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. |
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 |
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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 |
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SDL_CONTROLLER_BUTTON_RIGHTSTICK | sdl2 |
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SDL_CONTROLLER_BUTTON_START | sdl2 |
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SDL_CONTROLLER_BUTTON_TOUCHPAD | sdl2 | < Xbox Elite paddle P4 * |
SDL_CONTROLLER_BUTTON_X | sdl2 |
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SDL_CONTROLLER_BUTTON_Y | sdl2 |
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SDL_CONTROLLER_TYPE_AMAZON_LUNA | sdl2 |
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SDL_CONTROLLER_TYPE_GOOGLE_STADIA | sdl2 |
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT | sdl2 |
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR | sdl2 |
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT | sdl2 |
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO | sdl2 |
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SDL_CONTROLLER_TYPE_NVIDIA_SHIELD | sdl2 |
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SDL_CONTROLLER_TYPE_PS3 | sdl2 |
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SDL_CONTROLLER_TYPE_PS4 | sdl2 |
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SDL_CONTROLLER_TYPE_PS5 | sdl2 |
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SDL_CONTROLLER_TYPE_UNKNOWN | sdl2 |
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SDL_CONTROLLER_TYPE_VIRTUAL | sdl2 |
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SDL_CONTROLLER_TYPE_XBOX360 | sdl2 |
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SDL_CONTROLLER_TYPE_XBOXONE | sdl2 |
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SDL_DISABLE | sdl2 |
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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 |
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SDL_DISPLAYEVENT_ORIENTATION | sdl2 | < Never used * |
SDL_DOLLARGESTURE | sdl2 | Gesture events |
SDL_DOLLARRECORD | sdl2 |
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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 |
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SDL_FALSE | sdl2 |
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SDL_FINGERDOWN | sdl2 | Touch events |
SDL_FINGERMOTION | sdl2 |
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SDL_FINGERUP | sdl2 |
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SDL_FIRSTEVENT | sdl2 |
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SDL_FLASH_BRIEFLY | sdl2 | < Cancel any window flash state * |
SDL_FLASH_CANCEL | sdl2 |
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SDL_FLASH_UNTIL_FOCUSED | sdl2 | < Flash the window briefly to get attention * |
SDL_FLIP_HORIZONTAL | sdl2 | < Do not flip * |
SDL_FLIP_NONE | sdl2 |
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SDL_FLIP_VERTICAL | sdl2 | < flip horizontally * |
SDL_FLT_EPSILON | sdl2 |
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SDL_GETEVENT | sdl2 |
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SDL_GL_ACCELERATED_VISUAL | sdl2 |
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SDL_GL_ACCUM_ALPHA_SIZE | sdl2 |
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SDL_GL_ACCUM_BLUE_SIZE | sdl2 |
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SDL_GL_ACCUM_GREEN_SIZE | sdl2 |
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SDL_GL_ACCUM_RED_SIZE | sdl2 |
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SDL_GL_ALPHA_SIZE | sdl2 |
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SDL_GL_BLUE_SIZE | sdl2 |
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SDL_GL_BUFFER_SIZE | sdl2 |
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SDL_GL_CONTEXT_DEBUG_FLAG | sdl2 |
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SDL_GL_CONTEXT_EGL | sdl2 |
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SDL_GL_CONTEXT_FLAGS | sdl2 |
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SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG | sdl2 |
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SDL_GL_CONTEXT_MAJOR_VERSION | sdl2 |
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SDL_GL_CONTEXT_MINOR_VERSION | sdl2 |
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SDL_GL_CONTEXT_NO_ERROR | sdl2 |
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SDL_GL_CONTEXT_PROFILE_COMPATIBILITY | sdl2 |
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SDL_GL_CONTEXT_PROFILE_CORE | sdl2 |
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SDL_GL_CONTEXT_PROFILE_ES | sdl2 |
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SDL_GL_CONTEXT_PROFILE_MASK | sdl2 |
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR | sdl2 |
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH | sdl2 |
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE | sdl2 |
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SDL_GL_CONTEXT_RESET_ISOLATION_FLAG | sdl2 |
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SDL_GL_CONTEXT_RESET_LOSE_CONTEXT | sdl2 |
