition

SDL_HAPTIC_FRICTION sdl2

Friction effect supported - uses axes movement.

Condition haptic effect that simulates friction. Effect is based on the axes movement.

SDL_HapticCondition

SDL_HAPTIC_GAIN sdl2

Device can set global gain.

Device supports setting the global gain.

SDL_HapticSetGain

SDL_HAPTIC_INERTIA sdl2

Inertia effect supported - uses axes acceleration.

Condition haptic effect that simulates inertia. Effect is based on the axes acceleration.

SDL_HapticCondition

SDL_HAPTIC_INFINITY sdl2

Used to play a device an infinite number of times.

SDL_HapticRunEffect

SDL_HAPTIC_LEFTRIGHT sdl2

Square wave effect supported.

Periodic haptic effect that simulates square waves.

SDL_HapticPeriodic

SDL_HAPTIC_PAUSE sdl2

Device can be paused.

SDL_HapticPause SDL_HapticUnpause

SDL_HAPTIC_POLAR sdl2

Uses polar coordinates for the direction.

SDL_HapticDirection

SDL_HAPTIC_RAMP sdl2

Ramp effect supported.

Ramp haptic effect.

SDL_HapticRamp

SDL_HAPTIC_SAWTOOTHDOWN sdl2

Sawtoothdown wave effect supported.

Periodic haptic effect that simulates saw tooth down waves.

SDL_HapticPeriodic

SDL_HAPTIC_SAWTOOTHUP sdl2

Sawtoothup wave effect supported.

Periodic haptic effect that simulates saw tooth up waves.

SDL_HapticPeriodic

SDL_HAPTIC_SINE sdl2

Sine wave effect supported.

Periodic haptic effect that simulates sine waves.

SDL_HapticPeriodic

SDL_HAPTIC_SPHERICAL sdl2

Uses spherical coordinates for the direction.

SDL_HapticDirection

SDL_HAPTIC_SPRING sdl2

Spring effect supported - uses axes position.

Condition haptic effect that simulates a spring. Effect is based on the axes position.

SDL_HapticCondition

SDL_HAPTIC_SQUARE sdl2

#define SDL_HAPTIC_SQUARE (1<<2)

SDL_HAPTIC_STATUS sdl2

Device can be queried for effect status.

Device can be queried for effect status.

SDL_HapticGetEffectStatus

SDL_HAPTIC_STEERING_AXIS sdl2

\brief 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. \sa SDL_HapticDirection

SDL_HAPTIC_TRIANGLE sdl2

Triangle wave effect supported.

Periodic haptic effect that simulates triangular waves.

SDL_HapticPeriodic

SDL_HAT_CENTERED sdl2

Hat positions

SDL_HAT_DOWN sdl2

 

SDL_HAT_LEFT sdl2

 

SDL_HAT_LEFTDOWN sdl2

 

SDL_HAT_LEFTUP sdl2

 

SDL_HAT_RIGHT sdl2

 

SDL_HAT_RIGHTDOWN sdl2

 

SDL_HAT_RIGHTUP sdl2

 

SDL_HAT_UP sdl2

 

SDL_HINT_ACCELEROMETER_AS_JOYSTICK sdl2

/** \brief A variable controlling whether the Android / iOS built-in accelerometer should be listed as a joystick device, rather than listing actual joysticks only.

This variable can be set to the following values: "0" - List only real joysticks and accept input from them "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default). /

SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED sdl2

/** \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.

By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed and your window is full-screen. This prevents the user from getting stuck in your application if you've enabled keyboard grab.

The variable can be set to the following values: "0" - SDL will not handle Alt+Tab. Your application is responsible for handling Alt+Tab while the keyboard is grabbed. "1" - SDL will minimize your window when Alt+Tab is pressed (default) /

SDL_HINT_ALLOW_TOPMOST sdl2

/** \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it. This is a debugging aid for developers and not expected to be used by end users. The default is "1"

This variable can be set to the following values: "0" - don't allow topmost "1" - allow topmost /

SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION sdl2

/** \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.

Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.

If both hints were set then SDL_RWFromFile() will look into expansion files after a given relative path was not found in the internal storage and assets.

By default this hint is not set and the APK expansion files are not searched. /

SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION sdl2

/** \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.

Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.

If both hints were set then SDL_RWFromFile() will look into expansion files after a given relative path was not found in the internal storage and assets.

By default this hint is not set and the APK expansion files are not searched. /

SDL_HINT_ANDROID_BLOCK_ON_PAUSE sdl2

/** \brief A variable to control whether the event loop will block itself when the app is paused.

The variable can be set to the following values: "0" - Non blocking. "1" - Blocking. (default)

The value should be set before SDL is initialized. /

SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO sdl2

/** \brief A variable to control whether SDL will pause audio in background (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")

The variable can be set to the following values: "0" - Non paused. "1" - Paused. (default)

The value should be set before SDL is initialized. /

SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH sdl2

/** \brief A variable to control whether mouse and touch events are to be treated together or separately

The variable can be set to the following values: "0" - Mouse events will be handled as touch events, and touch will raise fake mouse events. This is the behaviour of SDL <= 2.0.3. (default) "1" - Mouse events will be handled separately from pure touch events.

NOTE: This hint is no longer supported on SDL >= 2.0.10. Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS for generating synthetic touch/mouse events. /

SDL_HINT_ANDROID_TRAP_BACK_BUTTON sdl2

/** \brief 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. /

SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS sdl2

/** \brief A variable controlling whether controllers used with the Apple TV generate UI events.

When UI events are generated by controller input, the app will be backgrounded when the Apple TV remote's menu button is pressed, and when the pause or B buttons on gamepads are pressed.

More information about properly making use of controllers for the Apple TV can be found here: https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/

This variable can be set to the following values: "0" - Controller input does not generate UI events (the default). "1" - Controller input generates UI events. /

SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION sdl2

/** \brief A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote.

This variable can be set to the following values: "0" - Remote orientation does not affect joystick axes (the default). "1" - Joystick axes are based on the orientation of the remote. /

SDL_HINT_APP_NAME sdl2

\brief Specify an application name.

This hint lets you specify the application name sent to the OS when required. For example, this will often appear in volume control applets for audio streams, and in lists of applications which are inhibiting the screensaver. You should use a string that describes your program ("My Game 2: The Revenge")

Setting this to "" or leaving it unset will have SDL use a reasonable default: probably the application's name or "SDL Application" if SDL doesn't have any better information.

Note that, for audio streams, this can be overridden with SDL_HINT_AUDIO_DEVICE_APP_NAME.

On targets where this is not supported, this hint does nothing.

SDL_HINT_AUDIODRIVER sdl2

\brief A variable that decides what audio backend to use.

By default, SDL will try all available audio backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "alsa" if, say, you are on PulseAudio but want to try talking to the lower level instead.

This functionality has existed since SDL 2.0.0 (indeed, before that) but before 2.0.22 this was an environment variable only. In 2.0.22, it was upgraded to a full SDL hint, so you can set the environment variable as usual or programatically set the hint with SDL_SetHint, which won't propagate to child processes.

The default value is unset, in which case SDL will try to figure out the best audio backend on your behalf. This hint needs to be set before SDL_Init() is called to be useful.

This hint is available since SDL 2.0.22. Before then, you could set the environment variable to get the same effect.

SDL_HINT_AUDIO_CATEGORY sdl2

/** \brief 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_AUDIO_DEVICE_APP_NAME sdl2

/** \brief Specify an application name for an audio device.

Some audio backends (such as PulseAudio) allow you to describe your audio stream. Among other things, this description might show up in a system control panel that lets the user adjust the volume on specific audio streams instead of using one giant master volume slider.

This hints lets you transmit that information to the OS. The contents of this hint are used while opening an audio device. You should use a string that describes your program ("My Game 2: The Revenge")

Setting this to "" or leaving it unset will have SDL use a reasonable default: this will be the name set with SDL_HINT_APP_NAME, if that hint is set. Otherwise, it'll probably the application's name or "SDL Application" if SDL doesn't have any better information.

On targets where this is not supported, this hint does nothing.

SDL_HINT_AUDIO_DEVICE_STREAM_NAME sdl2

/** \brief 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 sdl2

/** \brief 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_AUDIO_INCLUDE_MONITORS sdl2

/** \brief A variable that causes SDL to not ignore audio "monitors"

This is currently only used for PulseAudio and ignored elsewhere.

By default, SDL ignores audio devices that aren't associated with physical hardware. Changing this hint to "1" will expose anything SDL sees that appears to be an audio source or sink. This will add "devices" to the list that the user probably doesn't want or need, but it can be useful in scenarios where you want to hook up SDL to some sort of virtual device, etc.

The default value is "0". This hint must be set before SDL_Init().

This hint is available since SDL 2.0.16. Before then, virtual devices are always ignored. /

SDL_HINT_AUDIO_RESAMPLING_MODE sdl2

/** \brief 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:

"0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) "1" or "fast" - Use fast, slightly higher quality resampling, if available "2" or "medium" - Use medium quality resampling, if available "3" or "best" - Use high quality resampling, if available /

SDL_HINT_AUTO_UPDATE_JOYSTICKS sdl2

\brief 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 sdl2

/** \brief 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_BMP_SAVE_LEGACY_FORMAT sdl2

/** \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.

The bitmap header version 4 is required for proper alpha channel support and SDL will use it when required. Should this not be desired, this hint can force the use of the 40 byte header version which is supported everywhere.

The variable can be set to the following values: "0" - Surfaces with a colorkey or an alpha channel are saved to a 32-bit BMP file with an alpha mask. SDL will use the bitmap header version 4 and set the alpha mask accordingly. "1" - Surfaces with a colorkey or an alpha channel are saved to a 32-bit BMP file without an alpha mask. The alpha channel data will be in the file, but applications are going to ignore it.

The default value is "0". /

SDL_HINT_DEFAULT sdl2

 

SDL_HINT_DIRECTINPUT_ENABLED sdl2

\brief A variable that lets you disable the detection and use of DirectInput gamepad devices

The variable can be set to the following values: "0" - Disable DirectInput detection (only uses XInput) "1" - Enable DirectInput detection (the default)

SDL_HINT_DISPLAY_USABLE_BOUNDS sdl2

/** \brief 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_EMSCRIPTEN_ASYNCIFY sdl2

/** \brief Disable giving back control to the browser automatically when running with asyncify

With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations such as refreshing the screen or polling events.

