TSdlHints
Lists and manages hints.
Definition
Unit: Neslib.Sdl3.Basics
Constants
Name | Description |
---|---|
AllowTabWhileGrabbed | Specify the behavior of Alt+Tab while the keyboard is grabbed. |
AndroidAllowRecreateActivity | A variable to control whether the SDL activity is allowed to be re-created. |
AndroidBlockOnPause | A variable to control whether the event loop will block itself when the app is paused. |
AndroidLowLatencyAudio | A variable to control whether low latency audio should be enabled. |
AndroidTrapBackButton | A variable to control whether we trap the Android back button to handle it manually. |
AppID | A variable setting the app ID string. |
AppleTVControllerUIEvents | A variable controlling whether controllers used with the Apple TV generate UI events. |
AppleTVRemoteAllowRotation | A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote. |
AppName | A variable setting the application name. |
Assert | A variable controlling response to SdlAssert failures. |
AudioAlsaDefaultDevice | Specify the default ALSA audio device name. |
AudioAlsaDefaultPlaybackDevice | Specify the default ALSA audio playback device name. |
AudioAlsaDefaultRecordingDevice | Specify the default ALSA audio recording device name. |
AudioCategory | A variable controlling the audio category on iOS and macOS. |
AudioChannels | A variable controlling the default audio channel count. |
AudioDeviceAppIconName | Specify an application icon name for an audio device. |
AudioDeviceSampleFrames | A variable controlling device buffer size. |
AudioDeviceStreamName | Specify an audio stream name for an audio device. |
AudioDeviceStreamRole | Specify an application role for an audio device. |
AudioDiskInputFile | Specify the input file when recording audio using the disk audio driver. |
AudioDiskOutputFile | Specify the output file when playing audio using the disk audio driver. |
AudioDiskTimescale | A variable controlling the audio rate when using the disk audio driver. |
AudioDriver | A variable that specifies an audio backend to use. |
AudioDummyTimescale | A variable controlling the audio rate when using the dummy audio driver. |
AudioFormat | A variable controlling the default audio format. |
AudioFrequency | A variable controlling the default audio frequency. |
AudioIncludeMonitors | A variable that causes SDL to not ignore audio 'monitors'. |
AutoUpdateJoysticks | A variable controlling whether SDL updates joystick state when getting input events. |
AutoUpdateSensors | A variable controlling whether SDL updates sensor state when getting input events. |
BmpSaveLegacyFormat | Prevent SDL from using version 4 of the bitmap header when saving BMPs. |
CameraDriver | A variable that decides what camera backend to use. |
CpuFeatureMask | A variable that limits what CPU features are available. |
DisplayUsableBounds | Override for TSdlDisplay.UsableBounds. |
EglLibrary | Specify the EGL library to load. |
EnableScreenKeyboard | A variable that controls whether the on-screen keyboard should be shown when text input is active. |
EVDevDevices | A variable containing a list of evdev devices to use if udev is not available. |
EventLogging | A variable controlling verbosity of the logging of SDL events pushed onto the internal queue. |
FileDialogDriver | A variable that specifies a dialog backend to use. |
ForceRaiseWindow | A variable controlling whether raising the window should be done more forcefully. |
FramebufferAcceleration | A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. |
GameControllerConfig | A variable that lets you manually hint extra gamecontroller db entries. |
GameControllerConfigFile | A variable that lets you provide a file with extra gamecontroller db entries. |
GameControllerIgnoreDevices | A variable containing a list of devices to skip when scanning for game controllers. |
GameControllerIgnoreDevicesExcept | If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. |
GameControllerSensorFusion | A variable that controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads. |
GameControllerType | A variable that overrides the automatic controller type detection. |
GpuDriver | A variable that specifies a GPU backend to use. |
HidApiEnumerateOnlyControllers | A variable to control whether TSdlHid.Enumerate enumerates all HID devices or only controllers. |
HidApiIgnoreDevices | A variable containing a list of devices to ignore in TSdlHid.Enumerate. |
HidApiLibUDev | A variable to control whether HIDAPI uses udev for device detection. |
HidApiLibUsb | A variable to control whether HIDAPI uses libusb for device access. |
HidApiLibUsbWhiteList | A variable to control whether HIDAPI uses libusb only for whitelisted devices. |
ImeImplementedUI | A variable describing what IME UI elements the application can display. |
IosHideHomeIndicator | A variable controlling whether the home indicator bar on iPhone X should be hidden. |
JoystickAllowBackgroundEvents | A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. |
JoystickArcadestickDevices | A variable containing a list of arcade stick style controllers. |
JoystickArcadestickDevicesExcluded | A variable containing a list of devices that are not arcade stick style controllers. |
JoystickBlacklistDevices | A variable containing a list of devices that should not be considered joysticks. |
JoystickBlacklistDevicesExcluded | A variable containing a list of devices that should be considered joysticks. |
JoystickDevice | A variable containing a comma separated list of devices to open as joysticks. |
JoystickDirectInput | A variable controlling whether DirectInput should be used for controllers. |
JoystickEnhancedReports | A variable controlling whether enhanced reports should be used for controllers when using the HIDAPI driver. |
JoystickFlightstickDevices | A variable containing a list of flightstick style controllers. |
JoystickFlightstickDevicesExcluded | A variable containing a list of devices that are not flightstick style controllers. |
JoystickGameCubeDevices | A variable containing a list of devices known to have a GameCube form factor. |
JoystickGameCubeDevicesExcluded | A variable containing a list of devices known not to have a GameCube form factor. |
JoystickGameInput | A variable controlling whether GameInput should be used for controller handling on Windows. |
JoystickHapticAxes | A variable containing a list of devices and their desired number of haptic (force feedback) enabled axis. |
JoystickHidApi | A variable controlling whether the HIDAPI joystick drivers should be used. |
JoystickHidApiCombineJoyCons | A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver. |
JoystickHidApiGameCube | A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. |
JoystickHidApiGameCubeRumbleBrake | A variable controlling whether rumble is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2). |
JoystickHidApiJoyConHomeLed | A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened. |
JoystickHidApiJoyCons | A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used. |
JoystickHidApiLuna | A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used. |
JoystickHidApiNintendoClassic | A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used. |
JoystickHidApiPS3 | A variable controlling whether the HIDAPI driver for PS3 controllers should be used. |
JoystickHidApiPS3SixAxisDriver | A variable controlling whether the Sony driver (sixaxis.sys) for PS3 controllers (Sixaxis/DualShock 3) should be used. |
JoystickHidApiPS4 | A variable controlling whether the HIDAPI driver for PS4 controllers should be used. |
JoystickHidApiPS4ReportInterval | A variable controlling the update rate of the PS4 controller over Bluetooth when using the HIDAPI driver. |
JoystickHidApiPS5 | A variable controlling whether the HIDAPI driver for PS5 controllers should be used. |
JoystickHidApiPS5PlayerLed | A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. |
JoystickHidApiShield | A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used. |
JoystickHidApiStadia | A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. |
JoystickHidApiSteam | A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used. |
JoystickHidApiSteamDeck | A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used. |
JoystickHidApiSteamHomeLed | A variable controlling whether the Steam button LED should be turned on when a Steam controller is opened. |
JoystickHidApiSteamHori | A variable controlling whether the HIDAPI driver for HORI licensed Steam controllers should be used. |
JoystickHidApiSwitch | A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. |
JoystickHidApiSwitchHomeLed | A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened. |
JoystickHidApiSwitchPlayerLed | A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller. |
JoystickHidApiVerticalJoyCons | A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver. |
JoystickHidApiWii | A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used. |
JoystickHidApiWiiPlayerLed | A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller. |
JoystickHidApiXbox | A variable controlling whether the HIDAPI driver for XBox controllers should be used. |
JoystickHidApiXbox360 | A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used. |
JoystickHidApiXbox360PlayerLed | A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller. |
JoystickHidApiXbox360Wireless | A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used. |
JoystickHidApiXboxOne | A variable controlling whether the HIDAPI driver for XBox One controllers should be used. |
JoystickHidApiXboxOneHomeLed | A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened. |
JoystickIOKit | A variable controlling whether IOKit should be used for controller handling. |
JoystickLinuxClassic | A variable controlling whether to use the classic /dev/input/js joystick interface or the newer /dev/input/event joystick interface on Linux. |
JoystickLinuxDeadzoned | A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. |
JoystickLinuxDigitalHats | 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. |
JoystickLinuxHatDeadzones | A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values. |
JoystickMfi | A variable controlling whether GCController should be used for controller handling. |
JoystickRawInput | A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. |
JoystickRawInputCorrelateXInput | A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. |
JoystickRogChakram | A variable controlling whether the ROG Chakram mice should show up as joysticks. |
JoystickThread | A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows. |
JoystickThrottleDevices | A variable containing a list of throttle style controllers. |
JoystickThrottleDevicesExcluded | A variable containing a list of devices that are not throttle style controllers. |
JoystickWgi | A variable controlling whether Windows.Gaming.Input should be used for controller handling. |
JoystickWheelDevices | A variable containing a list of wheel style controllers. |
JoystickWheelDevicesExcluded | A variable containing a list of devices that are not wheel style controllers. |
JoystickZeroCenteredDevices | A variable containing a list of devices known to have all axes centered at zero. |
KeycodeOptions | A variable that controls keycode representation in keyboard events. |
KmsDrmDeviceIndex | A variable that controls what KMSDRM device to use. |
KmsDrmRequireDrmMaster | A variable that controls whether SDL requires DRM master access in order to initialize the KMSDRM video backend. |
Logging | A variable controlling the default SDL log levels. |
MacBackgroundApp | A variable controlling whether to force the application to become the foreground process when launched on macOS. |
MacCtrlClickEmulateRightClick | A variable that determines whether Ctrl+Click should generate a right-click event on macOS. |