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SDL_GL_CONTEXT_RESET_NOTIFICATION | sdl2 |
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SDL_GL_CONTEXT_RESET_NO_NOTIFICATION | sdl2 |
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SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG | sdl2 |
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SDL_GL_DEPTH_SIZE | sdl2 |
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SDL_GL_DOUBLEBUFFER | sdl2 |
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SDL_GL_FLOATBUFFERS | sdl2 |
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SDL_GL_FRAMEBUFFER_SRGB_CAPABLE | sdl2 |
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SDL_GL_GREEN_SIZE | sdl2 |
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SDL_GL_MULTISAMPLEBUFFERS | sdl2 |
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SDL_GL_MULTISAMPLESAMPLES | sdl2 |
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SDL_GL_RED_SIZE | sdl2 |
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SDL_GL_RETAINED_BACKING | sdl2 |
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SDL_GL_SHARE_WITH_CURRENT_CONTEXT | sdl2 |
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SDL_GL_STENCIL_SIZE | sdl2 |
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SDL_GL_STEREO | sdl2 |
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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 |
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SDL_HAT_LEFT | sdl2 |
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SDL_HAT_LEFTDOWN | sdl2 |
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SDL_HAT_LEFTUP | sdl2 |
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SDL_HAT_RIGHT | sdl2 |
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SDL_HAT_RIGHTDOWN | sdl2 |
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SDL_HAT_RIGHTUP | sdl2 |
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SDL_HAT_UP | sdl2 |
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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 |
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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 |
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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 |
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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 |
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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 |
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SDL_HITTEST_RESIZE_BOTTOM | sdl2 |
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SDL_HITTEST_RESIZE_BOTTOMLEFT | sdl2 |
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SDL_HITTEST_RESIZE_BOTTOMRIGHT | sdl2 |
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SDL_HITTEST_RESIZE_LEFT | sdl2 |
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SDL_HITTEST_RESIZE_RIGHT | sdl2 |
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SDL_HITTEST_RESIZE_TOP | sdl2 |
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SDL_HITTEST_RESIZE_TOPLEFT | sdl2 | < Region can drag entire window. * |
SDL_HITTEST_RESIZE_TOPRIGHT | sdl2 |
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SDL_ICONV_E2BIG | sdl2 |
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SDL_ICONV_EILSEQ | sdl2 |
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SDL_ICONV_EINVAL | sdl2 |
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SDL_ICONV_ERROR | sdl2 | The SDL implementation of iconv() returns these error codes |
SDL_IGNORE | sdl2 |
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SDL_IMAGE_MAJOR_VERSION | sdl2_image | Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL * |
SDL_IMAGE_MINOR_VERSION | sdl2_image |
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SDL_IMAGE_PATCHLEVEL | sdl2_image |
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SDL_INIT_AUDIO | sdl2 |
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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 |
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SDL_INIT_TIMER | sdl2 |
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SDL_INIT_VIDEO | sdl2 |
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SDL_INVALID_SHAPE_ARGUMENT | sdl2 |
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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 |
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SDL_JOYSTICK_AXIS_MIN | sdl2 |
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SDL_JOYSTICK_POWER_EMPTY | sdl2 |
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SDL_JOYSTICK_POWER_FULL | sdl2 | <= 70% * |
SDL_JOYSTICK_POWER_LOW | sdl2 | <= 5% * |
SDL_JOYSTICK_POWER_MAX | sdl2 |
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SDL_JOYSTICK_POWER_MEDIUM | sdl2 | <= 20% * |
SDL_JOYSTICK_POWER_UNKNOWN | sdl2 |
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SDL_JOYSTICK_POWER_WIRED | sdl2 | <= 100% * |
SDL_JOYSTICK_TYPE_ARCADE_PAD | sdl2 |
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SDL_JOYSTICK_TYPE_ARCADE_STICK | sdl2 |