This hint only applies to the emscripten platform

The variable can be set to the following values: "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) "1" - Enable emscripten_sleep calls (the default) /

SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT sdl2

/** \brief override the binding element for keyboard inputs for Emscripten builds

This hint only applies to the emscripten platform

The variable can be one of "#window" - The javascript window object (this is the default) "#document" - The javascript document object "#screen" - the javascript window.screen object "#canvas" - the WebGL canvas element any other string without a leading # sign applies to the element on the page with that ID. /

SDL_HINT_ENABLE_STEAM_CONTROLLERS sdl2

/** \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs

The variable can be set to the following values: "0" - Do not scan for Steam Controllers "1" - Scan for Steam Controllers (the default)

The default value is "1". This hint must be set before initializing the joystick subsystem. /

SDL_HINT_EVENT_LOGGING sdl2

/** \brief 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 maybe OutputDebugString() on Windows, and can be funneled by the app with SDL_LogSetOutputFunction(), etc.

This hint can be toggled on and off at runtime, if you only need to log events for a small subset of program execution. /

SDL_HINT_FORCE_RAISEWINDOW sdl2

\brief A variable controlling whether raising the window should be done more forcefully

This variable can be set to the following values: "0" - No forcing (the default) "1" - Extra level of forcing

At present, this is only an issue under MS Windows, which makes it nearly impossible to programmatically move a window to the foreground, for "security" reasons. See http://stackoverflow.com/a/34414846 for a discussion.

SDL_HINT_FRAMEBUFFER_ACCELERATION sdl2

/** \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.

SDL can try to accelerate the SDL screen surface by using streaming textures with a 3D rendering engine. This variable controls whether and how this is done.

This variable can be set to the following values: "0" - Disable 3D acceleration "1" - Enable 3D acceleration, using the default renderer. "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)

By default SDL tries to make a best guess for each platform whether to use acceleration or not. /

SDL_HINT_GAMECONTROLLERCONFIG sdl2

/** \brief A variable that lets you manually hint extra gamecontroller db entries

The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h

This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() /

SDL_HINT_GAMECONTROLLERCONFIG_FILE sdl2

/** \brief A variable that lets you provide a file with extra gamecontroller db entries.

The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h

This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() /

SDL_HINT_GAMECONTROLLERTYPE sdl2

/** \brief 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_GAMECONTROLLER_IGNORE_DEVICES sdl2

/** \brief 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 sdl2

/** \brief 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 sdl2

/** \brief 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_GRAB_KEYBOARD sdl2

/** \brief A variable controlling whether grabbing input grabs the keyboard

This variable can be set to the following values: "0" - Grab will affect only the mouse "1" - Grab will affect mouse and keyboard

By default SDL will not grab the keyboard so system shortcuts still work. /

SDL_HINT_HIDAPI_IGNORE_DEVICES sdl2

\brief A variable containing a list of devices to ignore in SDL_hid_enumerate()

For example, to ignore the Shanwan DS3 controller and any Valve controller, you might have the string "0x2563/0x0523,0x28de/0x0000".

This hint is available since SDL 2.26.0.

SDL_HINT_IDLE_TIMER_DISABLED sdl2

/** \brief A variable controlling whether the idle timer is disabled on iOS.

When an iOS app does not receive touches for some time, the screen is dimmed automatically. For games where the accelerometer is the only input this is problematic. This functionality can be disabled by setting this hint.

As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() accomplish the same thing on iOS. They should be preferred over this hint.

This variable can be set to the following values: "0" - Enable idle timer "1" - Disable idle timer /

SDL_HINT_IME_INTERNAL_EDITING sdl2

/** \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.

The variable can be set to the following values: "0" - SDL_TEXTEDITING events are sent, and it is the application's responsibility to render the text from these events and differentiate it somehow from committed text. (default) "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, and text that is being composed will be rendered in its own UI. /

SDL_HINT_IME_SHOW_UI sdl2

/** \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.

The variable can be set to the following values: "0" - Native UI components are not display. (default) "1" - Native UI components are displayed. /

SDL_HINT_IME_SUPPORT_EXTENDED_TEXT sdl2

\brief A variable to control if extended IME text support is enabled. If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise. Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.

The variable can be set to the following values: "0" - Legacy behavior. Text can be truncated, no heap allocations. (default) "1" - Modern behavior.

SDL_HINT_IOS_HIDE_HOME_INDICATOR sdl2

/** \brief 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_JOYSTICK_ALLOW_BACKGROUND_EVENTS sdl2

/** \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.

The variable can be set to the following values: "0" - Disable joystick & gamecontroller input events when the application is in the background. "1" - Enable joystick & gamecontroller input events when the application is in the backgroumd.

The default value is "0". This hint may be set at any time. /

SDL_HINT_JOYSTICK_DEVICE sdl2

/** \brief A comma separated list of devices to open as joysticks

This variable is currently only used by the Linux joystick driver.

SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE sdl2

\brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2) this is useful for applications that need full compatibility for things like ADSR envelopes. Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0" Rumble is both at any arbitrary value, StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"

This variable can be set to the following values: "0" - Normal rumble behavior is behavior is used (default) "1" - Proper GameCube controller rumble behavior is used

SDL_HINT_JOYSTICK_HIDAPI sdl2

/** \brief 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_COMBINE_JOY_CONS sdl2

\brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver

This variable can be set to the following values: "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)

SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE sdl2

/** \brief 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_JOYSTICK_HIDAPI_JOYCON_HOME_LED sdl2

\brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened

This variable can be set to the following values: "0" - home button LED is turned off "1" - home button LED is turned on

By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.

SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS sdl2

/** \brief 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 (the 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_LUNA sdl2

/** \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

The default is the value of SDL_HINT_JOYSTICK_HIDAPI /

SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC sdl2

\brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

The default is the value of SDL_HINT_JOYSTICK_HIDAPI

SDL_HINT_JOYSTICK_HIDAPI_PS3 sdl2

\brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.

It is not possible to use this driver on Windows, due to limitations in the default drivers installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.

This hint is available since SDL 2.26.0.

SDL_HINT_JOYSTICK_HIDAPI_PS4 sdl2

/** \brief 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 sdl2

/** \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.

This variable can be set to the following values: "0" - extended reports are not enabled (the default) "1" - extended reports

Extended input reports allow rumble on Bluetooth PS4 controllers, but break DirectInput handling for applications that don't use SDL.

Once extended reports are enabled, they can not be disabled without power cycling the controller.

For compatibility with applications written for versions of SDL prior to the introduction of PS5 controller support, this value will also control the state of extended reports on PS5 controllers when the SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. /

SDL_HINT_JOYSTICK_HIDAPI_PS5 sdl2

/** \brief 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_PLAYER_LED sdl2

/** \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.

This variable can be set to the following values: "0" - player LEDs are not enabled "1" - player LEDs are enabled (the default) /

SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE sdl2

/** \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.

This variable can be set to the following values: "0" - extended reports are not enabled (the default) "1" - extended reports

Extended input reports allow rumble on Bluetooth PS5 controllers, but break DirectInput handling for applications that don't use SDL.

Once extended reports are enabled, they can not be disabled without power cycling the controller.

For compatibility with applications written for versions of SDL prior to the introduction of PS5 controller support, this value defaults to the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. /

SDL_HINT_JOYSTICK_HIDAPI_SHIELD sdl2

\brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

The default is the value of SDL_HINT_JOYSTICK_HIDAPI

SDL_HINT_JOYSTICK_HIDAPI_STADIA sdl2

/** \brief 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 sdl2

/** \brief 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 for Steam Controllers, which requires Bluetooth access and may prompt the user for permission on iOS and Android.

The default is "0" /

SDL_HINT_JOYSTICK_HIDAPI_SWITCH sdl2

/** \brief 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 sdl2

/** \brief 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 turned off "1" - home button LED is turned on

By default the Home button LED state is not changed. /

SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED sdl2

\brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.

This variable can be set to the following values: "0" - player LEDs are not enabled "1" - player LEDs are enabled (the default)

SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS sdl2

\brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver

This variable can be set to the following values: "0" - Left and right Joy-Con controllers will not be in vertical mode (the default) "1" - Left and right Joy-Con controllers will be in vertical mode

This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER).

This hint is available since SDL 2.26.0.

SDL_HINT_JOYSTICK_HIDAPI_WII sdl2

\brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.

This hint is available since SDL 2.26.0.

SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED sdl2

\brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.

This variable can be set to the following values: "0" - player LEDs are not enabled "1" - player LEDs are enabled (the default)

This hiny is available since SDL 2.26.0.

SDL_HINT_JOYSTICK_HIDAPI_XBOX sdl2

/** \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI /

SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 sdl2

\brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX.

This hint is available since SDL 2.26.0.

SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED sdl2

\brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.

This variable can be set to the following values: "0" - player LEDs are not enabled "1" - player LEDs are enabled (the default)

This hint is available since SDL 2.26.0.

SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS sdl2

\brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360.

This hint is available since SDL 2.26.0.

SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE sdl2

\brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.

This variable can be set to the following values: "0" - HIDAPI driver is not used "1" - HIDAPI driver is used

The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX.

This hint is available since SDL 2.26.0.

SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED sdl2

\brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened

This variable can be set to the following values: "0" - home button LED is turned off "1" - home button LED is turned on

By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.

This hint is available since SDL 2.26.0.

SDL_HINT_JOYSTICK_RAWINPUT sdl2

/** \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.

This variable can be set to the following values: "0" - RAWINPUT drivers are not used "1" - RAWINPUT drivers are used (the default)

/

SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT sdl2

/** \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.

This variable can be set to the following values: "0" - RAWINPUT driver will only use data from raw input APIs "1" - RAWINPUT driver will also pull data from XInput, providing better trigger axes, guide button presses, and rumble support for Xbox controllers

The default is "1". This hint applies to any joysticks opened after setting the hint. /

SDL_HINT_JOYSTICK_ROG_CHAKRAM sdl2

\brief A variable controlling whether the ROG Chakram mice should show up as joysticks

This variable can be set to the following values: "0" - ROG Chakram mice do not show up as joysticks (the default) "1" - ROG Chakram mice show up as joysticks

SDL_HINT_JOYSTICK_THREAD sdl2

/** \brief A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows

This variable can be set to the following values: "0" - A separate thread is not used (the default) "1" - A separate thread is used for handling raw input messages

/

SDL_HINT_KMSDRM_DEVICE_INDEX sdl2

\brief A variable that decides what KMSDRM device to use.

Internally, SDL might open something like "/dev/dri/cardNN" to access KMSDRM functionality, where "NN" is a device index number.

SDL makes a guess at the best index to use (usually zero), but the app or user can set this hint to a number between 0 and 99 to force selection.

This hint is available since SDL 2.24.0.

SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER sdl2

/** \brief 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: "0" - SDL will allow usage of the KMSDRM backend without DRM master "1" - SDL will require DRM master to use the KMSDRM backend (default) /

SDL_HINT_LINUX_DIGITAL_HATS sdl2

\brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.

This variable can be set to the following values: "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default) "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats

SDL_HINT_LINUX_HAT_DEADZONES sdl2

\brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.