MacOpenGLAsyncDispatch | A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing on macOS. |
MacOptionAsAlt | A variable controlling whether the Option key on macOS should be remapped to act as the Alt key. |
MacScrollMomentum | A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have momentum on macOS. |
MainCallbackRate | Request TSdlApp.Iterate be called at a specific rate. |
MouseAutoCapture | A variable controlling whether the mouse is captured while mouse buttons are pressed. |
MouseDefaultSystemCursor | A variable setting which system cursor to use as the default cursor. |
MouseDoubleClickRadius | A variable setting the double click radius, in pixels. |
MouseDoubleClickTime | A variable setting the double click time, in milliseconds. |
MouseEmulateWarpWithRelative | A variable controlling whether warping a hidden mouse cursor will activate relative mouse mode. |
MouseFocusClickThrough | Allow mouse click events when clicking to focus an SDL window. |
MouseNormalSpeedScale | A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode. |
MouseRelativeCursorVisible | A variable controlling whether the hardware cursor stays visible when relative mode is active. |
MouseRelativeModeCenter | A variable controlling whether relative mouse mode constrains the mouse to the center of the window. |
MouseRelativeSpeedScale | A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode. |
MouseRelativeSystemScale | A variable controlling whether the system mouse acceleration curve is used for relative mouse motion. |
MouseRelativeWarpMotion | A variable controlling whether a motion event should be generated for mouse warping in relative mode. |
MouseTouchEvents | A variable controlling whether mouse events should generate synthetic touch events. |
MuteConsoleKeyboard | A variable controlling whether the keyboard should be muted on the console. |
NoSignalHandlers | Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms. |
OpenGlesDriver | A variable controlling what driver to use for OpenGL ES contexts. |
OpenGLLibrary | Specify the OpenGL library to load. |
OpenVRLibrary | Mechanism to specify openvr_api library location |
Orientations | A variable controlling which orientations are allowed on iOS/Android. |
PenMouseEvents | A variable controlling whether pen events should generate synthetic mouse events. |
PenTouchEvents | A variable controlling whether pen events should generate synthetic touch events. |
PollSentinel | A variable controlling the use of a sentinel event when polling the event queue. |
PreferredLocales | Override for TSdlLocale.PreferredLocales. |
QuitOnLastWindowClose | A variable that decides whether to send TSdlEventKind.Quit when closing the last window. |
RenderDirect3D11Debug | A variable controlling whether to enable Direct3D 11+'s Debug Layer. |
RenderDirect3DThreadSafe | A variable controlling whether the Direct3D device is initialized for thread-safe operations. |
RenderDriver | A variable specifying which render driver to use. |
RenderGpuDebug | A variable controlling whether to create the GPU device in debug mode. |
RenderGpuLowPower | A variable controlling whether to prefer a low-power GPU on multi-GPU systems. |
RenderLineMethod | A variable controlling how the 2D render API renders lines. |
RenderMetalPreferLowPowerDevice | A variable controlling whether the Metal render driver select low power device over default one. |
RenderVSync | A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. |
RenderVulkanDebug | A variable controlling whether to enable Vulkan Validation Layers. |
ReturnKeyHideIme | A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS. |
RogGamepadMice | A variable containing a list of ROG gamepad capable mice. |
RogGamepadMiceExcluded | A variable containing a list of devices that are not ROG gamepad capable mice. |
RpiVideoLayer | A variable controlling which Dispmanx layer to use on a Raspberry PI. |
ScreenSaverInhibitActivityName | Specify an 'activity name' for screensaver inhibition. |
ShutdownDbusOnQuit | A variable controlling whether SDL calls dbus_shutdown on quit. |
StorageTitleDriver | A variable that specifies a backend to use for title storage. |
StorageUsbDriver | A variable that specifies a backend to use for user storage. |
ThreadForceRealtimeTimeCritical | Specifies whether TSdlThreadPriority.TimeCritical should be treated as realtime. |
ThreadPriorityPolicy | A string specifying additional information to use with TSdlThread.Current.Priority. |
TimerResolution | A variable that controls the timer resolution, in milliseconds. |
TouchMouseEvents | A variable controlling whether touch events should generate synthetic mouse events. |
TrackpadIsTouchOnly | A variable controlling whether trackpads should be treated as touch devices. |
TVRemoteAsJoystick | A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events. |
VideoAllowScreensave | A variable controlling whether the screensaver is enabled. |
VideoDisplayPriority | A comma separated list containing the names of the displays that SDL should sort to the front of the display list. |
VideoDoubleBuffer | Tell the video driver that we only want a double buffer. |
VideoDriver | A variable that specifies a video backend to use. |
VideoDummySaveFrames | A variable controlling whether the dummy video driver saves output frames. |
VideoEglAllowGetDisplayFallback | If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay. |
VideoForceEgl | A variable controlling whether the OpenGL context should be created with EGL. |
VideoMacFullscreenMenuVisibility | A variable that specifies the menu visibility when a window is fullscreen in Spaces on macOS. |
VideoMacFullscreenSpaces | A variable that specifies the policy for fullscreen Spaces on macOS. |
VideoMinimizeOnFocusLoss | A variable controlling whether fullscreen windows are minimized when they lose focus. |
VideoOffScreenSaveFrames | A variable controlling whether the offscreen video driver saves output frames. |
VideoSyncWindowOperations | A variable controlling whether all window operations will block until complete. |
VideoWaylandAllowLibDecor | A variable controlling whether the libdecor Wayland backend is allowed to be used. |
VideoWaylandModeEmulation | A variable controlling whether video mode emulation is enabled under Wayland. |
VideoWaylandModeScaling | A variable controlling how modes with a non-native aspect ratio are displayed under Wayland. |
VideoWaylandPreferLibDecor | A variable controlling whether the libdecor Wayland backend is preferred over native decorations. |
VideoWaylandScaleToDisplay | A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling. |
VideoWinD3DCompiler | A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries. |
VideoX11NetWMBypassCompositor | A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. |
VideoX11NetWMPing | A variable controlling whether the X11 _NET_WM_PING protocol should be supported. |
VideoX11NoDirectColor | A variable controlling whether SDL uses DirectColor visuals. |
VideoX11ScalingFactor | A variable forcing the content scaling factor for X11 displays. |
VideoX11VisualID | A variable forcing the visual ID used for X11 display modes. |
VideoX11WindowVisualID | A variable forcing the visual ID chosen for new X11 windows. |
VideoX11XRandR | A variable controlling whether the X11 XRandR extension should be used. |
VitaEnableBackTouch | A variable controlling whether touch should be enabled on the back panel of the PlayStation Vita. |
VitaEnableFrontTouch | A variable controlling whether touch should be enabled on the front panel of the PlayStation Vita. |
VitaModulePath | A variable controlling the module path on the PlayStation Vita. |
VitaPvrInit | A variable controlling whether to perform PVR initialization on the PlayStation Vita. |
VitaPvrOpenGL | A variable controlling whether OpenGL should be used instead of OpenGL ES on the PlayStation Vita. |
VitaResolution | A variable overriding the resolution reported on the PlayStation Vita. |
VitaTouchMouseDevice | A variable controlling which touchpad should generate synthetic mouse events. |
VulkanDisplay | A variable overriding the display index used in SdlVulkanCreateSurface. |
VulkanLibrary | Specify the Vulkan library to load. |
WaveChunkLimit | A variable controlling the maximum number of chunks in a WAVE file. |
WaveFactChunk | A variable controlling how the fact chunk affects the loading of a WAVE file. |
WaveRiffChunkSize | A variable controlling how the size of the RIFF chunk affects the loading of a WAVE file. |
WaveTruncation | A variable controlling how a truncated WAVE file is handled. |
WindowActivateWhenRaised | A variable controlling whether the window is activated when the TSdlWindow.Raise function is called. |
WindowActivateWhenShown | A variable controlling whether the window is activated when the TSdlWindow.Show function is called. |
WindowAllowTopMost | If set to '0' then never set the top-most flag on an SDL Window even if the application requests it. |
WindowCloseOnAltF4 | A variable controlling whether SDL generates window-close events for Alt+F4 on Windows. |
WindowFrameUsableWhileCursorHidden | A variable controlling whether the window frame and title bar are interactive when the cursor is hidden. |
WindowsEnableMenuMnemonics | A variable controlling whether menus can be opened with their keyboard shortcut (Alt+mnemonic). |
WindowsEnableMessageLoop | A variable controlling whether the windows message loop is processed by SDL. |
WindowsEraseBackgroundMode | A variable controlling whether SDL will clear the window contents when the WM_ERASEBKGND message is received. |
WindowsForceSemaphoreKernel | A variable controlling whether SDL uses Kernel Semaphores on Windows. |
WindowsGameInput | A variable controlling whether GameInput is used for raw keyboard and mouse on Windows. |
WindowsIntResourceIcon | A variable to specify custom icon resource id from RC file on Windows platform. |
WindowsIntResourceIconSmall | A variable to specify custom icon resource id from RC file on Windows platform. |
WindowsRawKeyboard | A variable controlling whether raw keyboard events are used on Windows. |
WindowsUseD3D9Ex | A variable controlling whether SDL uses the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. |
X11ForceOverrideRedirect | A variable controlling whether X11 windows are marked as override-redirect. |
X11WindowType | A variable specifying the type of an X11 window. |
X11XcbLibrary | Specify the XCB library to load for the X11 driver. |
XInputEnabled | A variable controlling whether XInput should be used for controller handling. |
Properties
Name | Description |
---|---|
Hints | The hint values. |
Constructors
Name | Description |
---|---|
Destroy |
Methods
Name | Description |
---|---|
AddCallback | Add a callback to watch a particular hint. |
Apply(PUTF8Char, String) | Set a hint with normal priority. |
Apply(PUTF8Char, String, TSdlHintPriority) | Set a hint with a specific priority. |
Get | Get the value of a hint. |
GetBoolean | Get the Boolean value of a hint variable. |
RemoveCallback | Remove a callback watching a particular hint. |
Reset | Reset a hint to the default value. |
ResetAll | Reset all hints to the default values. |
Constant Descriptions
AllowTabWhileGrabbed
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)
This hint can be set anytime.
const AllowTabWhileGrabbed = SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED
AndroidAllowRecreateActivity
A variable to control whether the SDL activity is allowed to be re-created.
If this hint is true, the activity can be recreated on demand by the OS, and Java static data and C++ static data remain with their current values. If this hint is false, then SDL will call Halt when you return from your main function and the application will be terminated and then started fresh each time.