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SDL_JOYSTICK_TYPE_DANCE_PAD | sdl2 |
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SDL_JOYSTICK_TYPE_DRUM_KIT | sdl2 |
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SDL_JOYSTICK_TYPE_FLIGHT_STICK | sdl2 |
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SDL_JOYSTICK_TYPE_GAMECONTROLLER | sdl2 |
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SDL_JOYSTICK_TYPE_GUITAR | sdl2 |
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SDL_JOYSTICK_TYPE_THROTTLE | sdl2 |
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SDL_JOYSTICK_TYPE_UNKNOWN | sdl2 |
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SDL_JOYSTICK_TYPE_WHEEL | sdl2 |
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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 |
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SDL_LOG_CATEGORY_ASSERT | sdl2 |
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SDL_LOG_CATEGORY_AUDIO | sdl2 |
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SDL_LOG_CATEGORY_CUSTOM | sdl2 | Beyond this point is reserved for application use * |
SDL_LOG_CATEGORY_ERROR | sdl2 |
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SDL_LOG_CATEGORY_INPUT | sdl2 |
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SDL_LOG_CATEGORY_RENDER | sdl2 |
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SDL_LOG_CATEGORY_RESERVED1 | sdl2 | Reserved for future SDL library use * |
SDL_LOG_CATEGORY_RESERVED10 | sdl2 |
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SDL_LOG_CATEGORY_RESERVED2 | sdl2 |
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SDL_LOG_CATEGORY_RESERVED3 | sdl2 |
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SDL_LOG_CATEGORY_RESERVED4 | sdl2 |
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SDL_LOG_CATEGORY_RESERVED5 | sdl2 |
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SDL_LOG_CATEGORY_RESERVED6 | sdl2 |
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SDL_LOG_CATEGORY_RESERVED7 | sdl2 |
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SDL_LOG_CATEGORY_RESERVED8 | sdl2 |
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SDL_LOG_CATEGORY_RESERVED9 | sdl2 |
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SDL_LOG_CATEGORY_SYSTEM | sdl2 |
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SDL_LOG_CATEGORY_TEST | sdl2 |
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SDL_LOG_CATEGORY_VIDEO | sdl2 |
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SDL_LOG_PRIORITY_CRITICAL | sdl2 |
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SDL_LOG_PRIORITY_DEBUG | sdl2 |
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SDL_LOG_PRIORITY_ERROR | sdl2 |
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SDL_LOG_PRIORITY_INFO | sdl2 |
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SDL_LOG_PRIORITY_VERBOSE | sdl2 |
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SDL_LOG_PRIORITY_WARN | sdl2 |
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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 |
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SDL_MAX_SINT32 | sdl2 |
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SDL_MAX_SINT64 | sdl2 |
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SDL_MAX_SINT8 | sdl2 |
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SDL_MAX_UINT16 | sdl2 |
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SDL_MAX_UINT32 | sdl2 |
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SDL_MAX_UINT64 | sdl2 |
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SDL_MAX_UINT8 | sdl2 |
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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 |
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SDL_MESSAGEBOX_COLOR_BACKGROUND | sdl2 |
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SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND | sdl2 |
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SDL_MESSAGEBOX_COLOR_BUTTON_BORDER | sdl2 |
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SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED | sdl2 |
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SDL_MESSAGEBOX_COLOR_MAX | sdl2 |
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SDL_MESSAGEBOX_COLOR_TEXT | sdl2 |
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SDL_MESSAGEBOX_ERROR | sdl2 |
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SDL_MESSAGEBOX_INFORMATION | sdl2 | < warning dialog * |
SDL_MESSAGEBOX_WARNING | sdl2 | < error dialog * |
SDL_MINOR_VERSION | sdl2 |
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SDL_MIN_SINT16 | sdl2 |
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SDL_MIN_SINT32 | sdl2 |
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SDL_MIN_SINT64 | sdl2 |
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SDL_MIN_SINT8 | sdl2 |
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SDL_MIN_UINT16 | sdl2 |
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SDL_MIN_UINT32 | sdl2 |
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SDL_MIN_UINT64 | sdl2 |
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SDL_MIN_UINT8 | sdl2 |