This variable can be set to the following values: "0" - Return digital hat values based on unfiltered input axis values "1" - Return digital hat values with deadzones on the input axes taken into account (the default)

SDL_HINT_LINUX_JOYSTICK_CLASSIC sdl2

/** \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux

This variable can be set to the following values: "0" - Use /dev/input/event* "1" - Use /dev/input/js*

By default the /dev/input/event* interfaces are used /

SDL_HINT_LINUX_JOYSTICK_DEADZONES sdl2

/** \brief 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 (the default) "1" - Return axis values with deadzones taken into account /

SDL_HINT_MAC_BACKGROUND_APP sdl2

/** \brief When set don't force the SDL app to become a foreground process

This hint only applies to Mac OS X.

/

SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK sdl2

/** \brief A variable that determines whether ctrl+click should generate a right-click event on Mac

If present, holding ctrl while left clicking will generate a right click event when on Mac. /

SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH sdl2

\brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing

This variable can be set to the following values: "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default). "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.

Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread hangs because it's waiting for that background thread, but that background thread is also hanging because it's waiting for the main thread to do an update, this might fix your issue.

This hint only applies to macOS.

This hint is available since SDL 2.24.0.

SDL_HINT_MOUSE_AUTO_CAPTURE sdl2

\brief A variable controlling whether the mouse is captured while mouse buttons are pressed

This variable can be set to the following values: "0" - The mouse is not captured while mouse buttons are pressed "1" - The mouse is captured while mouse buttons are pressed

By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged outside the window, the application continues to receive mouse events until the button is released.

SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS sdl2

/** \brief A variable setting the double click radius, in pixels. /

SDL_HINT_MOUSE_DOUBLE_CLICK_TIME sdl2

/** \brief A variable setting the double click time, in milliseconds. /

SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH sdl2

/** \brief Allow mouse click events when clicking to focus an SDL window

This variable can be set to the following values: "0" - Ignore mouse clicks that activate a window "1" - Generate events for mouse clicks that activate a window

By default SDL will ignore mouse clicks that activate a window /

SDL_HINT_MOUSE_NORMAL_SPEED_SCALE sdl2

/** \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode /

SDL_HINT_MOUSE_RELATIVE_MODE_CENTER sdl2

\brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window

This variable can be set to the following values: "0" - Relative mouse mode constrains the mouse to the window "1" - Relative mouse mode constrains the mouse to the center of the window

Constraining to the center of the window works better for FPS games and when the application is running over RDP. Constraining to the whole window works better for 2D games and increases the chance that the mouse will be in the correct position when using high DPI mice.

By default SDL will constrain the mouse to the center of the window

SDL_HINT_MOUSE_RELATIVE_MODE_WARP sdl2

/** \brief A variable controlling whether relative mouse mode is implemented using mouse warping

This variable can be set to the following values: "0" - Relative mouse mode uses raw input "1" - Relative mouse mode uses mouse warping

By default SDL will use raw input for relative mouse mode /

SDL_HINT_MOUSE_RELATIVE_SCALING sdl2

/** \brief 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_MOUSE_RELATIVE_SPEED_SCALE sdl2

/** \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode /

SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE sdl2

\brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.

This variable can be set to the following values: "0" - Relative mouse motion will be unscaled (the default) "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.

If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.

This hint is available since SDL 2.26.0.

SDL_HINT_MOUSE_RELATIVE_WARP_MOTION sdl2

\brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.

This variable can be set to the following values: "0" - Warping the mouse will not generate a motion event in relative mode "1" - Warping the mouse will generate a motion event in relative mode

By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.

SDL_HINT_MOUSE_TOUCH_EVENTS sdl2

/** \brief 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_NORMAL sdl2

 

SDL_HINT_NO_SIGNAL_HANDLERS sdl2

/** \brief Tell SDL not to catch the SIGINT or SIGTERM signals.

This hint only applies to Unix-like platforms.

The variable can be set to the following 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_OPENGL_ES_DRIVER sdl2

/** \brief 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: "0" - Use ES profile of OpenGL, if available. (Default when not set.) "1" - Load OpenGL ES library using the default library names.

/

SDL_HINT_ORIENTATIONS sdl2

/** \brief A variable controlling which orientations are allowed on iOS.

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_OVERRIDE sdl2

 

SDL_HINT_POLL_SENTINEL sdl2

/** \brief A variable controlling the use of a sentinel event when polling the event queue

This variable can be set to the following values: "0" - Disable poll sentinels "1" - Enable poll sentinels

When polling for events, SDL_PumpEvents is used to gather new events from devices. If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will become stuck until the new events stop. This is most noticable when moving a high frequency mouse.

By default, poll sentinels are enabled. /

SDL_HINT_PREFERRED_LOCALES sdl2

/** \brief 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" /

SDL_HINT_PS2_DYNAMIC_VSYNC sdl2

\brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS

This variable can be set to the following values: "0" - It will be using VSYNC as defined in the main flag. Default "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed

By default SDL does not enable the automatic VSYNC

SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION sdl2

/** \brief 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: "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" /

SDL_HINT_QTWAYLAND_WINDOW_FLAGS sdl2

/** \brief 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_QUIT_ON_LAST_WINDOW_CLOSE sdl2

\brief A variable that decides whether to send SDL_QUIT when closing the final window.

By default, SDL sends an SDL_QUIT event when there is only one window and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most apps would also take the loss of this window as a signal to terminate the program.

However, it's not unreasonable in some cases to have the program continue to live on, perhaps to create new windows later.

Changing this hint to "0" will cause SDL to not send an SDL_QUIT event when the final window is requesting to close. Note that in this case, there are still other legitimate reasons one might get an SDL_QUIT event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc.

The default value is "1". This hint can be changed at any time.

This hint is available since SDL 2.0.22. Before then, you always get an SDL_QUIT event when closing the final window.

SDL_HINT_RENDER_BATCHING sdl2

/** \brief 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_RENDER_DIRECT3D11_DEBUG sdl2

/** \brief 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 "1" - Enable Debug Layer use

By default, SDL does not use Direct3D Debug Layer. /

SDL_HINT_RENDER_DIRECT3D_THREADSAFE sdl2

/** \brief 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) "1" - Thread-safety is enabled

By default the Direct3D device is created with thread-safety disabled. /

SDL_HINT_RENDER_DRIVER sdl2

/** \brief 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" "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_LINE_METHOD sdl2

/** \brief A variable controlling how the 2D render API renders lines

This variable can be set to the following values: "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points) "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) "3" - Use the driver geometry API (correct, draws thicker diagonal lines)

This variable should be set when the renderer is created. /

SDL_HINT_RENDER_LOGICAL_SIZE_MODE sdl2

/** \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.

This variable can be set to the following values: "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen

By default letterbox is used /

SDL_HINT_RENDER_OPENGL_SHADERS sdl2

/** \brief 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

By default shaders are used if OpenGL supports them. /

SDL_HINT_RENDER_SCALE_QUALITY sdl2

/** \brief A variable controlling the scaling quality

This variable can be set to the following values: "0" or "nearest" - Nearest pixel sampling "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) "2" or "best" - Currently this is the same as "linear"

By default nearest pixel sampling is used /

SDL_HINT_RENDER_VSYNC sdl2

/** \brief 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_RETURN_KEY_HIDES_IME sdl2

/** \brief 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_RPI_VIDEO_LAYER sdl2

/** \brief 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_SCREENSAVER_INHIBIT_ACTIVITY_NAME sdl2

/** \brief Specify an "activity name" for screensaver inhibition.

Some platforms, notably Linux desktops, list the applications which are inhibiting the screensaver or other power-saving features.

This hint lets you specify the "activity name" sent to the OS when SDL_DisableScreenSaver() is used (or the screensaver is automatically disabled). The contents of this hint are used when the screensaver is 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".

Setting this to "" or leaving it unset will have SDL use a reasonable default: "Playing a game" or something similar.

On targets where this is not supported, this hint does nothing. /

SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL sdl2

/** \brief 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_THREAD_PRIORITY_POLICY sdl2

/** \brief 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" and "rr". Currently no other platform hint values are defined but may be in the future.

\note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME after calling SDL_SetThreadPriority(). /

SDL_HINT_THREAD_STACK_SIZE sdl2

/** \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size

Use this hint in case you need to set SDL's threads stack size to other than the default. This is specially useful if you build SDL against a non glibc libc library (such as musl) which provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). Support for this hint is currently available only in the pthread, Windows, and PSP backend. /

SDL_HINT_TIMER_RESOLUTION sdl2

/** \brief A variable that controls the timer resolution, in milliseconds.

The higher resolution the timer, the more frequently the CPU services timer interrupts, and the more precise delays are, but this takes up power and CPU time. This hint is only used on Windows 7 and earlier.

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_TOUCH_MOUSE_EVENTS sdl2

/** \brief 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_TRACKPAD_IS_TOUCH_ONLY sdl2

\brief A variable that treats trackpads as touch devices.

On macOS (and possibly other platforms in the future), SDL will report touches on a trackpad as mouse input, which is generally what users expect from this device; however, these are often actually full multitouch-capable touch devices, so it might be preferable to some apps to treat them as such.

Setting this hint to true will make the trackpad input report as a multitouch device instead of a mouse. The default is false.

Note that most platforms don't support this hint. As of 2.24.0, it only supports MacBooks' trackpads on macOS. Others may follow later.

This hint is checked during SDL_Init and can not be changed after.

This hint is available since SDL 2.24.0.

SDL_HINT_TV_REMOTE_AS_JOYSTICK sdl2

/** \brief 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_VIDEODRIVER sdl2

\brief A variable that decides what video backend to use.

By default, SDL will try all available video backends in a reasonable order until it finds one that can work, but this hint allows the app or user to force a specific target, such as "x11" if, say, you are on Wayland but want to try talking to the X server instead.

This functionality has existed since SDL 2.0.0 (indeed, before that) but before 2.0.22 this was an environment variable only. In 2.0.22, it was upgraded to a full SDL hint, so you can set the environment variable as usual or programatically set the hint with SDL_SetHint, which won't propagate to child processes.

The default value is unset, in which case SDL will try to figure out the best video backend on your behalf. This hint needs to be set before SDL_Init() is called to be useful.

This hint is available since SDL 2.0.22. Before then, you could set the environment variable to get the same effect.

SDL_HINT_VIDEO_ALLOW_SCREENSAVER sdl2

/** \brief 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_DOUBLE_BUFFER sdl2

/** \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 wastes no CPU time on waiting for vsync after issuing a flip, but introduces a frame of latency. On the other hand, using a double buffer scheme instead is recommended for cases where low latency is an important factor because we save a whole frame of latency. We do so by waiting for vsync immediately after issuing a flip, usually just after eglSwapBuffers call in the backend's *_SwapWindow function.