The variable can be set to the following values:
- '0': The application starts fresh at each launch. (default)
- '1': The application activity can be recreated by the OS.
This hint can be set anytime.
const AndroidAllowRecreateActivity = SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY
AndroidBlockOnPause
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)
This hint should be set before SDL is initialized.
const AndroidBlockOnPause = SDL_HINT_ANDROID_BLOCK_ON_PAUSE
AndroidLowLatencyAudio
A variable to control whether low latency audio should be enabled.
Some devices have poor quality output when this is enabled, but this is usually an improvement in audio latency.
The variable can be set to the following values:
- '0': Low latency audio is not enabled.
- '1': Low latency audio is enabled. (default)
This hint should be set before SDL audio is initialized.
const AndroidLowLatencyAudio = SDL_HINT_ANDROID_LOW_LATENCY_AUDIO
AndroidTrapBackButton
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 this hint is true, the back button will show up as an TSdlEventKind.KeyDown / TSdlEventKind.KeyUp pair with a keycode of TSdlScancode.ACBack.
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.)
This hint can be set anytime.
const AndroidTrapBackButton = SDL_HINT_ANDROID_TRAP_BACK_BUTTON
AppID
A variable setting the app ID string.
This string is used by desktop compositors to identify and group windows together, as well as match applications with associated desktop settings and icons.
This will override TSdlProperty.AppMetaDataIdentifier, if set by the application.
This hint should be set before SDL is initialized.
const AppID = SDL_HINT_APP_ID
AppleTVControllerUIEvents
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: Human Interface Guidelines.
The variable can be set to the following values:
- '0': Controller input does not generate UI events. (default)
- '1': Controller input generates UI events.
This hint can be set anytime.
const AppleTVControllerUIEvents = SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS
AppleTVRemoteAllowRotation
A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote.
The variable can be set to the following values:
- '0': Remote orientation does not affect joystick axes. (default)
- '1': Joystick axes are based on the orientation of the remote.
This hint can be set anytime.
const AppleTVRemoteAllowRotation = SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION
AppName
A variable setting the 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')
This will override TSdlProperty.AppMetaDataName, if set by the application.
This hint should be set before SDL is initialized.
const AppName = SDL_HINT_APP_NAME
Assert
A variable controlling response to SdlAssert failures.
The variable can be set to the following case-sensitive values:
- 'abort': Program terminates immediately.
- 'break': Program triggers a debugger breakpoint.
- 'retry': Program reruns the SDL_assert's test again.
- 'ignore': Program continues on, ignoring this assertion failure this time.
- 'always_ignore': Program continues on, ignoring this assertion failure for the rest of the run.
Note that SdlSetAssertionHandler offers a programmatic means to deal with assertion failures through a callback, and this hint is largely intended to be used via environment variables by end users and automated tools.
This hint should be set before an assertion failure is triggered and can be changed at any time.
const Assert = SDL_HINT_ASSERT
AudioAlsaDefaultDevice
Specify the default ALSA audio device name.
This variable is a specific audio device to open when the 'default' audio device is used.
This hint will be ignored when opening the default playback device if AudioAlsaDefaultPlaybackDevice is set, or when opening the default recording device if AudioAlsaDefaultRecordingDevice is set.
This hint should be set before an audio device is opened.
const AudioAlsaDefaultDevice = SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE
AudioAlsaDefaultPlaybackDevice
Specify the default ALSA audio playback device name.
This variable is a specific audio device to open for playback, when the 'default' audio device is used.
If this hint isn't set, SDL will check AudioAlsaDefaultDevice before choosing a reasonable default.
This hint should be set before an audio device is opened.
const AudioAlsaDefaultPlaybackDevice = SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE
AudioAlsaDefaultRecordingDevice
Specify the default ALSA audio recording device name.
This variable is a specific audio device to open for recording, when the 'default' audio device is used.
If this hint isn't set, SDL will check AudioAlsaDefaultDevice before choosing a reasonable default.
This hint should be set before an audio device is opened.
const AudioAlsaDefaultRecordingDevice = SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE
AudioCategory
A variable controlling the audio category on iOS and macOS.
The 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.
This hint should be set before an audio device is opened.
const AudioCategory = SDL_HINT_AUDIO_CATEGORY
AudioChannels
A variable controlling the default audio channel count.
If the application doesn't specify the audio channel count when opening the device, this hint can be used to specify a default channel count that will be used. This defaults to '1' for recording and '2' for playback devices.
This hint should be set before an audio device is opened.
const AudioChannels = SDL_HINT_AUDIO_CHANNELS
AudioDeviceAppIconName
Specify an application icon name for an audio device.
Some audio backends (such as Pulseaudio and Pipewire) allow you to set an XDG icon name for your application. Among other things, this icon 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. Note that this is unrelated to the icon used by the windowing system, which may be set with SDL_SetWindowIcon (or via desktop file on Wayland).
Setting this to '' or leaving it unset will have SDL use a reasonable default, 'applications-games', which is likely to be installed. See Icon Theme Specificationand Icon Naming Specificationfor the relevant XDG icon specs.
This hint should be set before an audio device is opened.
const AudioDeviceAppIconName = SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME
AudioDeviceSampleFrames
A variable controlling device buffer size.
This hint is an integer > 0, that represents the size of the device's buffer in sample frames (stereo audio data in 16-bit format is 4 bytes per sample frame, for example).
SDL3 generally decides this value on behalf of the app, but if for some reason the app needs to dictate this (because they want either lower latency or higher throughput AND ARE WILLING TO DEAL WITH what that might require of the app), they can specify it.
SDL will try to accommodate this value, but there is no promise you'll get the buffer size requested. Many platforms won't honor this request at all, or might adjust it.
This hint should be set before an audio device is opened.
const AudioDeviceSampleFrames = SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES
AudioDeviceStreamName
Specify an audio stream 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.
Note that while this talks about audio streams, this is an OS-level concept, so it applies to a physical audio device in this case, and not an TSdlAudioStream, nor an SDL logical audio device.
This hint should be set before an audio device is opened.
const AudioDeviceStreamName = SDL_HINT_AUDIO_DEVICE_STREAM_NAME
AudioDeviceStreamRole
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/recording 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.
Note that while this talks about audio streams, this is an OS-level concept, so it applies to a physical audio device in this case, and not an TSdlAudioStream, nor an SDL logical audio device.
This hint should be set before an audio device is opened.
const AudioDeviceStreamRole = SDL_HINT_AUDIO_DEVICE_STREAM_ROLE
AudioDiskInputFile
Specify the input file when recording audio using the disk audio driver.
This defaults to 'sdlaudio-in.raw'
This hint should be set before an audio device is opened.
const AudioDiskInputFile = SDL_HINT_AUDIO_DISK_INPUT_FILE
AudioDiskOutputFile
Specify the output file when playing audio using the disk audio driver.
This defaults to 'sdlaudio.raw'
This hint should be set before an audio device is opened.
const AudioDiskOutputFile = SDL_HINT_AUDIO_DISK_OUTPUT_FILE
AudioDiskTimescale
A variable controlling the audio rate when using the disk audio driver.
The disk audio driver normally simulates real-time for the audio rate that was specified, but you can use this variable to adjust this rate higher or lower down to 0. The default value is '1.0'.
This hint should be set before an audio device is opened.
const AudioDiskTimescale = SDL_HINT_AUDIO_DISK_TIMESCALE
AudioDriver
A variable that specifies an 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 driver, such as 'pipewire' if, say, you are on PulseAudio but want to try talking to the lower level instead.
This hint should be set before SDL is initialized.
const AudioDriver = SDL_HINT_AUDIO_DRIVER
AudioDummyTimescale
A variable controlling the audio rate when using the dummy audio driver.
The dummy audio driver normally simulates real-time for the audio rate that was specified, but you can use this variable to adjust this rate higher or lower down to 0. The default value is '1.0'.
This hint should be set before an audio device is opened.
const AudioDummyTimescale = SDL_HINT_AUDIO_DUMMY_TIMESCALE
AudioFormat
A variable controlling the default audio format.
If the application doesn't specify the audio format when opening the device, this hint can be used to specify a default format that will be used.
The variable can be set to the following values:
- 'U8': Unsigned 8-bit audio
- 'S8': Signed 8-bit audio
- 'S16LE': Signed 16-bit little-endian audio
- 'S16BE': Signed 16-bit big-endian audio
- 'S16': Signed 16-bit native-endian audio (default)
- 'S32LE': Signed 32-bit little-endian audio
- 'S32BE': Signed 32-bit big-endian audio
- 'S32': Signed 32-bit native-endian audio
- 'F32LE': Floating point little-endian audio
- 'F32BE': Floating point big-endian audio
- 'F32': Floating point native-endian audio
This hint should be set before an audio device is opened.
const AudioFormat = SDL_HINT_AUDIO_FORMAT
AudioFrequency
A variable controlling the default audio frequency.
If the application doesn't specify the audio frequency when opening the device, this hint can be used to specify a default frequency that will be used. This defaults to '44100'.
This hint should be set before an audio device is opened.
const AudioFrequency = SDL_HINT_AUDIO_FREQUENCY
AudioIncludeMonitors
A variable that causes SDL to not ignore audio 'monitors'.
This is currently only used by the PulseAudio driver.
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 variable can be set to the following values:
- '0': Audio monitor devices will be ignored. (default)
- '1': Audio monitor devices will show up in the device list.
This hint should be set before SDL is initialized.
const AudioIncludeMonitors = SDL_HINT_AUDIO_INCLUDE_MONITORS
AutoUpdateJoysticks
A variable controlling whether SDL updates joystick state when getting input events.
The variable can be set to the following values:
- '0': You'll call TSdlJoystick.Update manually.
- '1': SDL will automatically call TSdlJoystick.Update. (default)
This hint can be set anytime.
const AutoUpdateJoysticks = SDL_HINT_AUTO_UPDATE_JOYSTICKS
AutoUpdateSensors
A variable controlling whether SDL updates sensor state when getting input events.
The variable can be set to the following values:
- '0': You'll call TSdlSensor.Update manually.