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SDL_MIXER_MAJOR_VERSION | sdl2_mixer | Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL * |
SDL_MIXER_MINOR_VERSION | sdl2_mixer |
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SDL_MIXER_PATCHLEVEL | sdl2_mixer |
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SDL_MIX_MAXVOLUME | sdl2 |
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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 |
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SDL_MOUSE_TOUCHID | sdl2 | Used as the SDL_TouchID for touch events simulated with mouse input * |
SDL_MULTIGESTURE | sdl2 |
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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 |
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SDL_NONSHAPEABLE_WINDOW | sdl2 | SDL_shape.h Header file for the shaped window API. |
SDL_NUM_LOG_PRIORITIES | sdl2 |
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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 |
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SDL_PACKEDLAYOUT_1010102 | sdl2 |
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SDL_PACKEDLAYOUT_1555 | sdl2 |
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SDL_PACKEDLAYOUT_2101010 | sdl2 |
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SDL_PACKEDLAYOUT_332 | sdl2 |
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SDL_PACKEDLAYOUT_4444 | sdl2 |
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SDL_PACKEDLAYOUT_5551 | sdl2 |
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SDL_PACKEDLAYOUT_565 | sdl2 |
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SDL_PACKEDLAYOUT_8888 | sdl2 |
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SDL_PACKEDLAYOUT_NONE | sdl2 |
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SDL_PACKEDORDER_ABGR | sdl2 |
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SDL_PACKEDORDER_ARGB | sdl2 |
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SDL_PACKEDORDER_BGRA | sdl2 |
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SDL_PACKEDORDER_BGRX | sdl2 |
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SDL_PACKEDORDER_NONE | sdl2 |
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SDL_PACKEDORDER_RGBA | sdl2 |
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SDL_PACKEDORDER_RGBX | sdl2 |
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SDL_PACKEDORDER_XBGR | sdl2 |
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SDL_PACKEDORDER_XRGB | sdl2 |
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SDL_PATCHLEVEL | sdl2 |
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SDL_PEEKEVENT | sdl2 |
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SDL_PIXELFORMAT_ABGR1555 | sdl2 |
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SDL_PIXELFORMAT_ABGR4444 | sdl2 |
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SDL_PIXELFORMAT_ABGR8888 | sdl2 |
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SDL_PIXELFORMAT_ARGB1555 | sdl2 |
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SDL_PIXELFORMAT_ARGB2101010 | sdl2 |
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SDL_PIXELFORMAT_ARGB4444 | sdl2 |
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SDL_PIXELFORMAT_ARGB8888 | sdl2 |
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SDL_PIXELFORMAT_BGR24 | sdl2 |
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SDL_PIXELFORMAT_BGR555 | sdl2 |
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SDL_PIXELFORMAT_BGR565 | sdl2 |
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SDL_PIXELFORMAT_BGR888 | sdl2 |
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SDL_PIXELFORMAT_BGRA4444 | sdl2 |
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SDL_PIXELFORMAT_BGRA5551 | sdl2 |
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SDL_PIXELFORMAT_BGRA8888 | sdl2 |
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SDL_PIXELFORMAT_BGRX8888 | sdl2 |
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SDL_PIXELFORMAT_EXTERMAL_OES | sdl2 | < Android video texture format * |
SDL_PIXELFORMAT_INDEX1LSB | sdl2 |
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SDL_PIXELFORMAT_INDEX1MSB | sdl2 |
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SDL_PIXELFORMAT_INDEX4LSB | sdl2 |
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SDL_PIXELFORMAT_INDEX4MSB | sdl2 |
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SDL_PIXELFORMAT_INDEX8 | sdl2 |
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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 |
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SDL_PIXELFORMAT_RGB332 | sdl2 |
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SDL_PIXELFORMAT_RGB444 | sdl2 |
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SDL_PIXELFORMAT_RGB555 | sdl2 |
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SDL_PIXELFORMAT_RGB565 | sdl2 |
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SDL_PIXELFORMAT_RGB888 | sdl2 |
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SDL_PIXELFORMAT_RGBA4444 | sdl2 |
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SDL_PIXELFORMAT_RGBA5551 | sdl2 |