Since it's driver-specific, it's only supported where possible and implemented. Currently supported the following drivers:

- KMSDRM (kmsdrm) - Raspberry Pi (raspberrypi) /

SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY sdl2

/** \brief A variable controlling whether the EGL window is allowed to be composited as transparent, rather than opaque.

Most window systems will always render windows opaque, even if the surface format has an alpha channel. This is not always true, however, so by default SDL will try to enforce opaque composition. To override this behavior, you can set this hint to "1". /

SDL_HINT_VIDEO_EXTERNAL_CONTEXT sdl2

/** \brief 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 desireable 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_FOREIGN_WINDOW_OPENGL sdl2

\brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.

This variable can be set to the following values: "0" - Don't add any graphics flags to the SDL_WindowFlags "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags

By default SDL will not make the foreign window compatible with OpenGL.

SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN sdl2

\brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.

This variable can be set to the following values: "0" - Don't add any graphics flags to the SDL_WindowFlags "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags

By default SDL will not make the foreign window compatible with Vulkan.

SDL_HINT_VIDEO_HIGHDPI_DISABLED sdl2

/** \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) /

SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES sdl2

/** \brief 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 sdl2

/** \brief Minimize your SDL_Window if it loses key focus when in Fullscreen mode. Defaults to true.

/

SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR sdl2

/** \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.

This variable can be set to the following values: "0" - libdecor use is disabled. "1" - libdecor use is enabled (default).

libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. /

SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP sdl2

\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.

This hint is available since SDL 2.26.0.

SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION sdl2

\brief A variable controlling whether video mode emulation is enabled under Wayland.

When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application. If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled desktop, the native display resolution.

This variable can be set to the following values: "0" - Video mode emulation is disabled. "1" - Video mode emulation is enabled.

By default video mode emulation is enabled.

SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR sdl2

\brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.

When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is available. (Note that, by default, libdecor will use xdg-decoration itself if available).

This variable can be set to the following values: "0" - libdecor is enabled only if server-side decorations are unavailable. "1" - libdecor is always enabled if available.

libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.

SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT sdl2

/** \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 created SDL_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: The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should share a pixel format with. /

SDL_HINT_VIDEO_WIN_D3DCOMPILER sdl2

/** \brief 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: "d3dcompiler_46.dll" - default, best for Vista or later. "d3dcompiler_43.dll" - for XP support. "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.

/

SDL_HINT_VIDEO_X11_FORCE_EGL sdl2

/** \brief 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_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR sdl2

/** \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

/

SDL_HINT_VIDEO_X11_NET_WM_PING sdl2

/** \brief 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_WINDOW_VISUALID sdl2

/** \brief A variable forcing the visual ID chosen for new X11 windows

/

SDL_HINT_VIDEO_X11_XINERAMA sdl2

/** \brief 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 sdl2

/** \brief 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 sdl2

/** \brief 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_VITA_TOUCH_MOUSE_DEVICE sdl2

\brief A variable controlling which touchpad should generate synthetic mouse events

This variable can be set to the following values: "0" - Only front touchpad should generate mouse events. Default "1" - Only back touchpad should generate mouse events. "2" - Both touchpads should generate mouse events.

By default SDL will generate mouse events for all touch devices

SDL_HINT_WAVE_FACT_CHUNK sdl2

/** \brief 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_WAVE_RIFF_CHUNK_SIZE sdl2

/** \brief 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 sdl2

/** \brief 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_WINDOWS_DISABLE_THREAD_NAMING sdl2

/** \brief Tell SDL not to name threads on Windows.

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. (default) "1" - SDL will not raise this exception, and threads will be unnamed. For .NET languages this is required when running under a debugger. /

SDL_HINT_WINDOWS_DPI_AWARENESS sdl2

\brief Controls whether SDL will declare the process to be DPI aware.

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 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). "system" - Request system DPI awareness. (Vista and later). "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later). "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later). The most visible difference from "permonitor" is that window title bar will be scaled to the visually correct size when dragging between monitors with different scale factors. This is the preferred DPI awareness level.

If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best available match.

SDL_HINT_WINDOWS_DPI_SCALING sdl2

\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 Windows itself, which is the case when the process is DPI unaware). "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on displays with non-100% scale factors.

SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP sdl2

/** \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 "1" - The window message loop is processed in SDL_PumpEvents()

By default SDL will process the windows message loop /

SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS sdl2

/** \brief 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 ressources and use less memory. SDL will fall back to Critical Sections on older OS versions or if forced to by this hint.

This variable can be set to the following values: "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) "1" - Force the use of Critical Sections in all cases.

/

SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL sdl2

/** \brief Force SDL to use Kernel Semaphores on Windows. Kernel Semaphores are inter-process and require a context switch on every interaction. On Windows 8 and newer, the WaitOnAddress API is available. Using that and atomics to implement semaphores increases performance. SDL will fall back to Kernel Objects on older OS versions or if forced to by this hint.

This variable can be set to the following values: "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) "1" - Force the use of Kernel Objects in all cases.

/

SDL_HINT_WINDOWS_INTRESOURCE_ICON sdl2

/** \brief A variable to specify custom icon resource id from RC file on Windows platform /

SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL sdl2

 

SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 sdl2

/** \brief 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_WINDOWS_USE_D3D9EX sdl2

/** \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. Direct3D 9Ex contains changes to state management that can eliminate device loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require some changes to your application to cope with the new behavior, so this is disabled by default.

This hint must be set before initializing the video subsystem.

For more information on Direct3D 9Ex, see: - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements

This variable can be set to the following values: "0" - Use the original Direct3D 9 API (default) "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)

/

SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN sdl2

/** \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) "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_WINDOW_NO_ACTIVATION_WHEN_SHOWN sdl2

/** \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 "1" - The window is not activated when the SDL_ShowWindow function is called

By default SDL will activate the window when the SDL_ShowWindow function is called /

SDL_HINT_WINRT_HANDLE_BACK_BUTTON sdl2

/** \brief Allows back-button-press events on Windows Phone to be marked as handled

Windows Phone devices typically feature a Back button. When pressed, the OS will emit back-button-press events, which apps are expected to handle in an appropriate manner. If apps do not explicitly mark these events as 'Handled', then the OS will invoke its default behavior for unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to terminate the app (and attempt to switch to the previous app, or to the device's home screen).

Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL to mark back-button-press events as Handled, if and when one is sent to the app.

Internally, Windows Phone sends back button events as parameters to special back-button-press callback functions. Apps that need to respond to back-button-press events are expected to register one or more callback functions for such, shortly after being launched (during the app's initialization phase). After the back button is pressed, the OS will invoke these callbacks. If the app's callback(s) do not explicitly mark the event as handled by the time they return, or if the app never registers one of these callback, the OS will consider the event un-handled, and it will apply its default back button behavior (terminate the app).

SDL registers its own back-button-press callback with the Windows Phone OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. If the hint's value is set to "1", the back button event's Handled property will get set to 'true'. If the hint's value is set to something else, or if it is unset, SDL will leave the event's Handled property alone. (By default, the OS sets this property to 'false', to note.)

SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a back button is pressed, or can set it in direct-response to a back button being pressed.

In order to get notified when a back button is pressed, SDL apps should register a callback function with SDL_AddEventWatch(), and have it listen for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. (Alternatively, SDL_KEYUP events can be listened-for. Listening for either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON set by such a callback, will be applied to the OS' current back-button-press event.

More details on back button behavior in Windows Phone apps can be found at the following page, on Microsoft's developer site: http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx /

SDL_HINT_WINRT_PRIVACY_POLICY_LABEL sdl2

/** \brief 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 sdl2

/** \brief A URL to a WinRT app's privacy policy

All network-enabled WinRT apps must make a privacy policy available to its users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be be available in the Windows Settings charm, as accessed from within the app. SDL provides code to add a URL-based link there, which can point to the app's privacy policy.

To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL before calling any SDL_Init() functions. The contents of the hint should be a valid URL. For example, "http://www.example.com".

The default value is "", 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_X11_FORCE_OVERRIDE_REDIRECT sdl2

/** \brief Mark X11 windows as override-redirect.

If set, this _might_ increase framerate at the expense of the desktop not working as expected. Override-redirect windows aren't noticed by the window manager at all.

You should probably only use this for fullscreen windows, and you probably shouldn't even use it for that. But it's here if you want to try! /

SDL_HINT_X11_WINDOW_TYPE sdl2

\brief A variable that forces X11 windows to create as a custom type.

This is currently only used for X11 and ignored elsewhere.

During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to report to the window manager the type of window it wants to create. This might be set to various things if SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that haven't set a specific type, this hint can be used to specify a custom type. For example, a dock window might set this to "_NET_WM_WINDOW_TYPE_DOCK".

If not set or set to "", this hint is ignored. This hint must be set before the SDL_CreateWindow() call that it is intended to affect.

SDL_HINT_XINPUT_ENABLED sdl2

/** \brief 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 timer (only uses direct input) "1" - Enable XInput timer (the default) /

SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING sdl2

\brief 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 before SDL_Init()

SDL_HITTEST_DRAGGABLE sdl2

< Region is normal. No special properties. *

SDL_HITTEST_NORMAL sdl2

 

SDL_HITTEST_RESIZE_BOTTOM sdl2

 

SDL_HITTEST_RESIZE_BOTTOMLEFT sdl2

 

SDL_HITTEST_RESIZE_BOTTOMRIGHT sdl2

 

SDL_HITTEST_RESIZE_LEFT sdl2

 

SDL_HITTEST_RESIZE_RIGHT sdl2

 

SDL_HITTEST_RESIZE_TOP sdl2

 

SDL_HITTEST_RESIZE_TOPLEFT sdl2

< Region can drag entire window. *

SDL_HITTEST_RESIZE_TOPRIGHT sdl2

 

SDL_ICONV_E2BIG sdl2

 

SDL_ICONV_EILSEQ sdl2

 

SDL_ICONV_EINVAL sdl2

 

SDL_ICONV_ERROR sdl2

The SDL implementation of iconv() returns these error codes

SDL_IGNORE sdl2

 

SDL_IMAGE_MAJOR_VERSION sdl2_image

Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL *

SDL_IMAGE_MINOR_VERSION sdl2_image

 

SDL_IMAGE_PATCHLEVEL sdl2_image

 

SDL_INIT_AUDIO sdl2

 

SDL_INIT_EVENTS sdl2

turn on game controller also implicitly does JOYSTICK SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK

SDL_INIT_EVERYTHING sdl2

Don't catch fatal signals compatibility; this flag is ignored.