- '1': SDL will automatically call TSdlSensor.Update. (default)
This hint can be set anytime.
const AutoUpdateSensors = SDL_HINT_AUTO_UPDATE_SENSORS
BmpSaveLegacyFormat
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. (default)
- '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.
This hint can be set anytime.
const BmpSaveLegacyFormat = SDL_HINT_BMP_SAVE_LEGACY_FORMAT
CameraDriver
A variable that decides what camera backend to use.
By default, SDL will try all available camera 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 'directshow' if, say, you are on Windows Media Foundations but want to try DirectShow instead.
The default value is unset, in which case SDL will try to figure out the best camera backend on your behalf. This hint needs to be set before SdlInit is called to be useful.
const CameraDriver = SDL_HINT_CAMERA_DRIVER
CpuFeatureMask
A variable that limits what CPU features are available.
By default, SDL marks all features the current CPU supports as available. This hint allows to limit these to a subset.
When the hint is unset, or empty, SDL will enable all detected CPU features.
The variable can be set to a comma separated list containing the following items:
- 'all'
- 'altivec'
- 'sse'
- 'sse2'
- 'sse3'
- 'sse41'
- 'sse42'
- 'avx'
- 'avx2'
- 'avx512f'
- 'arm-simd'
- 'neon'
- 'lsx'
- 'lasx'
The items can be prefixed by '+'/'-' to add/remove features.
const CpuFeatureMask = SDL_HINT_CPU_FEATURE_MASK
DisplayUsableBounds
Override for TSdlDisplay.UsableBounds.
If set, this hint will override the expected results for TSdlDisplay.UsableBounds 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.
This hint can be set anytime.
const DisplayUsableBounds = SDL_HINT_DISPLAY_USABLE_BOUNDS
EglLibrary
Specify the EGL library to load.
This hint should be set before creating an OpenGL window or creating an OpenGL context. This hint is only considered if SDL is using EGL to manage OpenGL contexts. If this hint isn't set, SDL will choose a reasonable default.
const EglLibrary = SDL_HINT_EGL_LIBRARY
EnableScreenKeyboard
A variable that controls whether the on-screen keyboard should be shown when text input is active.
The variable can be set to the following values:
- 'auto': The on-screen keyboard will be shown if there is no physical keyboard attached. (default)
- '0': Do not show the on-screen keyboard.
- '1': Show the on-screen keyboard, if available.
This hint must be set before TSdlWindow.StartTextInput is called
const EnableScreenKeyboard = SDL_HINT_ENABLE_SCREEN_KEYBOARD
EVDevDevices
A variable containing a list of evdev devices to use if udev is not available.
The list of devices is in the form:
deviceclass:path[,deviceclass:path[,...]]
where device class is an integer representing the SDL_UDEV_deviceclass and path is the full path to the event device.
This hint should be set before SDL is initialized.
const EVDevDevices = SDL_HINT_EVDEV_DEVICES
EventLogging
A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
The variable can be set to the following values, from least to most verbose:
- '0': Don't log any events. (default)
- '1': Log most events (other than the really spammy ones).
- '2': Include mouse and finger motion events.
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 SdlLog, which means by default they appear on stdout on most platforms or maybe OutputDebugString on Windows, and can be funneled by the app with SdlSetLogOutputFunction, etc.
This hint can be set anytime.
const EventLogging = SDL_HINT_EVENT_LOGGING
FileDialogDriver
A variable that specifies a dialog backend to use.
By default, SDL will try all available dialog 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.
If the specified target does not exist or is not available, the dialog-related function calls will fail.
This hint currently only applies to platforms using the generic 'Unix' dialog implementation, but may be extended to more platforms in the future. Note that some Unix and Unix-like platforms have their own implementation, such as macOS and Haiku.
The variable can be set to the following values:
- nil: Select automatically (default, all platforms)
- 'portal': Use XDG Portals through DBus (Unix only)
- 'zenity': Use the Zenity program (Unix only)
More options may be added in the future.
This hint can be set anytime.
const FileDialogDriver = SDL_HINT_FILE_DIALOG_DRIVER
ForceRaiseWindow
A variable controlling whether raising the window should be done more forcefully.
The variable can be set to the following values:
- '0': Honor the OS policy for raising windows. (default)
- '1': Force the window to be raised, overriding any OS policy.
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 Stack Overflowfor a discussion.
This hint can be set anytime.
const ForceRaiseWindow = SDL_HINT_FORCE_RAISEWINDOW
FramebufferAcceleration
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.
The variable can be set to the following values:
- '0': Disable 3D acceleration
- '1': Enable 3D acceleration, using the default renderer. (default)
- 'X': Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. 'direct3d', 'opengl', etc.)
This hint should be set before calling SDL_GetWindowSurface()
const FramebufferAcceleration = SDL_HINT_FRAMEBUFFER_ACCELERATION
GameControllerConfig
A variable that lets you manually hint extra gamecontroller db entries.
The variable should be newline delimited rows of gamecontroller config data, see SDL_gamepad.h
You can update mappings after SDL is initialized with TSdlGamepad.MappingForGuid and TSdlGamepad.AddMapping.
This hint should be set before SDL is initialized.
const GameControllerConfig = SDL_HINT_GAMECONTROLLERCONFIG
GameControllerConfigFile
A variable that lets you provide a file with extra gamecontroller db entries.
The file should contain lines of gamecontroller config data, see SDL_gamepad.h
You can update mappings after SDL is initialized with TSdlGamepad.MappingForGuid and TSdlGamepad.AddMapping.
This hint should be set before SDL is initialized.
const GameControllerConfigFile = SDL_HINT_GAMECONTROLLERCONFIG_FILE
GameControllerIgnoreDevices
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.
This hint can be set anytime.
const GameControllerIgnoreDevices = SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
GameControllerIgnoreDevicesExcept
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.
This hint can be set anytime.
const GameControllerIgnoreDevicesExcept = SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
GameControllerSensorFusion
A variable that controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads.
The variable can be set to the following values:
- '0': Sensor fusion is disabled
- '1': Sensor fusion is enabled for all controllers that lack sensors
Or the variable can be 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.
This hint should be set before a gamepad is opened.
const GameControllerSensorFusion = SDL_HINT_GAMECONTROLLER_SENSOR_FUSION
GameControllerType
A variable that overrides the automatic controller type detection.
The variable should be comma separated entries, in the form: VID/PID=type
The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
This hint affects what low level protocol is used with the HIDAPI driver.
The variable can be set to the following values:
- 'Xbox360'
- 'XboxOne'
- 'PS3'
- 'PS4'
- 'PS5'
- 'SwitchPro'
This hint should be set before SDL is initialized.
const GameControllerType = SDL_HINT_GAMECONTROLLERTYPE
GpuDriver
A variable that specifies a GPU backend to use.
By default, SDL will try all available GPU 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 'direct3d11' if, say, your hardware supports D3D12 but want to try using D3D11 instead.
This hint should be set before any GPU functions are called.
const GpuDriver = SDL_HINT_GPU_DRIVER
HidApiEnumerateOnlyControllers
A variable to control whether TSdlHid.Enumerate enumerates all HID devices or only controllers.
The variable can be set to the following values:
- '0': TSdlHid.Enumerate will enumerate all HID devices.
- '1': TSdlHid.Enumerate will only enumerate controllers. (default)
By default SDL will only enumerate controllers, to reduce risk of hanging or crashing on devices with bad drivers and avoiding macOS keyboard capture permission prompts.
This hint can be set anytime.
const HidApiEnumerateOnlyControllers = SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS
HidApiIgnoreDevices
A variable containing a list of devices to ignore in TSdlHid.Enumerate.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
For example, to ignore the Shanwan DS3 controller and any Valve controller, you might use the string '0x2563/0x0523,0x28de/0x0000'
This hint can be set anytime.
const HidApiIgnoreDevices = SDL_HINT_HIDAPI_IGNORE_DEVICES
HidApiLibUDev
A variable to control whether HIDAPI uses udev for device detection.
The variable can be set to the following values:
- '0': HIDAPI will poll for device changes.
- '1': HIDAPI will use udev for device detection. (default)
This hint should be set before SDL is initialized.
const HidApiLibUDev = SDL_HINT_HIDAPI_UDEV
HidApiLibUsb
A variable to control whether HIDAPI uses libusb for device access.
By default libusb will only be used for a few devices that require direct USB access, and this can be controlled with HidApiLibUsbWhiteList.
The variable can be set to the following values:
- '0': HIDAPI will not use libusb for device access.
- '1': HIDAPI will use libusb for device access if available. (default)
This hint should be set before SDL is initialized.
const HidApiLibUsb = SDL_HINT_HIDAPI_LIBUSB
HidApiLibUsbWhiteList
A variable to control whether HIDAPI uses libusb only for whitelisted devices.
By default libusb will only be used for a few devices that require direct USB access.
The variable can be set to the following values:
- '0': HIDAPI will use libusb for all device access.
- '1': HIDAPI will use libusb only for whitelisted devices. (default)
This hint should be set before SDL is initialized.
const HidApiLibUsbWhiteList = SDL_HINT_HIDAPI_LIBUSB_WHITELIST
ImeImplementedUI
A variable describing what IME UI elements the application can display.
By default IME UI is handled using native components by the OS where possible, however this can interfere with or not be visible when exclusive fullscreen mode is used.
The variable can be set to a comma separated list containing the following items:
- 'none' or '0': The application can't render any IME elements, and native UI should be used. (default)
- 'composition': The application handles TSdlEventKind.TextEditing events and can render the composition text.
- 'candidates': The application handles TSdlEventKind.TextEditingCandidates and can render the candidate list.
This hint should be set before SDL is initialized.
const ImeImplementedUI = SDL_HINT_IME_IMPLEMENTED_UI
IosHideHomeIndicator
A variable controlling whether the home indicator bar on iPhone X should be hidden.
The 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)
This hint can be set anytime.
const IosHideHomeIndicator = SDL_HINT_IOS_HIDE_HOME_INDICATOR
JoystickAllowBackgroundEvents
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. (default)
- '1': Enable joystick & gamecontroller input events when the application is in the background.