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SDL_PIXELFORMAT_RGBA8888 | sdl2 |
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SDL_PIXELFORMAT_RGBX8888 | sdl2 |
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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 |
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SDL_PIXELTYPE_ARRAYF32 | sdl2 |
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SDL_PIXELTYPE_ARRAYU16 | sdl2 |
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SDL_PIXELTYPE_ARRAYU32 | sdl2 |
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SDL_PIXELTYPE_ARRAYU8 | sdl2 |
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SDL_PIXELTYPE_INDEX1 | sdl2 |
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SDL_PIXELTYPE_INDEX4 | sdl2 |
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SDL_PIXELTYPE_INDEX8 | sdl2 |
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SDL_PIXELTYPE_PACKED16 | sdl2 |
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SDL_PIXELTYPE_PACKED32 | sdl2 |
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SDL_PIXELTYPE_PACKED8 | sdl2 |
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SDL_PIXELTYPE_UNKNOWN | sdl2 |
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SDL_POLLSENTINEL | sdl2 | Internal events |
SDL_PREALLOC | sdl2 | < Just here for compatibility * |
SDL_PRESSED | sdl2 |
|
SDL_QUERY | sdl2 |
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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 |
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SDL_SCANCODE_1 | sdl2 |
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SDL_SCANCODE_2 | sdl2 |
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SDL_SCANCODE_3 | sdl2 |
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SDL_SCANCODE_4 | sdl2 |
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SDL_SCANCODE_5 | sdl2 |
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SDL_SCANCODE_6 | sdl2 |
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SDL_SCANCODE_7 | sdl2 |
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SDL_SCANCODE_8 | sdl2 |
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SDL_SCANCODE_9 | sdl2 |
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SDL_SCANCODE_A | sdl2 | Usage page $07 These values are from usage page $07 (USB keyboard page). |
SDL_SCANCODE_AC_BACK | sdl2 |
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SDL_SCANCODE_AC_BOOKMARKS | sdl2 |
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SDL_SCANCODE_AC_FORWARD | sdl2 |
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SDL_SCANCODE_AC_HOME | sdl2 |
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SDL_SCANCODE_AC_REFRESH | sdl2 |
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SDL_SCANCODE_AC_SEARCH | sdl2 |
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SDL_SCANCODE_AC_STOP | sdl2 |
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SDL_SCANCODE_AGAIN | sdl2 | AC Stop |
SDL_SCANCODE_ALTERASE | sdl2 | < reserved * |
SDL_SCANCODE_APOSTROPHE | sdl2 |
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SDL_SCANCODE_APP1 | sdl2 | SC System Sleep |
SDL_SCANCODE_APP2 | sdl2 |
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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 |
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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_THREAD_PRIORITY_HIGH | sdl2 |
|
SDL_THREAD_PRIORITY_LOW | sdl2 |
|
SDL_THREAD_PRIORITY_NORMAL | sdl2 |
|
SDL_THREAD_PRIORITY_TIME_CRITICAL | 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 |
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TTF_DIRECTION_RTL | sdl2_ttf | Left to Right |
TTF_DIRECTION_TTB | sdl2_ttf | Right to Left |
TTF_HINTING_LIGHT | sdl2_ttf |
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TTF_HINTING_LIGHT_SUBPIXEL | sdl2_ttf |
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TTF_HINTING_MONO | sdl2_ttf |
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TTF_HINTING_NONE | sdl2_ttf |
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TTF_HINTING_NORMAL | sdl2_ttf | Hinting flags |
TTF_MAJOR_VERSION | sdl2_ttf | Backwards compatibility * |
TTF_MINOR_VERSION | sdl2_ttf |
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TTF_PATCHLEVEL | sdl2_ttf |
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TTF_STYLE_BOLD | sdl2_ttf |
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TTF_STYLE_ITALIC | sdl2_ttf |
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TTF_STYLE_NORMAL | sdl2_ttf | Font style flags |
TTF_STYLE_STRIKETHROUGH | sdl2_ttf |
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TTF_STYLE_UNDERLINE | sdl2_ttf |
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TTF_WRAPPED_ALIGN_CENTER | sdl2_ttf |
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TTF_WRAPPED_ALIGN_LEFT | sdl2_ttf | Special layout option for rendering wrapped text |
TTF_WRAPPED_ALIGN_RIGHT | sdl2_ttf |
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UNICODE_BOM_NATIVE | sdl2_ttf | ZERO WIDTH NO-BREAKSPACE (Unicode byte order mark) |
UNICODE_BOM_SWAPPED | sdl2_ttf |
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