SDL_INIT_GAMECONTROLLER sdl2

 

SDL_INIT_HAPTIC sdl2

SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS

SDL_INIT_JOYSTICK sdl2

SDL_INIT_VIDEO implies SDL_INIT_EVENTS

SDL_INIT_NOPARACHUTE sdl2

 

SDL_INIT_SENSOR sdl2

 

SDL_INIT_TIMER sdl2

 

SDL_INIT_VIDEO sdl2

 

SDL_INVALID_SHAPE_ARGUMENT sdl2

 

SDL_IPHONE_MAX_GFORCE sdl2

Set max recognized G-force from accelerometer See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed

SDL_JOYAXISMOTION sdl2

Joystick events

SDL_JOYBALLMOTION sdl2

Joystick axis motion

SDL_JOYBATTERYUPDATED sdl2

An opened joystick has been removed

SDL_JOYBUTTONDOWN sdl2

Joystick hat position change

SDL_JOYBUTTONUP sdl2

Joystick button pressed

SDL_JOYDEVICEADDED sdl2

Joystick button released

SDL_JOYDEVICEREMOVED sdl2

A new joystick has been inserted into the system

SDL_JOYHATMOTION sdl2

Joystick trackball motion

SDL_JOYSTICK_AXIS_MAX sdl2

 

SDL_JOYSTICK_AXIS_MIN sdl2

 

SDL_JOYSTICK_POWER_EMPTY sdl2

 

SDL_JOYSTICK_POWER_FULL sdl2

<= 70% *

SDL_JOYSTICK_POWER_LOW sdl2

<= 5% *

SDL_JOYSTICK_POWER_MAX sdl2

 

SDL_JOYSTICK_POWER_MEDIUM sdl2

<= 20% *

SDL_JOYSTICK_POWER_UNKNOWN sdl2

 

SDL_JOYSTICK_POWER_WIRED sdl2

<= 100% *

SDL_JOYSTICK_TYPE_ARCADE_PAD sdl2

 

SDL_JOYSTICK_TYPE_ARCADE_STICK sdl2

 

SDL_JOYSTICK_TYPE_DANCE_PAD sdl2

 

SDL_JOYSTICK_TYPE_DRUM_KIT sdl2

 

SDL_JOYSTICK_TYPE_FLIGHT_STICK sdl2

 

SDL_JOYSTICK_TYPE_GAMECONTROLLER sdl2

 

SDL_JOYSTICK_TYPE_GUITAR sdl2

 

SDL_JOYSTICK_TYPE_THROTTLE sdl2

 

SDL_JOYSTICK_TYPE_UNKNOWN sdl2

 

SDL_JOYSTICK_TYPE_WHEEL sdl2

 

SDL_KEYDOWN sdl2

Keyboard events

SDL_KEYMAPCHANGED sdl2

Keyboard text input

SDL_KEYUP sdl2

Key pressed

SDL_LASTEVENT sdl2

This last event is only for bounding internal arrays (needed in pascal ??)

SDL_LOCALECHANGED sdl2

The user's locale preferences have changed. *

SDL_LOG_CATEGORY_APPLICATION sdl2

 

SDL_LOG_CATEGORY_ASSERT sdl2

 

SDL_LOG_CATEGORY_AUDIO sdl2

 

SDL_LOG_CATEGORY_CUSTOM sdl2

Beyond this point is reserved for application use *

SDL_LOG_CATEGORY_ERROR sdl2

 

SDL_LOG_CATEGORY_INPUT sdl2

 

SDL_LOG_CATEGORY_RENDER sdl2

 

SDL_LOG_CATEGORY_RESERVED1 sdl2

Reserved for future SDL library use *

SDL_LOG_CATEGORY_RESERVED10 sdl2

 

SDL_LOG_CATEGORY_RESERVED2 sdl2

 

SDL_LOG_CATEGORY_RESERVED3 sdl2

 

SDL_LOG_CATEGORY_RESERVED4 sdl2

 

SDL_LOG_CATEGORY_RESERVED5 sdl2

 

SDL_LOG_CATEGORY_RESERVED6 sdl2

 

SDL_LOG_CATEGORY_RESERVED7 sdl2

 

SDL_LOG_CATEGORY_RESERVED8 sdl2

 

SDL_LOG_CATEGORY_RESERVED9 sdl2

 

SDL_LOG_CATEGORY_SYSTEM sdl2

 

SDL_LOG_CATEGORY_TEST sdl2

 

SDL_LOG_CATEGORY_VIDEO sdl2

 

SDL_LOG_PRIORITY_CRITICAL sdl2

 

SDL_LOG_PRIORITY_DEBUG sdl2

 

SDL_LOG_PRIORITY_ERROR sdl2

 

SDL_LOG_PRIORITY_INFO sdl2

 

SDL_LOG_PRIORITY_VERBOSE sdl2

 

SDL_LOG_PRIORITY_WARN sdl2

 

SDL_MAJOR_VERSION sdl2

Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL

Last updated when TSDL_FPoint and TSDL_FRect were added.

SDL_MAX_LOG_MESSAGE sdl2

\brief The maximum size of a log message

Messages longer than the maximum size will be truncated

SDL_MAX_SINT16 sdl2

 

SDL_MAX_SINT32 sdl2

 

SDL_MAX_SINT64 sdl2

 

SDL_MAX_SINT8 sdl2

 

SDL_MAX_UINT16 sdl2

 

SDL_MAX_UINT32 sdl2

 

SDL_MAX_UINT64 sdl2

 

SDL_MAX_UINT8 sdl2

 

SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT sdl2

< informational dialog *

SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT sdl2

/**< buttons placed left to right */

SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT sdl2

< Marks the default button when return is hit *

SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT sdl2

 

SDL_MESSAGEBOX_COLOR_BACKGROUND sdl2

 

SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND sdl2

 

SDL_MESSAGEBOX_COLOR_BUTTON_BORDER sdl2

 

SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED sdl2

 

SDL_MESSAGEBOX_COLOR_MAX sdl2

 

SDL_MESSAGEBOX_COLOR_TEXT sdl2

 

SDL_MESSAGEBOX_ERROR sdl2

 

SDL_MESSAGEBOX_INFORMATION sdl2

< warning dialog *

SDL_MESSAGEBOX_WARNING sdl2

< error dialog *

SDL_MINOR_VERSION sdl2

 

SDL_MIN_SINT16 sdl2

 

SDL_MIN_SINT32 sdl2

 

SDL_MIN_SINT64 sdl2

 

SDL_MIN_SINT8 sdl2

 

SDL_MIN_UINT16 sdl2

 

SDL_MIN_UINT32 sdl2

 

SDL_MIN_UINT64 sdl2

 

SDL_MIN_UINT8 sdl2

 

SDL_MIXER_MAJOR_VERSION sdl2_mixer

Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL *

SDL_MIXER_MINOR_VERSION sdl2_mixer

 

SDL_MIXER_PATCHLEVEL sdl2_mixer

 

SDL_MIX_MAXVOLUME sdl2

 

SDL_MOUSEBUTTONDOWN sdl2

Mouse moved

SDL_MOUSEBUTTONUP sdl2

Mouse button pressed

SDL_MOUSEMOTION sdl2

Mouse events

SDL_MOUSEWHEEL sdl2

Mouse button released

SDL_MOUSEWHEEL_FLIPPED sdl2

< The scroll direction is normal *

SDL_MOUSEWHEEL_NORMAL sdl2

 

SDL_MOUSE_TOUCHID sdl2

Used as the SDL_TouchID for touch events simulated with mouse input *

SDL_MULTIGESTURE sdl2

 

SDL_MUTEX_MAXWAIT sdl2

This is the timeout value which corresponds to never time out.

SDL_MUTEX_TIMEDOUT sdl2

Synchronization functions which can time out return this value if they time out.

SDL_NET_MAJOR_VERSION sdl2_net

Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL *

SDL_NET_MINOR_VERSION sdl2_net

 

SDL_NET_PATCHLEVEL sdl2_net

 

SDL_NONSHAPEABLE_WINDOW sdl2

SDL_shape.h

Header file for the shaped window API.

SDL_NUM_LOG_PRIORITIES sdl2

 

SDL_NUM_SCANCODES sdl2

Add any other keys here. *

SDL_NUM_SYSTEM_CURSORS sdl2

Hand

SDL_ORIENTATION_LANDSCAPE sdl2

< The display orientation can't be determined *

SDL_ORIENTATION_LANDSCAPE_FLIPPED sdl2

< The display is in landscape mode, with the right side up, relative to portrait mode *

SDL_ORIENTATION_PORTRAIT sdl2

< The display is in landscape mode, with the left side up, relative to portrait mode *

SDL_ORIENTATION_PORTRAIT_FLIPPED sdl2

< The display is in portrait mode *

SDL_ORIENTATION_UNKNOWN sdl2

 

SDL_PACKEDLAYOUT_1010102 sdl2

 

SDL_PACKEDLAYOUT_1555 sdl2

 

SDL_PACKEDLAYOUT_2101010 sdl2

 

SDL_PACKEDLAYOUT_332 sdl2

 

SDL_PACKEDLAYOUT_4444 sdl2

 

SDL_PACKEDLAYOUT_5551 sdl2

 

SDL_PACKEDLAYOUT_565 sdl2

 

SDL_PACKEDLAYOUT_8888 sdl2

 

SDL_PACKEDLAYOUT_NONE sdl2

 

SDL_PACKEDORDER_ABGR sdl2

 

SDL_PACKEDORDER_ARGB sdl2

 

SDL_PACKEDORDER_BGRA sdl2

 

SDL_PACKEDORDER_BGRX sdl2

 

SDL_PACKEDORDER_NONE sdl2

 

SDL_PACKEDORDER_RGBA sdl2

 

SDL_PACKEDORDER_RGBX sdl2

 

SDL_PACKEDORDER_XBGR sdl2

 

SDL_PACKEDORDER_XRGB sdl2

 

SDL_PATCHLEVEL sdl2

 

SDL_PEEKEVENT sdl2

 

SDL_PIXELFORMAT_ABGR1555 sdl2

 

SDL_PIXELFORMAT_ABGR4444 sdl2

 

SDL_PIXELFORMAT_ABGR8888 sdl2

 

SDL_PIXELFORMAT_ARGB1555 sdl2

 

SDL_PIXELFORMAT_ARGB2101010 sdl2

 

SDL_PIXELFORMAT_ARGB4444 sdl2

 

SDL_PIXELFORMAT_ARGB8888 sdl2

 

SDL_PIXELFORMAT_BGR24 sdl2

 

SDL_PIXELFORMAT_BGR555 sdl2

 

SDL_PIXELFORMAT_BGR565 sdl2

 

SDL_PIXELFORMAT_BGR888 sdl2

 

SDL_PIXELFORMAT_BGRA4444 sdl2

 

SDL_PIXELFORMAT_BGRA5551 sdl2

 

SDL_PIXELFORMAT_BGRA8888 sdl2

 

SDL_PIXELFORMAT_BGRX8888 sdl2

 

SDL_PIXELFORMAT_EXTERMAL_OES sdl2

< Android video texture format *

SDL_PIXELFORMAT_INDEX1LSB sdl2

 