This hint can be set anytime.
const JoystickAllowBackgroundEvents = SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
JoystickArcadestickDevices
A variable containing a list of arcade stick style controllers.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickArcadestickDevices = SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES
JoystickArcadestickDevicesExcluded
A variable containing a list of devices that are not arcade stick style controllers.
This will override JoystickArcadestickDevices and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickArcadestickDevicesExcluded = SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED
JoystickBlacklistDevices
A variable containing a list of devices that should not be considered joysticks.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickBlacklistDevices = SDL_HINT_JOYSTICK_BLACKLIST_DEVICES
JoystickBlacklistDevicesExcluded
A variable containing a list of devices that should be considered joysticks.
This will override JoystickBlacklistDevices and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickBlacklistDevicesExcluded = SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED
JoystickDevice
A variable containing a comma separated list of devices to open as joysticks.
This variable is currently only used by the Linux joystick driver.
const JoystickDevice = SDL_HINT_JOYSTICK_DEVICE
JoystickDirectInput
A variable controlling whether DirectInput should be used for controllers.
The variable can be set to the following values:
- '0': Disable DirectInput detection.
- '1': Enable DirectInput detection. (default)
This hint should be set before SDL is initialized.
const JoystickDirectInput = SDL_HINT_JOYSTICK_DIRECTINPUT
JoystickEnhancedReports
A variable controlling whether enhanced reports should be used for controllers when using the HIDAPI driver.
Enhanced reports allow rumble and effects on Bluetooth PlayStation controllers and gyro on Nintendo Switch controllers, but break Windows DirectInput for other applications that don't use SDL.
Once enhanced reports are enabled, they can't be disabled on PlayStation controllers without power cycling the controller.
The variable can be set to the following values:
- '0': enhanced reports are not enabled.
- '1': enhanced reports are enabled. (default)
- 'auto': enhanced features are advertised to the application, but SDL doesn't change the controller report mode unless the application uses them.
This hint can be enabled anytime.
const JoystickEnhancedReports = SDL_HINT_JOYSTICK_ENHANCED_REPORTS
JoystickFlightstickDevices
A variable containing a list of flightstick style controllers.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of @file, in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickFlightstickDevices = SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES
JoystickFlightstickDevicesExcluded
A variable containing a list of devices that are not flightstick style controllers.
This will override JoystickFlightstickDevices and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickFlightstickDevicesExcluded = SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED
JoystickGameCubeDevices
A variable containing a list of devices known to have a GameCube form factor.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickGameCubeDevices = SDL_HINT_JOYSTICK_GAMECUBE_DEVICES
JoystickGameCubeDevicesExcluded
A variable containing a list of devices known not to have a GameCube form factor.
This will override JoystickGameCubeDevices and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickGameCubeDevicesExcluded = SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED
JoystickGameInput
A variable controlling whether GameInput should be used for controller handling on Windows.
The variable can be set to the following values:
- '0': GameInput is not used.
- '1': GameInput is used.
The default is '1' on GDK platforms, and '0' otherwise.
This hint should be set before SDL is initialized.
const JoystickGameInput = SDL_HINT_JOYSTICK_GAMEINPUT
JoystickHapticAxes
A variable containing a list of devices and their desired number of haptic (force feedback) enabled axis.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form plus the number of desired axes, e.g.
0xAAAA/0xBBBB/1,0xCCCC/0xDDDD/3
This hint supports a "wildcard" device that will set the number of haptic axes on all initialized haptic devices which were not defined explicitly in this hint.
0xFFFF/0xFFFF/1
This hint should be set before a controller is opened. The number of haptic axes won't exceed the number of real axes found on the device.
const JoystickHapticAxes = SDL_HINT_JOYSTICK_HAPTIC_AXES
JoystickHidApi
A variable controlling whether the HIDAPI joystick drivers should be used.
The variable can be set to the following values:
- '0': HIDAPI drivers are not used.
- '1': HIDAPI drivers are used. (default)
This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApi = SDL_HINT_JOYSTICK_HIDAPI
JoystickHidApiCombineJoyCons
A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver.
The 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. (default)
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiCombineJoyCons = SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS
JoystickHidApiGameCube
A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
The 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 JoystickHidApi.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiGameCube = SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE
JoystickHidApiGameCubeRumbleBrake
A variable controlling whether 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
The 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.
This hint can be set anytime.
const JoystickHidApiGameCubeRumbleBrake = SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE
JoystickHidApiJoyConHomeLed
A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened.
The 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.
This hint can be set anytime.
const JoystickHidApiJoyConHomeLed = SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED
JoystickHidApiJoyCons
A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
The 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 JoystickHidApi.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiJoyCons = SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS
JoystickHidApiLuna
A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
The 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 JoystickHidApi.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiLuna = SDL_HINT_JOYSTICK_HIDAPI_LUNA
JoystickHidApiNintendoClassic
A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
The 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 JoystickHidApi.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiNintendoClassic = SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC
JoystickHidApiPS3
A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
The 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 JoystickHidApi on macOS, and '0' on other platforms.
For official Sony driver (sixaxis.sys) use JoystickHidApiPS3SixAxisDriver. See DsHidMinifor an alternative driver on Windows.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiPS3 = SDL_HINT_JOYSTICK_HIDAPI_PS3
JoystickHidApiPS3SixAxisDriver
A variable controlling whether the Sony driver (sixaxis.sys) for PS3 controllers (Sixaxis/DualShock 3) should be used.
The variable can be set to the following values:
- '0': Sony driver (sixaxis.sys) is not used.
- '1': Sony driver (sixaxis.sys) is used.
The default value is 0.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiPS3SixAxisDriver = SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER
JoystickHidApiPS4
A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
The 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 JoystickHidApi.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiPS4 = SDL_HINT_JOYSTICK_HIDAPI_PS4
JoystickHidApiPS4ReportInterval
A variable controlling the update rate of the PS4 controller over Bluetooth when using the HIDAPI driver.
This defaults to 4 ms, to match the behavior over USB, and to be more friendly to other Bluetooth devices and older Bluetooth hardware on the computer. It can be set to '1' (1000Hz), '2' (500Hz) and '4' (250Hz)
This hint can be set anytime, but only takes effect when extended input reports are enabled.
const JoystickHidApiPS4ReportInterval = SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL
JoystickHidApiPS5
A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
The 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 JoystickHidApi.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiPS5 = SDL_HINT_JOYSTICK_HIDAPI_PS5
JoystickHidApiPS5PlayerLed
A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
The variable can be set to the following values:
- '0': player LEDs are not enabled.
- '1': player LEDs are enabled. (default)
const JoystickHidApiPS5PlayerLed = SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED
JoystickHidApiShield
A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
The 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 JoystickHidApi.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiShield = SDL_HINT_JOYSTICK_HIDAPI_SHIELD
JoystickHidApiStadia
A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
The 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 JoystickHidApi.
const JoystickHidApiStadia = SDL_HINT_JOYSTICK_HIDAPI_STADIA
JoystickHidApiSteam
A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
The variable can be set to the following values:
- '0': HIDAPI driver is not used. (default)
- '1': HIDAPI driver is used for Steam Controllers, which requires Bluetooth access and may prompt the user for permission on iOS and Android.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiSteam = SDL_HINT_JOYSTICK_HIDAPI_STEAM
JoystickHidApiSteamDeck
A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.
The 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 JoystickHidApi.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiSteamDeck = SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK
JoystickHidApiSteamHomeLed
A variable controlling whether the Steam button LED should be turned on when a Steam controller is opened.
The variable can be set to the following values:
- '0': Steam button LED is turned off.
- '1': Steam button LED is turned on.
By default the Steam 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 Steam button LED.
This hint can be set anytime.
const JoystickHidApiSteamHomeLed = SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED
JoystickHidApiSteamHori
A variable controlling whether the HIDAPI driver for HORI licensed Steam controllers should be used.
This variable can be set to the following values: '0' - HIDAPI driver is not used '1' - HIDAPI driver is used
The default is the value of JoystickHidApi.
const JoystickHidApiSteamHori = SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI
JoystickHidApiSwitch
A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
The 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 JoystickHidApi.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiSwitch = SDL_HINT_JOYSTICK_HIDAPI_SWITCH
JoystickHidApiSwitchHomeLed
A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened.
The 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.
This hint can be set anytime.
const JoystickHidApiSwitchHomeLed = SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED
JoystickHidApiSwitchPlayerLed
A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
The variable can be set to the following values:
- '0': Player LEDs are not enabled.
- '1': Player LEDs are enabled. (default)
This hint can be set anytime.
const JoystickHidApiSwitchPlayerLed = SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED
JoystickHidApiVerticalJoyCons
A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver.
The variable can be set to the following values:
- '0': Left and right Joy-Con controllers will not be in vertical mode. (default)
- '1': Left and right Joy-Con controllers will be in vertical mode.
This hint should be set before opening a Joy-Con controller.
const JoystickHidApiVerticalJoyCons = SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS
JoystickHidApiWii
A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
The 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 false for now.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiWii = SDL_HINT_JOYSTICK_HIDAPI_WII
JoystickHidApiWiiPlayerLed
A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
The variable can be set to the following values:
- '0': Player LEDs are not enabled.
- '1': Player LEDs are enabled. (default)
This hint can be set anytime.
const JoystickHidApiWiiPlayerLed = SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED
JoystickHidApiXbox
A variable controlling whether the HIDAPI driver for XBox controllers should be used.
The 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 JoystickHidApi
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiXbox = SDL_HINT_JOYSTICK_HIDAPI_XBOX
JoystickHidApiXbox360
A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
The 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 JoystickHidApiXbox
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiXbox360 = SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
JoystickHidApiXbox360PlayerLed
A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
The variable can be set to the following values:
- '0': Player LEDs are not enabled.
- '1': Player LEDs are enabled. (default)
This hint can be set anytime.
const JoystickHidApiXbox360PlayerLed = SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED
JoystickHidApiXbox360Wireless
A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
The 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 JoystickHidApiXbox360.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiXbox360Wireless = SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS
JoystickHidApiXboxOne
A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
The 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 JoystickHidApiXbox.
This hint should be set before initializing joysticks and gamepads.
const JoystickHidApiXboxOne = SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE
JoystickHidApiXboxOneHomeLed
A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened.
The 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 can be set anytime.
const JoystickHidApiXboxOneHomeLed = SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED
JoystickIOKit
A variable controlling whether IOKit should be used for controller handling.
The variable can be set to the following values:
- '0': IOKit is not used.
- '1': IOKit is used. (default)
This hint should be set before SDL is initialized.
const JoystickIOKit = SDL_HINT_JOYSTICK_IOKIT
JoystickLinuxClassic
A variable controlling whether to use the classic /dev/input/js joystick interface or the newer /dev/input/event joystick interface on Linux.
The variable can be set to the following values:
- '0': Use /dev/input/event* (default)
- '1': Use /dev/input/js*
This hint should be set before SDL is initialized.
const JoystickLinuxClassic = SDL_HINT_JOYSTICK_LINUX_CLASSIC
JoystickLinuxDeadzoned
A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
The variable can be set to the following values:
- '0': Return unfiltered joystick axis values. (default)
- '1': Return axis values with deadzones taken into account.
This hint should be set before a controller is opened.
const JoystickLinuxDeadzoned = SDL_HINT_JOYSTICK_LINUX_DEADZONES
JoystickLinuxDigitalHats
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.
The 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. (default)
- '1': Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats.
This hint should be set before a controller is opened.
const JoystickLinuxDigitalHats = SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS
JoystickLinuxHatDeadzones
A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
The 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. (default)
This hint should be set before a controller is opened.
const JoystickLinuxHatDeadzones = SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES
JoystickMfi
A variable controlling whether GCController should be used for controller handling.
The variable can be set to the following values:
- '0': GCController is not used.
- '1': GCController is used. (default)
This hint should be set before SDL is initialized.
const JoystickMfi = SDL_HINT_JOYSTICK_MFI
JoystickRawInput
A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
The variable can be set to the following values:
- '0': RAWINPUT drivers are not used.
- '1': RAWINPUT drivers are used. (default)
This hint should be set before SDL is initialized.
const JoystickRawInput = SDL_HINT_JOYSTICK_RAWINPUT
JoystickRawInputCorrelateXInput
A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
The 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 and Windows.Gaming.Input, providing better trigger axes, guide button presses, and rumble support for Xbox controllers. (default)
This hint should be set before a gamepad is opened.
const JoystickRawInputCorrelateXInput = SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT
JoystickRogChakram
A variable controlling whether the ROG Chakram mice should show up as joysticks.
The variable can be set to the following values:
- '0': ROG Chakram mice do not show up as joysticks. (default)
- '1': ROG Chakram mice show up as joysticks.
This hint should be set before SDL is initialized.
const JoystickRogChakram = SDL_HINT_JOYSTICK_ROG_CHAKRAM
JoystickThread
A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows.
The variable can be set to the following values:
- '0': A separate thread is not used.
- '1': A separate thread is used for handling raw input messages. (default)
This hint should be set before SDL is initialized.
const JoystickThread = SDL_HINT_JOYSTICK_THREAD
JoystickThrottleDevices
A variable containing a list of throttle style controllers.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickThrottleDevices = SDL_HINT_JOYSTICK_THROTTLE_DEVICES
JoystickThrottleDevicesExcluded
A variable containing a list of devices that are not throttle style controllers.
This will override JoystickThrottleDevices and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickThrottleDevicesExcluded = SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED
JoystickWgi
A variable controlling whether Windows.Gaming.Input should be used for controller handling.
The variable can be set to the following values:
- '0': WGI is not used.
- '1': WGI is used. (default)
This hint should be set before SDL is initialized.
const JoystickWgi = SDL_HINT_JOYSTICK_WGI
JoystickWheelDevices
A variable containing a list of wheel style controllers.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickWheelDevices = SDL_HINT_JOYSTICK_WHEEL_DEVICES
JoystickWheelDevicesExcluded
A variable containing a list of devices that are not wheel style controllers.
This will override JoystickWheelDevices and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint can be set anytime.
const JoystickWheelDevicesExcluded = SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED
JoystickZeroCenteredDevices
A variable containing a list of devices known to have all axes centered at zero.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint should be set before a controller is opened.
const JoystickZeroCenteredDevices = SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES
KeycodeOptions
A variable that controls keycode representation in keyboard events.
This variable is a comma separated set of options for translating keycodes in events:
- 'none': Keycode options are cleared, this overrides other options.
- 'hide_numpad': The numpad keysyms will be translated into their non-numpad versions based on the current NumLock state. For example, TSdlKeycode.KP4 would become TSdlKeycode._4 if TSdlKeyMod.Num is set in the event modifiers, and TSdlKeycode.Left if it is unset.
- 'french_numbers': The number row on French keyboards is inverted, so pressing the 1 key would yield the keycode TSdlKeycode._1, or '1', instead of TSdlKeycode.Ampersand, or '&'
- 'latin_letters': For keyboards using non-Latin letters, such as Russian or Thai, the letter keys generate keycodes as though it had an en_US layout. e.g. pressing the key associated with TSdlScancode.A on a Russian keyboard would yield 'a' instead of a Cyrillic letter.
The default value for this hint is 'french_numbers,latin_letters'
Some platforms like Emscripten only provide modified keycodes and the options are not used.
These options do not affect the return value of TSdlKeycode.FromScancode or TSdlScancode.FromKeycode, they just apply to the keycode included in key events.
This hint can be set anytime.
const KeycodeOptions = SDL_HINT_KEYCODE_OPTIONS
KmsDrmDeviceIndex
A variable that controls what KMSDRM device to use.
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 should be set before SDL is initialized.
const KmsDrmDeviceIndex = SDL_HINT_KMSDRM_DEVICE_INDEX
KmsDrmRequireDrmMaster
A variable that controls whether SDL requires DRM master access 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.
The 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)
This hint should be set before SDL is initialized.
const KmsDrmRequireDrmMaster = SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER
Logging
A variable controlling the default SDL log levels.
This variable is a comma separated set of category=level tokens that define the default logging levels for SDL applications.
The category can be a numeric category, one of 'app', 'error', 'assert', 'system', 'audio', 'video', 'render', 'input', 'test', or *
for any unspecified category.
The level can be a numeric level, one of 'verbose', 'debug', 'info', 'warn', 'error', 'critical', or 'quiet' to disable that category.
You can omit the category if you want to set the logging level for all categories.
If this hint isn't set, the default log levels are equivalent to:
app=info,assert=warn,test=verbose,*=error
This hint can be set anytime.
const Logging = SDL_HINT_LOGGING
MacBackgroundApp
A variable controlling whether to force the application to become the foreground process when launched on macOS.
The variable can be set to the following values:
- '0': The application is brought to the foreground when launched. (default)
- '1': The application may remain in the background when launched.
This hint needs to be set before SDL_Init().
const MacBackgroundApp = SDL_HINT_MAC_BACKGROUND_APP
MacCtrlClickEmulateRightClick
A variable that determines whether Ctrl+Click should generate a right-click event on macOS.
The variable can be set to the following values:
- '0': Ctrl+Click does not generate a right mouse button click event. (default)
- '1': Ctrl+Click generated a right mouse button click event.
This hint can be set anytime.
const MacCtrlClickEmulateRightClick = SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK
MacOpenGLAsyncDispatch
A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing on macOS.
The 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 can be set anytime.
const MacOpenGLAsyncDispatch = SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH
MacOptionAsAlt
A variable controlling whether the Option key on macOS should be remapped to act as the Alt key.
The variable can be set to the following values:
- 'none': The Option key is not remapped to Alt. (default)
- 'only_left': Only the left Option key is remapped to Alt.
- 'only_right': Only the right Option key is remapped to Alt.
- 'both': Both Option keys are remapped to Alt.
This will prevent the triggering of key compositions that rely on the Option key, but will still send the Alt modifier for keyboard events. In the case that both Alt and Option are pressed, the Option key will be ignored. This is particularly useful for applications like terminal emulators and graphical user interfaces (GUIs) that rely on Alt key functionality for shortcuts or navigation. This does not apply to TSdlKeycode.FromScancode and only has an effect if IME is enabled.
This hint can be set anytime.
const MacOptionAsAlt = SDL_HINT_MAC_OPTION_AS_ALT
MacScrollMomentum
A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have momentum on macOS.
The variable can be set to the following values:
- '0': The mouse wheel events will have no momentum. (default)
- '1': The mouse wheel events will have momentum.
This hint needs to be set before SDL_Init().
const MacScrollMomentum = SDL_HINT_MAC_SCROLL_MOMENTUM
MainCallbackRate
Request TSdlApp.Iterate be called at a specific rate.
If this is set to a number, it represents Hz, so '60' means try to iterate 60 times per second. '0' means to iterate as fast as possible. Negative values are illegal, but reserved, in case they are useful in a future revision of SDL.
There are other strings that have special meaning. If set to 'waitevent', TSdlApp.Iterate will not be called until new event(s) have arrived (and been processed by TSdlApp.Event). This can be useful for apps that are completely idle except in response to input.
This defaults to 0, and specifying nil for the hint's value will restore the default.
This hint can be set anytime.
const MainCallbackRate = SDL_HINT_MAIN_CALLBACK_RATE
MouseAutoCapture
A variable controlling whether the mouse is captured while mouse buttons are pressed.
The 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.
This hint can be set anytime.
const MouseAutoCapture = SDL_HINT_MOUSE_AUTO_CAPTURE
MouseDefaultSystemCursor
A variable setting which system cursor to use as the default cursor.
This should be an integer corresponding to the SDL_SystemCursor enum. The default value is zero (TSdlSystemCursor.Default).
This hint needs to be set before SdlInit.
const MouseDefaultSystemCursor = SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR
MouseDoubleClickRadius
A variable setting the double click radius, in pixels.
This hint can be set anytime.
const MouseDoubleClickRadius = SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS
MouseDoubleClickTime
A variable setting the double click time, in milliseconds.