SDL_PIXELFORMAT_INDEX1MSB sdl2

 

SDL_PIXELFORMAT_INDEX4LSB sdl2

 

SDL_PIXELFORMAT_INDEX4MSB sdl2

 

SDL_PIXELFORMAT_INDEX8 sdl2

 

SDL_PIXELFORMAT_IYUV sdl2

< Planar mode: Y + U + V (3 planes) *

SDL_PIXELFORMAT_NV12 sdl2

< Planar mode: Y + U/V interleaved (2 planes) *

SDL_PIXELFORMAT_NV21 sdl2

< Planar mode: Y + V/U interleaved (2 planes) *

SDL_PIXELFORMAT_RGB24 sdl2

 

SDL_PIXELFORMAT_RGB332 sdl2

 

SDL_PIXELFORMAT_RGB444 sdl2

 

SDL_PIXELFORMAT_RGB555 sdl2

 

SDL_PIXELFORMAT_RGB565 sdl2

 

SDL_PIXELFORMAT_RGB888 sdl2

 

SDL_PIXELFORMAT_RGBA4444 sdl2

 

SDL_PIXELFORMAT_RGBA5551 sdl2

 

SDL_PIXELFORMAT_RGBA8888 sdl2

 

SDL_PIXELFORMAT_RGBX8888 sdl2

 

SDL_PIXELFORMAT_UNKNOWN sdl2

Note: If you modify this list, update SDL_GetPixelFormatName() *

SDL_PIXELFORMAT_UYVY sdl2

< Packed mode: U0+Y0+V0+Y1 (1 plane) *

SDL_PIXELFORMAT_YUY2 sdl2

< Packed mode: Y0+U0+Y1+V0 (1 plane) *

SDL_PIXELFORMAT_YV12 sdl2

< Planar mode: Y + V + U (3 planes) *

SDL_PIXELFORMAT_YVYU sdl2

< Packed mode: Y0+V0+Y1+U0 (1 plane) *

SDL_PIXELTYPE_ARRAYF16 sdl2

 

SDL_PIXELTYPE_ARRAYF32 sdl2

 

SDL_PIXELTYPE_ARRAYU16 sdl2

 

SDL_PIXELTYPE_ARRAYU32 sdl2

 

SDL_PIXELTYPE_ARRAYU8 sdl2

 

SDL_PIXELTYPE_INDEX1 sdl2

 

SDL_PIXELTYPE_INDEX4 sdl2

 

SDL_PIXELTYPE_INDEX8 sdl2

 

SDL_PIXELTYPE_PACKED16 sdl2

 

SDL_PIXELTYPE_PACKED32 sdl2

 

SDL_PIXELTYPE_PACKED8 sdl2

 

SDL_PIXELTYPE_UNKNOWN sdl2

 

SDL_POLLSENTINEL sdl2

Internal events

SDL_PREALLOC sdl2

< Just here for compatibility *

SDL_PRESSED sdl2

 

SDL_QUERY sdl2

 

SDL_QUITEV sdl2

Application events

SDL_RELEASED sdl2

General keyboard/mouse state definitions

SDL_RENDERER_ACCELERATED sdl2

< The renderer is a software fallback *

SDL_RENDERER_PRESENTVSYNC sdl2

< The renderer uses hardware acceleration *

SDL_RENDERER_SOFTWARE sdl2

Flags used when creating a rendering context

SDL_RENDERER_TARGETTEXTURE sdl2

< Present is synchronized with the refresh rate *

SDL_RENDER_DEVICE_RESET sdl2

The render targets have been reset

SDL_RENDER_TARGETS_RESET sdl2

Render events

SDL_RLEACCEL sdl2

< Surface uses preallocated memory *

SDL_RWOPS_JNIFILE sdl2

Stdio file *

SDL_RWOPS_MEMORY sdl2

Android asset *

SDL_RWOPS_MEMORY_RO sdl2

Memory stream *

SDL_RWOPS_STDFILE sdl2

Win32 file *

SDL_RWOPS_UNKNOWN sdl2

RWops Types *

SDL_RWOPS_WINFILE sdl2

Unknown stream type *

SDL_ScaleModeBest sdl2

< linear filtering *

SDL_ScaleModeLinear sdl2

< nearest pixel sampling *

SDL_ScaleModeNearest sdl2

 

SDL_SCANCODE_0 sdl2

 

SDL_SCANCODE_1 sdl2

 

SDL_SCANCODE_2 sdl2

 

SDL_SCANCODE_3 sdl2

 

SDL_SCANCODE_4 sdl2

 

SDL_SCANCODE_5 sdl2

 

SDL_SCANCODE_6 sdl2

 

SDL_SCANCODE_7 sdl2

 

SDL_SCANCODE_8 sdl2

 

SDL_SCANCODE_9 sdl2

 

SDL_SCANCODE_A sdl2

Usage page $07

These values are from usage page $07 (USB keyboard page).

SDL_SCANCODE_AC_BACK sdl2

 

SDL_SCANCODE_AC_BOOKMARKS sdl2

 

SDL_SCANCODE_AC_FORWARD sdl2

 

SDL_SCANCODE_AC_HOME sdl2

 

SDL_SCANCODE_AC_REFRESH sdl2

 

SDL_SCANCODE_AC_SEARCH sdl2

 

SDL_SCANCODE_AC_STOP sdl2

 

SDL_SCANCODE_AGAIN sdl2

AC Stop

SDL_SCANCODE_ALTERASE sdl2

< reserved *

SDL_SCANCODE_APOSTROPHE sdl2

 

SDL_SCANCODE_APP1 sdl2

SC System Sleep

SDL_SCANCODE_APP2 sdl2

 

SDL_SCANCODE_APPLICATION sdl2

< 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_AUDIOFASTFORWARD sdl2

 

SDL_SCANCODE_AUDIOMUTE sdl2

 

SDL_SCANCODE_AUDIONEXT sdl2

\name Usage page 0x0C

These values are mapped from usage page 0x0C (USB consumer page). See https://usb.org/sites/default/files/hut1_2.pdf

There are way more keys in the spec than we can represent in the current scancode range, so pick the ones that commonly come up in real world usage. / These values are mapped from usage page $0C (USB consumer page).

SDL_SCANCODE_AUDIOPLAY sdl2

 

SDL_SCANCODE_AUDIOPREV sdl2

 

SDL_SCANCODE_AUDIOREWIND sdl2

\name Usage page 0x0C (additional media keys)

These values are mapped from usage page 0x0C (USB consumer page).

SDL_SCANCODE_AUDIOSTOP sdl2

 

SDL_SCANCODE_B sdl2

 

SDL_SCANCODE_BACKSLASH sdl2

 

SDL_SCANCODE_BACKSPACE sdl2

 

SDL_SCANCODE_BRIGHTNESSDOWN sdl2

Walther keys

These are values that Christian Walther added (for mac keyboard?).

SDL_SCANCODE_BRIGHTNESSUP sdl2

 

SDL_SCANCODE_C sdl2

 

SDL_SCANCODE_CALCULATOR sdl2

 

SDL_SCANCODE_CALL sdl2

< Usually situated below the display on phones and used as a multi-function feature key for selecting a software defined function shown on the bottom right of the display. *

SDL_SCANCODE_CANCEL sdl2

 

SDL_SCANCODE_CAPSLOCK sdl2

 

SDL_SCANCODE_CLEAR sdl2

AC Cancel

SDL_SCANCODE_CLEARAGAIN sdl2

 

SDL_SCANCODE_COMMA sdl2

< 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_COMPUTER sdl2

 

SDL_SCANCODE_COPY sdl2

AC Cut

SDL_SCANCODE_CRSEL sdl2

 

SDL_SCANCODE_CURRENCYSUBUNIT sdl2

 

SDL_SCANCODE_CURRENCYUNIT sdl2

 

SDL_SCANCODE_CUT sdl2

AC Undo

SDL_SCANCODE_D sdl2

 

SDL_SCANCODE_DECIMALSEPARATOR sdl2

 

SDL_SCANCODE_DELETE sdl2

 

SDL_SCANCODE_DISPLAYSWITCH sdl2

 

SDL_SCANCODE_DOWN sdl2

 

SDL_SCANCODE_E sdl2

 

SDL_SCANCODE_EJECT sdl2

 

SDL_SCANCODE_END sdl2

 

SDL_SCANCODE_ENDCALL sdl2

< Used for accepting phone calls. *

SDL_SCANCODE_EQUALS sdl2

 

SDL_SCANCODE_ESCAPE sdl2

 

SDL_SCANCODE_EXECUTE sdl2

 

SDL_SCANCODE_EXSEL sdl2

 

SDL_SCANCODE_F sdl2

 

SDL_SCANCODE_F1 sdl2

 

SDL_SCANCODE_F10 sdl2

 

SDL_SCANCODE_F11 sdl2

 

SDL_SCANCODE_F12 sdl2

 

SDL_SCANCODE_F13 sdl2

 

SDL_SCANCODE_F14 sdl2

 

SDL_SCANCODE_F15 sdl2

 

SDL_SCANCODE_F16 sdl2

 

SDL_SCANCODE_F17 sdl2

 

SDL_SCANCODE_F18 sdl2

 

SDL_SCANCODE_F19 sdl2

 

SDL_SCANCODE_F2 sdl2

 

SDL_SCANCODE_F20 sdl2

 

SDL_SCANCODE_F21 sdl2

 

SDL_SCANCODE_F22 sdl2

 

SDL_SCANCODE_F23 sdl2

 

SDL_SCANCODE_F24 sdl2

 

SDL_SCANCODE_F3 sdl2

 

SDL_SCANCODE_F4 sdl2

 

SDL_SCANCODE_F5 sdl2

 

SDL_SCANCODE_F6 sdl2

 

SDL_SCANCODE_F7 sdl2

 

SDL_SCANCODE_F8 sdl2

 

SDL_SCANCODE_F9 sdl2

 

SDL_SCANCODE_FIND sdl2

AC Paste

SDL_SCANCODE_G sdl2

 

SDL_SCANCODE_GRAVE sdl2

 

SDL_SCANCODE_H sdl2

 

SDL_SCANCODE_HELP sdl2

 

SDL_SCANCODE_HOME sdl2

< insert on PC; help on some Mac keyboards (but does send code 73; not 117) *

SDL_SCANCODE_I sdl2

 

SDL_SCANCODE_INSERT sdl2

 

SDL_SCANCODE_INTERNATIONAL1 sdl2

 

SDL_SCANCODE_INTERNATIONAL2 sdl2

< used on Asian keyboards; see footnotes in USB doc *

SDL_SCANCODE_INTERNATIONAL3 sdl2

 

SDL_SCANCODE_INTERNATIONAL4 sdl2

< Yen *

SDL_SCANCODE_INTERNATIONAL5 sdl2

 