This hint can be set anytime.
const MouseDoubleClickTime = SDL_HINT_MOUSE_DOUBLE_CLICK_TIME
MouseEmulateWarpWithRelative
A variable controlling whether warping a hidden mouse cursor will activate relative mouse mode.
When this hint is set, the mouse cursor is hidden, and multiple warps to the window center occur within a short time period, SDL will emulate mouse warps using relative mouse mode. This can provide smoother and more reliable mouse motion for some older games, which continuously calculate the distance travelled by the mouse pointer and warp it back to the center of the window, rather than using relative mouse motion.
Note that relative mouse mode may have different mouse acceleration behavior than pointer warps.
If your application needs to repeatedly warp the hidden mouse cursor at a high-frequency for other purposes, it should disable this hint.
The variable can be set to the following values:
- '0': Attempts to warp the mouse will always be made.
- '1': Some mouse warps will be emulated by forcing relative mouse mode. (default)
If not set, this is automatically enabled unless an application uses relative mouse mode directly.
This hint can be set anytime.
const MouseEmulateWarpWithRelative = SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE
MouseFocusClickThrough
Allow mouse click events when clicking to focus an SDL window.
The variable can be set to the following values:
- '0': Ignore mouse clicks that activate a window. (default)
- '1': Generate events for mouse clicks that activate a window.
This hint can be set anytime.
const MouseFocusClickThrough = SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
MouseNormalSpeedScale
A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode.
This hint can be set anytime.
const MouseNormalSpeedScale = SDL_HINT_MOUSE_NORMAL_SPEED_SCALE
MouseRelativeCursorVisible
A variable controlling whether the hardware cursor stays visible when relative mode is active.
This variable can be set to the following values:
- '0': The cursor will be hidden while relative mode is active (default)
- '1': The cursor will remain visible while relative mode is active
Note that for systems without raw hardware inputs, relative mode is implemented using warping, so the hardware cursor will visibly warp between frames if this is enabled on those systems.
This hint can be set anytime.
const MouseRelativeCursorVisible = SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE
MouseRelativeModeCenter
A variable controlling whether 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.
The 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. (default)
This hint can be set anytime.
const MouseRelativeModeCenter = SDL_HINT_MOUSE_RELATIVE_MODE_CENTER
MouseRelativeSpeedScale
A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode.
This hint can be set anytime.
const MouseRelativeSpeedScale = SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE
MouseRelativeSystemScale
A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
The variable can be set to the following values:
- '0': Relative mouse motion will be unscaled. (default)
- '1': Relative mouse motion will be scaled using the system mouse acceleration curve.
If MouseRelativeSpeedScale is set, that will be applied after system speed scale.
This hint can be set anytime.
const MouseRelativeSystemScale = SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE
MouseRelativeWarpMotion
A variable controlling whether a motion event should be generated for mouse warping in relative mode.
The 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.
This hint can be set anytime.
const MouseRelativeWarpMotion = SDL_HINT_MOUSE_RELATIVE_WARP_MOTION
MouseTouchEvents
A variable controlling whether mouse events should generate synthetic touch events.
The 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)
This hint can be set anytime.
const MouseTouchEvents = SDL_HINT_MOUSE_TOUCH_EVENTS
MuteConsoleKeyboard
A variable controlling whether the keyboard should be muted on the console.
Normally the keyboard is muted while SDL applications are running so that keyboard input doesn't show up as key strokes on the console. This hint allows you to turn that off for debugging purposes.
The variable can be set to the following values:
- '0': Allow keystrokes to go through to the console.
- '1': Mute keyboard input so it doesn't show up on the console. (default)
This hint should be set before SDL is initialized.
const MuteConsoleKeyboard = SDL_HINT_MUTE_CONSOLE_KEYBOARD
NoSignalHandlers
Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX 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 TSdlEventKind.Quit event. (default)
- '1': SDL will not install a signal handler at all.
This hint should be set before SDL is initialized.
const NoSignalHandlers = SDL_HINT_NO_SIGNAL_HANDLERS
OpenGlesDriver
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 TSdlGL.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 TSdlGL.GetProcAddress.
This variable is ignored on most platforms because OpenGL ES is native or not supported.
The variable can be set to the following values:
- '0': Use ES profile of OpenGL, if available. (default)
- '1': Load OpenGL ES library using the default library names.
This hint should be set before SDL is initialized.
const OpenGlesDriver = SDL_HINT_OPENGL_ES_DRIVER
OpenGLLibrary
Specify the OpenGL library to load.
This hint should be set before creating an OpenGL window or creating an OpenGL context. If this hint isn't set, SDL will choose a reasonable default.
const OpenGLLibrary = SDL_HINT_OPENGL_LIBRARY
OpenVRLibrary
Mechanism to specify openvr_api library location
By default, when using the OpenVR driver, it will search for the API library in the current folder. But, if you wish to use a system API you can specify that by using this hint. This should be the full or relative path to a .dll on Windows or .so on Linux.
const OpenVRLibrary = SDL_HINT_OPENVR_LIBRARY
Orientations
A variable controlling which orientations are allowed on iOS/Android.
In some circumstances it is necessary to be able to explicitly control which UI orientations are allowed.
This variable is a space delimited list of the following values:
- 'LandscapeLeft'
- 'LandscapeRight'
- 'Portrait'
- 'PortraitUpsideDown'
This hint should be set before SDL is initialized.
const Orientations = SDL_HINT_ORIENTATIONS
PenMouseEvents
A variable controlling whether pen events should generate synthetic mouse events.
The variable can be set to the following values:
- '0': Pen events will not generate mouse events.
- '1': Pen events will generate mouse events. (default)
This hint can be set anytime.
const PenMouseEvents = SDL_HINT_PEN_MOUSE_EVENTS
PenTouchEvents
A variable controlling whether pen events should generate synthetic touch events.
The variable can be set to the following values:
- '0': Pen events will not generate touch events.
- '1': Pen events will generate touch events. (default)
This hint can be set anytime.
const PenTouchEvents = SDL_HINT_PEN_TOUCH_EVENTS
PollSentinel
A variable controlling the use of a sentinel event when polling the event queue.
When polling for events, TSdlEvents.Pump is used to gather new events from devices. If a device keeps producing new events between calls to TSdlEvents.Pump, a poll loop will become stuck until the new events stop. This is most noticeable when moving a high frequency mouse.
The variable can be set to the following values:
- '0': Disable poll sentinels.
- '1': Enable poll sentinels. (default)
This hint can be set anytime.
const PollSentinel = SDL_HINT_POLL_SENTINEL
PreferredLocales
Override for TSdlLocale.PreferredLocales.
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 TSdlEventKind.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'
This hint can be set anytime.
const PreferredLocales = SDL_HINT_PREFERRED_LOCALES
QuitOnLastWindowClose
A variable that decides whether to send TSdlEventKind.Quit when closing the last window.
The variable can be set to the following values:
- '0': SDL will not send an TSdlEventKind.Quit event when the last window is requesting to close. Note that in this case, there are still other legitimate reasons one might get an TSdlEventKind.Quit event: choosing 'Quit' from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc.
- '1': SDL will send a quit event when the last window is requesting to close. (default)
If there is at least one active system tray icon, TSdlEventKind.Quit will instead be sent when both the last window will be closed and the last tray icon will be destroyed.
This hint can be set anytime.
const QuitOnLastWindowClose = SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE
RenderDirect3D11Debug
A variable controlling whether to enable Direct3D 11+'s Debug Layer.
This variable does not have any effect on the Direct3D 9 based renderer.
The variable can be set to the following values:
- '0': Disable Debug Layer use. (default)
- '1': Enable Debug Layer use.
This hint should be set before creating a renderer.
const RenderDirect3D11Debug = SDL_HINT_RENDER_DIRECT3D11_DEBUG
RenderDirect3DThreadSafe
A variable controlling whether the Direct3D device is initialized for thread-safe operations.
The variable can be set to the following values:
- '0': Thread-safety is not enabled. (default)
- '1': Thread-safety is enabled.
This hint should be set before creating a renderer.
const RenderDirect3DThreadSafe = SDL_HINT_RENDER_DIRECT3D_THREADSAFE
RenderDriver
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, creating a renderer will fail.
This variable is case insensitive and can be set to the following values:
- 'direct3d'
- 'direct3d11'
- 'direct3d12'
- 'opengl'
- 'opengles2'
- 'opengles'
- 'metal'
- 'vulkan'
- 'gpu'
- 'software'
This hint accepts a comma-separated list of driver names, and each will be tried in the order listed when creating a renderer until one succeeds or all of them fail.
The default varies by platform, but it's the first one in the list that is available on the current platform.
This hint should be set before creating a renderer.
const RenderDriver = SDL_HINT_RENDER_DRIVER
RenderGpuDebug
A variable controlling whether to create the GPU device in debug mode.
This variable can be set to the following values:
- '0': Disable debug mode use (default)
- '1': Enable debug mode use
This hint should be set before creating a renderer.
const RenderGpuDebug = SDL_HINT_RENDER_GPU_DEBUG
RenderGpuLowPower
A variable controlling whether to prefer a low-power GPU on multi-GPU systems.
This variable can be set to the following values:
- '0': Prefer high-performance GPU (default)
- '1': Prefer low-power GPU
This hint should be set before creating a renderer.
const RenderGpuLowPower = SDL_HINT_RENDER_GPU_LOW_POWER
RenderLineMethod
A variable controlling how the 2D render API renders lines.
The variable can be set to the following values:
- '0': Use the default line drawing method (Bresenham's line algorithm)
- '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
- '3': Use the driver geometry API (correct, draws thicker diagonal lines)
This hint should be set before creating a renderer.
const RenderLineMethod = SDL_HINT_RENDER_LINE_METHOD
RenderMetalPreferLowPowerDevice
A variable controlling whether the Metal render driver select low power device over default one.
The variable can be set to the following values:
- '0': Use the preferred OS device. (default)
- '1': Select a low power device.
This hint should be set before creating a renderer.
const RenderMetalPreferLowPowerDevice = SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE
RenderVSync
A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
This hint overrides the application preference when creating a renderer.
The variable can be set to the following values:
- '0': Disable vsync. (default)
- '1': Enable vsync.