SDL_SCANCODE_INTERNATIONAL6 sdl2

 

SDL_SCANCODE_INTERNATIONAL7 sdl2

 

SDL_SCANCODE_INTERNATIONAL8 sdl2

 

SDL_SCANCODE_INTERNATIONAL9 sdl2

 

SDL_SCANCODE_J sdl2

 

SDL_SCANCODE_K sdl2

 

SDL_SCANCODE_KBDILLUMDOWN sdl2

 

SDL_SCANCODE_KBDILLUMTOGGLE sdl2

< display mirroring/dual display switch; video mode switch *

SDL_SCANCODE_KBDILLUMUP sdl2

 

SDL_SCANCODE_KP_0 sdl2

 

SDL_SCANCODE_KP_00 sdl2

 

SDL_SCANCODE_KP_000 sdl2

 

SDL_SCANCODE_KP_1 sdl2

 

SDL_SCANCODE_KP_2 sdl2

 

SDL_SCANCODE_KP_3 sdl2

 

SDL_SCANCODE_KP_4 sdl2

 

SDL_SCANCODE_KP_5 sdl2

 

SDL_SCANCODE_KP_6 sdl2

 

SDL_SCANCODE_KP_7 sdl2

 

SDL_SCANCODE_KP_8 sdl2

 

SDL_SCANCODE_KP_9 sdl2

 

SDL_SCANCODE_KP_A sdl2

 

SDL_SCANCODE_KP_AMPERSAND sdl2

 

SDL_SCANCODE_KP_AT sdl2

 

SDL_SCANCODE_KP_B sdl2

 

SDL_SCANCODE_KP_BACKSPACE sdl2

 

SDL_SCANCODE_KP_BINARY sdl2

 

SDL_SCANCODE_KP_C sdl2

 

SDL_SCANCODE_KP_CLEAR sdl2

 

SDL_SCANCODE_KP_CLEARENTRY sdl2

 

SDL_SCANCODE_KP_COLON sdl2

 

SDL_SCANCODE_KP_COMMA sdl2

SDL_SCANCODE_LOCKINGSCROLLLOCK = 132; *

SDL_SCANCODE_KP_D sdl2

 

SDL_SCANCODE_KP_DBLAMPERSAND sdl2

 

SDL_SCANCODE_KP_DBLVERTICALBAR sdl2

 

SDL_SCANCODE_KP_DECIMAL sdl2

 

SDL_SCANCODE_KP_DIVIDE sdl2

< num lock on PC; clear on Mac keyboards

SDL_SCANCODE_KP_E sdl2

 

SDL_SCANCODE_KP_ENTER sdl2

 

SDL_SCANCODE_KP_EQUALS sdl2

< 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_EQUALSAS400 sdl2

 

SDL_SCANCODE_KP_EXCLAM sdl2

 

SDL_SCANCODE_KP_F sdl2

 

SDL_SCANCODE_KP_GREATER sdl2

 

SDL_SCANCODE_KP_HASH sdl2

 

SDL_SCANCODE_KP_HEXADECIMAL sdl2

 

SDL_SCANCODE_KP_LEFTBRACE sdl2

 

SDL_SCANCODE_KP_LEFTPAREN sdl2

 

SDL_SCANCODE_KP_LESS sdl2

 

SDL_SCANCODE_KP_MEMADD sdl2

 

SDL_SCANCODE_KP_MEMCLEAR sdl2

 

SDL_SCANCODE_KP_MEMDIVIDE sdl2

 

SDL_SCANCODE_KP_MEMMULTIPLY sdl2

 

SDL_SCANCODE_KP_MEMRECALL sdl2

 

SDL_SCANCODE_KP_MEMSTORE sdl2

 

SDL_SCANCODE_KP_MEMSUBTRACT sdl2

 

SDL_SCANCODE_KP_MINUS sdl2

 

SDL_SCANCODE_KP_MULTIPLY sdl2

 

SDL_SCANCODE_KP_OCTAL sdl2

 

SDL_SCANCODE_KP_PERCENT sdl2

 

SDL_SCANCODE_KP_PERIOD sdl2

 

SDL_SCANCODE_KP_PLUS sdl2

 

SDL_SCANCODE_KP_PLUSMINUS sdl2

 

SDL_SCANCODE_KP_POWER sdl2

 

SDL_SCANCODE_KP_RIGHTBRACE sdl2

 

SDL_SCANCODE_KP_RIGHTPAREN sdl2

 

SDL_SCANCODE_KP_SPACE sdl2

 

SDL_SCANCODE_KP_TAB sdl2

 

SDL_SCANCODE_KP_VERTICALBAR sdl2

 

SDL_SCANCODE_KP_XOR sdl2

 

SDL_SCANCODE_L sdl2

 

SDL_SCANCODE_LALT sdl2

 

SDL_SCANCODE_LANG1 sdl2

 

SDL_SCANCODE_LANG2 sdl2

< Hangul/English toggle *

SDL_SCANCODE_LANG3 sdl2

< Hanja conversion *

SDL_SCANCODE_LANG4 sdl2

< Katakana *

SDL_SCANCODE_LANG5 sdl2

< Hiragana *

SDL_SCANCODE_LANG6 sdl2

< Zenkaku/Hankaku *

SDL_SCANCODE_LANG7 sdl2

< reserved *

SDL_SCANCODE_LANG8 sdl2

< reserved *

SDL_SCANCODE_LANG9 sdl2

< reserved *

SDL_SCANCODE_LCTRL sdl2

 

SDL_SCANCODE_LEFT sdl2

 

SDL_SCANCODE_LEFTBRACKET sdl2

 

SDL_SCANCODE_LGUI sdl2

< alt; option *

SDL_SCANCODE_LSHIFT sdl2

 

SDL_SCANCODE_M sdl2

 

SDL_SCANCODE_MAIL sdl2

 

SDL_SCANCODE_MEDIASELECT sdl2

 

SDL_SCANCODE_MENU sdl2

AL Integrated Help Center

SDL_SCANCODE_MINUS sdl2

 

SDL_SCANCODE_MODE sdl2

< windows; command (apple); meta *

SDL_SCANCODE_MUTE sdl2

AC Find

SDL_SCANCODE_N sdl2

 

SDL_SCANCODE_NONUSBACKSLASH sdl2

 

SDL_SCANCODE_NONUSHASH sdl2

< 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_NUMLOCKCLEAR sdl2

 

SDL_SCANCODE_O sdl2

 

SDL_SCANCODE_OPER sdl2

 

SDL_SCANCODE_OUT sdl2

 

SDL_SCANCODE_P sdl2

 

SDL_SCANCODE_PAGEDOWN sdl2

 

SDL_SCANCODE_PAGEUP sdl2

 

SDL_SCANCODE_PASTE sdl2

AC Copy

SDL_SCANCODE_PAUSE sdl2

 

SDL_SCANCODE_PERIOD sdl2

 

SDL_SCANCODE_POWER sdl2

< windows contextual menu; compose *

SDL_SCANCODE_PRINTSCREEN sdl2

 

SDL_SCANCODE_PRIOR sdl2

 

SDL_SCANCODE_Q sdl2

 

SDL_SCANCODE_R sdl2

 

SDL_SCANCODE_RALT sdl2

 

SDL_SCANCODE_RCTRL sdl2

< windows; command (apple); meta *

SDL_SCANCODE_RETURN sdl2

 

SDL_SCANCODE_RETURN2 sdl2

 

SDL_SCANCODE_RGUI sdl2

< alt gr; option *

SDL_SCANCODE_RIGHT sdl2

 

SDL_SCANCODE_RIGHTBRACKET sdl2

 

SDL_SCANCODE_RSHIFT sdl2

 

SDL_SCANCODE_S sdl2

 

SDL_SCANCODE_SCROLLLOCK sdl2

 

SDL_SCANCODE_SELECT sdl2

Menu (show menu)

SDL_SCANCODE_SEMICOLON sdl2

< 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_SEPARATOR sdl2

 

SDL_SCANCODE_SLASH sdl2

 

SDL_SCANCODE_SLEEP sdl2

 

SDL_SCANCODE_SOFTLEFT sdl2

\name Mobile keys

These are values that are often used on mobile phones.

SDL_SCANCODE_SOFTRIGHT sdl2

< Usually situated below the display on phones and used as a multi-function feature key for selecting a software defined function shown on the bottom left of the display. *

SDL_SCANCODE_SPACE sdl2

 

SDL_SCANCODE_STOP sdl2

 

SDL_SCANCODE_SYSREQ sdl2

< Erase-Eaze *

SDL_SCANCODE_T sdl2

 

SDL_SCANCODE_TAB sdl2

 

SDL_SCANCODE_THOUSANDSSEPARATOR sdl2

 

SDL_SCANCODE_U sdl2

 

SDL_SCANCODE_UNDO sdl2

AC Redo/Repeat

SDL_SCANCODE_UNKNOWN sdl2

 

SDL_SCANCODE_UP sdl2

 

SDL_SCANCODE_V sdl2

 

SDL_SCANCODE_VOLUMEDOWN sdl2

 

SDL_SCANCODE_VOLUMEUP sdl2

 

SDL_SCANCODE_W sdl2

 

SDL_SCANCODE_WWW sdl2

 

SDL_SCANCODE_X sdl2

 

SDL_SCANCODE_Y sdl2

 

SDL_SCANCODE_Z sdl2

 

SDL_SENSORUPDATED sdl2

Sensor events

SDL_SENSOR_ACCEL sdl2

< Unknown sensor type *

SDL_SENSOR_ACCEL_L sdl2

< Gyroscope *

SDL_SENSOR_ACCEL_R sdl2

< Gyroscope for left Joy-Con controller *

SDL_SENSOR_GYRO sdl2

< Accelerometer *

SDL_SENSOR_GYRO_L sdl2

< Accelerometer for left Joy-Con controller and Wii nunchuk *

SDL_SENSOR_GYRO_R sdl2

< Accelerometer for right Joy-Con controller *

SDL_SENSOR_INVALID sdl2

 

SDL_SENSOR_UNKNOWN sdl2

< Returned for an invalid sensor *

SDL_SIMD_ALIGNED sdl2

< Surface is referenced internally *

SDL_STANDARD_GRAVITY sdl2

Accelerometer sensor

The accelerometer returns the current acceleration in SI meters per second squared. This measurement includes the force of gravity, so a device at rest will have an value of SDL_STANDARD_GRAVITY away from the center of the earth.

values[0]: Acceleration on the x axis values[1]: Acceleration on the y axis values[2]: Acceleration on the z axis

For phones held in portrait mode and game controllers held in front of you, the axes are defined as follows: -X ... +X : left ... right -Y ... +Y : bottom ... top -Z ... +Z : farther ... closer

The axis data is not changed when the phone is rotated.

\sa SDL_GetDisplayOrientation()

SDL_SWSURFACE sdl2

Surface flags

These are the currently supported flags for the ::SDL_surface.

Used internally (read-only).

SDL_SYSTEM_CURSOR_ARROW sdl2

 

SDL_SYSTEM_CURSOR_CROSSHAIR sdl2

Wait

SDL_SYSTEM_CURSOR_HAND sdl2

Slashed circle or crossbones

SDL_SYSTEM_CURSOR_IBEAM sdl2

Arrow

SDL_SYSTEM_CURSOR_NO sdl2

Four pointed arrow pointing north, south, east, and west

SDL_SYSTEM_CURSOR_SIZEALL sdl2

Double arrow pointing north and south

SDL_SYSTEM_CURSOR_SIZENESW sdl2

Double arrow pointing northwest and southeast

SDL_SYSTEM_CURSOR_SIZENS sdl2

Double arrow pointing west and east

SDL_SYSTEM_CURSOR_SIZENWSE sdl2

Small wait cursor (or Wait if not available)

SDL_SYSTEM_CURSOR_SIZEWE sdl2

Double arrow pointing northeast and southwest

SDL_SYSTEM_CURSOR_WAIT sdl2

I-beam

SDL_SYSTEM_CURSOR_WAITARROW sdl2

Crosshair

SDL_SYSWMEVENT sdl2

Window state change

SDL_SYSWM_ANDROID sdl2

 

SDL_SYSWM_COCOA sdl2

 

SDL_SYSWM_DIRECTFB sdl2

 

SDL_SYSWM_HAIKU sdl2

 

SDL_SYSWM_KMSDRM sdl2

 

SDL_SYSWM_MIR sdl2

 

SDL_SYSWM_OS2 sdl2

 

SDL_SYSWM_RISCOS sdl2

 

SDL_SYSWM_UIKIT sdl2

 

SDL_SYSWM_UNKNOWN sdl2

 

SDL_SYSWM_VIVANTE sdl2

 

SDL_SYSWM_WAYLAND sdl2

 

SDL_SYSWM_WINDOWS sdl2

 

SDL_SYSWM_WINRT sdl2

* no longer available, left for API/ABI compatibility. Remove in 2.1! *

SDL_SYSWM_X11 sdl2

 

SDL_TEXTEDITING sdl2

Key released

SDL_TEXTEDITINGEVENT_TEXT_SIZE sdl2

 

SDL_TEXTEDITING_EXT sdl2

Keymap changed due to a system event such as an input language or keyboard layout change.

SDL_TEXTINPUT sdl2

Keyboard text editing (composition)

SDL_TEXTINPUTEVENT_TEXT_SIZE sdl2

 

SDL_TEXTUREACCESS_STATIC sdl2

 

SDL_TEXTUREACCESS_STREAMING sdl2

< Changes rarely, not lockable *

SDL_TEXTUREACCESS_TARGET sdl2

< Changes frequently, lockable *

SDL_TEXTUREMODULATE_ALPHA sdl2

< srcC = srcC * color *

SDL_TEXTUREMODULATE_COLOR sdl2

< No modulation *

SDL_TEXTUREMODULATE_NONE sdl2

 

SDL_TOUCH_DEVICE_DIRECT sdl2

 

SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE sdl2

touch screen with window-relative coordinates *

SDL_TOUCH_DEVICE_INDIRECT_RELATIVE sdl2

trackpad with absolute device coordinates *

SDL_TOUCH_DEVICE_INVALID sdl2

 

SDL_TOUCH_MOUSEID sdl2

Used as the device ID for mouse events simulated with touch input *

SDL_TRUE sdl2

 

SDL_TTF_MAJOR_VERSION sdl2_ttf

Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL *

SDL_TTF_MINOR_VERSION sdl2_ttf

 

SDL_TTF_PATCHLEVEL sdl2_ttf

 

SDL_USEREVENT sdl2

Events SDL_USEREVENT through SDL_LASTEVENT are for your use, and should be allocated with SDL_RegisterEvents()

SDL_VIRTUAL_JOYSTICK_DESC_VERSION sdl2

\brief The current version of the SDL_VirtualJoystickDesc structure

SDL_WINDOWEVENT sdl2

Window events

SDL_WINDOWEVENT_CLOSE sdl2

< Window has lost keyboard focus *

SDL_WINDOWEVENT_DISPLAY_CHANGED sdl2

< The ICC profile of the window's display has changed. *

SDL_WINDOWEVENT_ENTER sdl2

< Window has been restored to normal size and position *

SDL_WINDOWEVENT_EXPOSED sdl2

< Window has been hidden *

SDL_WINDOWEVENT_FOCUS_GAINED sdl2

< Window has lost mouse focus *

SDL_WINDOWEVENT_FOCUS_LOST sdl2

< Window has gained keyboard focus *

SDL_WINDOWEVENT_HIDDEN sdl2

< Window has been shown *

SDL_WINDOWEVENT_HIT_TEST sdl2

< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) *

SDL_WINDOWEVENT_ICCPROF_CHANGED sdl2

< Window had a hit test that wasn't SDL_HITTEST_NORMAL. *

SDL_WINDOWEVENT_LEAVE sdl2

< Window has gained mouse focus *

SDL_WINDOWEVENT_MAXIMIZED sdl2

< Window has been minimized *

SDL_WINDOWEVENT_MINIMIZED sdl2

< 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_MOVED sdl2

< Window has been exposed and should be redrawn *

SDL_WINDOWEVENT_NONE sdl2

 

SDL_WINDOWEVENT_RESIZED sdl2

< Window has been moved to data1; data2 *

SDL_WINDOWEVENT_RESTORED sdl2

< Window has been maximized *

SDL_WINDOWEVENT_SHOWN sdl2

< Never used *

SDL_WINDOWEVENT_SIZE_CHANGED sdl2

< Window has been resized to data1xdata2 *

SDL_WINDOWEVENT_TAKE_FOCUS sdl2

< The window manager requests that the window be closed *

SDL_WINDOWPOS_CENTERED sdl2

 

SDL_WINDOWPOS_CENTERED_MASK sdl2

Used to indicate that the window position should be centered.

SDL_WINDOWPOS_UNDEFINED sdl2

 

SDL_WINDOWPOS_UNDEFINED_MASK sdl2

Used to indicate that you don't care what the window position is.

SDL_WINDOW_ALLOW_HIGHDPI sdl2

< window not created by SDL *

SDL_WINDOW_ALWAYS_ON_TOP sdl2

< window has mouse captured (unrelated to MOUSE_GRABBED) *

SDL_WINDOW_BORDERLESS sdl2

< window is not visible *

SDL_WINDOW_FOREIGN sdl2

 

SDL_WINDOW_FULLSCREEN sdl2

 

SDL_WINDOW_FULLSCREEN_DESKTOP sdl2

< window has mouse focus *

SDL_WINDOW_HIDDEN sdl2

< window is visible *

SDL_WINDOW_INPUT_FOCUS sdl2

< window has grabbed mouse input *

SDL_WINDOW_INPUT_GRABBED sdl2

< window usable for Metal view *

SDL_WINDOW_KEYBOARD_GRABBED sdl2

< window should be treated as a popup menu *

SDL_WINDOW_LACKS_SHAPE sdl2

 

SDL_WINDOW_MAXIMIZED sdl2

< window is minimized *

SDL_WINDOW_METAL sdl2

< window usable for Vulkan surface *

SDL_WINDOW_MINIMIZED sdl2

< window can be resized *

SDL_WINDOW_MOUSE_CAPTURE sdl2

< 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_MOUSE_FOCUS sdl2

< window has input focus *

SDL_WINDOW_MOUSE_GRABBED sdl2

< window is maximized *

SDL_WINDOW_OPENGL sdl2

< fullscreen window *

SDL_WINDOW_POPUP_MENU sdl2

< window should be treated as a tooltip *

SDL_WINDOW_RESIZABLE sdl2

< no window decoration *

SDL_WINDOW_SHOWN sdl2

< window usable with OpenGL context *

SDL_WINDOW_SKIP_TASKBAR sdl2

< window should always be above others *

SDL_WINDOW_TOOLTIP sdl2

< window should be treated as a utility window *

SDL_WINDOW_UTILITY sdl2

< window should not be added to the taskbar *

SDL_WINDOW_VULKAN sdl2

< window has grabbed keyboard input *

SDL_YUV_CONVERSION_AUTOMATIC sdl2

< BT.709 *

SDL_YUV_CONVERSION_BT601 sdl2

< Full range JPEG *

SDL_YUV_CONVERSION_BT709 sdl2

< BT.601 (the default) *

SDL_YUV_CONVERSION_JPEG sdl2

 

ShapeModeBinarizeAlpha sdl2

\brief A binarized alpha cutoff with a given integer value. *

ShapeModeColorKey sdl2

\brief A color key is applied. *

ShapeModeDefault sdl2

\brief The default mode, a binarized alpha cutoff of 1. *

ShapeModeReverseBinarizeAlpha sdl2

\brief A binarized alpha cutoff with a given integer value, but with the opposite comparison. *

SMOOTHING_OFF sdl2_gfx

! \brief Disable anti-aliasing (no smoothing).

SMOOTHING_ON sdl2_gfx

! \brief Enable anti-aliasing (smoothing).

TTF_DIRECTION_BTT sdl2_ttf

Top to Bottom

TTF_DIRECTION_LTR sdl2_ttf

 

TTF_DIRECTION_RTL sdl2_ttf

Left to Right

TTF_DIRECTION_TTB sdl2_ttf

Right to Left

TTF_HINTING_LIGHT sdl2_ttf

 

TTF_HINTING_LIGHT_SUBPIXEL sdl2_ttf

 

TTF_HINTING_MONO sdl2_ttf

 

TTF_HINTING_NONE sdl2_ttf

 

TTF_HINTING_NORMAL sdl2_ttf

Hinting flags

TTF_MAJOR_VERSION sdl2_ttf

Backwards compatibility *

TTF_MINOR_VERSION sdl2_ttf

 

TTF_PATCHLEVEL sdl2_ttf

 

TTF_STYLE_BOLD sdl2_ttf

 

TTF_STYLE_ITALIC sdl2_ttf

 

TTF_STYLE_NORMAL sdl2_ttf

Font style flags

TTF_STYLE_STRIKETHROUGH sdl2_ttf

 

TTF_STYLE_UNDERLINE sdl2_ttf

 

TTF_WRAPPED_ALIGN_CENTER sdl2_ttf

 

TTF_WRAPPED_ALIGN_LEFT sdl2_ttf

Special layout option for rendering wrapped text

TTF_WRAPPED_ALIGN_RIGHT sdl2_ttf

 

UNICODE_BOM_NATIVE sdl2_ttf

ZERO WIDTH NO-BREAKSPACE (Unicode byte order mark)

UNICODE_BOM_SWAPPED sdl2_ttf

 


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