This hint should be set before creating a renderer.
const RenderVSync = SDL_HINT_RENDER_VSYNC
RenderVulkanDebug
A variable controlling whether to enable Vulkan Validation Layers.
This variable can be set to the following values:
- '0': Disable Validation Layer use
- '1': Enable Validation Layer use
By default, SDL does not use Vulkan Validation Layers.
const RenderVulkanDebug = SDL_HINT_RENDER_VULKAN_DEBUG
ReturnKeyHideIme
A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS.
This hint sets the default value of TSdlProperty.TextInputMultiLine.
The variable can be set to the following values:
- '0': The return key will be handled as a key event. (default)
- '1': The return key will hide the keyboard.
This hint can be set anytime.
const ReturnKeyHideIme = SDL_HINT_RETURN_KEY_HIDES_IME
RogGamepadMice
A variable containing a list of ROG gamepad capable mice.
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.
This hint should be set before SDL is initialized.
const RogGamepadMice = SDL_HINT_ROG_GAMEPAD_MICE
RogGamepadMiceExcluded
A variable containing a list of devices that are not ROG gamepad capable mice.
This will override RogGamepadMice and the built in device list.
The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.
0xAAAA/0xBBBB,0xCCCC/0xDDDD
The variable can also take the form of '@file', in which case the named file will be loaded and interpreted as the value of the variable.
This hint should be set before SDL is initialized.
const RogGamepadMiceExcluded = SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED
RpiVideoLayer
A variable controlling 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.
This hint should be set before SDL is initialized.
const RpiVideoLayer = SDL_HINT_RPI_VIDEO_LAYER
ScreenSaverInhibitActivityName
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 TSdlScreenSaver.Disable 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.
This hint should be set before calling TSdlScreenSaver.Disable.
const ScreenSaverInhibitActivityName = SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME
ShutdownDbusOnQuit
A variable controlling whether SDL calls dbus_shutdown on quit.
This is useful as a debug tool to validate memory leaks, but shouldn't ever be set in production applications, as other libraries used by the application might use dbus under the hood and this can cause crashes if they continue after SdlQuit.
The variable can be set to the following values:
- '0': SDL will not call dbus_shutdown on quit. (default)
- '1': SDL will call dbus_shutdown on quit.
This hint can be set anytime.
const ShutdownDbusOnQuit = SDL_HINT_SHUTDOWN_DBUS_ON_QUIT
StorageTitleDriver
A variable that specifies a backend to use for title storage.
By default, SDL will try all available storage 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 'pc' if, say, you are on Steam but want to avoid SteamRemoteStorage for title data.
This hint should be set before SDL is initialized.
const StorageTitleDriver = SDL_HINT_STORAGE_TITLE_DRIVER
StorageUsbDriver
A variable that specifies a backend to use for user storage.
By default, SDL will try all available storage 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 'pc' if, say, you are on Steam but want to avoid SteamRemoteStorage for user data.
This hint should be set before SDL is initialized.
const StorageUsbDriver = SDL_HINT_STORAGE_USER_DRIVER
ThreadForceRealtimeTimeCritical
Specifies whether TSdlThreadPriority.TimeCritical 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.
The variable can be set to the following values:
- '0': default platform specific behaviour
- '1': Force TSdlThreadPriority.TimeCritical to a realtime scheduling policy
This hint should be set before calling TSdlThread.Current.Priority.
const ThreadForceRealtimeTimeCritical = SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL
ThreadPriorityPolicy
A string specifying additional information to use with TSdlThread.Current.Priority.
By default TSdlThread.Current.Priority 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.
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 TSdlThread.Current.Priority.
This hint should be set before calling TSdlThread.Current.Priority.
const ThreadPriorityPolicy = SDL_HINT_THREAD_PRIORITY_POLICY
TimerResolution
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.
See this blog postfor more information.
The default value is '1'.
If this variable is set to '0', the system timer resolution is not set.
This hint can be set anytime.
const TimerResolution = SDL_HINT_TIMER_RESOLUTION
TouchMouseEvents
A variable controlling whether touch events should generate synthetic mouse events.
The variable can be set to the following values:
- '0': Touch events will not generate mouse events.
- '1': Touch events will generate mouse events. (default)
This hint can be set anytime.
const TouchMouseEvents = SDL_HINT_TOUCH_MOUSE_EVENTS
TrackpadIsTouchOnly
A variable controlling whether trackpads should be treated 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.
The variable can be set to the following values:
- '0': Trackpad will send mouse events. (default)
- '1': Trackpad will send touch events.
This hint should be set before SDL is initialized.
const TrackpadIsTouchOnly = SDL_HINT_TRACKPAD_IS_TOUCH_ONLY
TVRemoteAsJoystick
A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events.
The 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. (default)
This hint should be set before SDL is initialized.
const TVRemoteAsJoystick = SDL_HINT_TV_REMOTE_AS_JOYSTICK
VideoAllowScreensave
A variable controlling whether the screensaver is enabled.
The variable can be set to the following values:
- '0': Disable screensaver. (default)
- '1': Enable screensaver.
This hint should be set before SDL is initialized.
const VideoAllowScreensave = SDL_HINT_VIDEO_ALLOW_SCREENSAVER
VideoDisplayPriority
A comma separated list containing the names of the displays that SDL should sort to the front of the display list.
When this hint is set, displays with matching name strings will be prioritized in the list of displays, as exposed by calling TSdlDisplay.Displays, with the first listed becoming the primary display. The naming convention can vary depending on the environment, but it is usually a connector name (e.g. 'DP-1', 'DP-2', 'HDMI-A-1',etc...).
On Wayland and X11 desktops, the connector names associated with displays can typically be found by using the xrandr
utility.
This hint is currently supported on the following drivers:
- KMSDRM (kmsdrm)
- Wayland (wayland)
- X11 (x11)
This hint should be set before SDL is initialized.
const VideoDisplayPriority = SDL_HINT_VIDEO_DISPLAY_PRIORITY
VideoDoubleBuffer
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.
This hint is currently supported on the following drivers:
- Raspberry Pi (raspberrypi)
- Wayland (wayland)
This hint should be set before SDL is initialized.
const VideoDoubleBuffer = SDL_HINT_VIDEO_DOUBLE_BUFFER
VideoDriver
A variable that specifies a 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 hint accepts a comma-separated list of driver names, and each will be tried in the order listed during init, until one succeeds or all of them fail.
This hint should be set before SDL is initialized.
const VideoDriver = SDL_HINT_VIDEO_DRIVER
VideoDummySaveFrames
A variable controlling whether the dummy video driver saves output frames.
- '0': Video frames are not saved to disk. (default)
- '1': Video frames are saved to files in the format 'SDL_windowX-Y.bmp', where X is the window ID, and Y is the frame number.
This hint can be set anytime.
const VideoDummySaveFrames = SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES
VideoEglAllowGetDisplayFallback
If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.
The variable can be set to one of the following values:
- '0': Do not fall back to eglGetDisplay.
- '1': Fall back to eglGetDisplay if eglGetPlatformDisplay fails. (default)
This hint should be set before SDL is initialized.
const VideoEglAllowGetDisplayFallback = SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK
VideoForceEgl
A variable controlling whether the OpenGL context should be created with EGL.
The variable can be set to the following values:
- '0': Use platform-specific GL context creation API (GLX, WGL, CGL, etc). (default)
- '1': Use EGL
This hint should be set before SDL is initialized.
const VideoForceEgl = SDL_HINT_VIDEO_FORCE_EGL
VideoMacFullscreenMenuVisibility
A variable that specifies the menu visibility when a window is fullscreen in Spaces on macOS.
The variable can be set to the following values:
- '0': The menu will be hidden when the window is in a fullscreen space, and not accessible by moving the mouse to the top of the screen.
- '1': The menu will be accessible when the window is in a fullscreen space.
- 'auto': The menu will be hidden if fullscreen mode was toggled on programmatically via
TSdlWindow.Fullscreen
, and accessible if fullscreen was entered via the 'fullscreen' button on the window title bar. (default)
This hint can be set anytime.
const VideoMacFullscreenMenuVisibility = SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY
VideoMacFullscreenSpaces
A variable that specifies the policy for fullscreen Spaces on macOS.
The variable can be set to the following values:
- '0': Disable Spaces support (TSdlWindowFlag.FullscreenDesktop won't use them and TSdlWindowFlag.Resizable windows won't offer the 'fullscreen' button on their titlebars).
- '1': Enable Spaces support (TSdlWindowFlag.FullscreenDesktop will use them and TSdlWindowFlag.Resizable windows will offer the 'fullscreen' button on their titlebars). (default)
This hint should be set before creating a window.
const VideoMacFullscreenSpaces = SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES
VideoMinimizeOnFocusLoss
A variable controlling whether fullscreen windows are minimized when they lose focus.
The variable can be set to the following values:
- '0': Fullscreen windows will not be minimized when they lose focus. (default)
- '1': Fullscreen windows are minimized when they lose focus.
This hint can be set anytime.
const VideoMinimizeOnFocusLoss = SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS
VideoOffScreenSaveFrames
A variable controlling whether the offscreen video driver saves output frames.
This only saves frames that are generated using software rendering, not accelerated OpenGL rendering.
- '0': Video frames are not saved to disk. (default)
- '1': Video frames are saved to files in the format 'SDL_windowX-Y.bmp', where X is the window ID, and Y is the frame number.
This hint can be set anytime.
const VideoOffScreenSaveFrames = SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES
VideoSyncWindowOperations
A variable controlling whether all window operations will block until complete.
Window systems that run asynchronously may not have the results of window operations that resize or move the window applied immediately upon the return of the requesting function. Setting this hint will cause such operations to block after every call until the pending operation has completed. Setting this to '1' is the equivalent of calling TSdlWindow.Sync after every function call.
Be aware that amount of time spent blocking while waiting for window operations to complete can be quite lengthy, as animations may have to complete, which can take upwards of multiple seconds in some cases.
The variable can be set to the following values:
- '0': Window operations are non-blocking. (default)
- '1': Window operations will block until completed.
This hint can be set anytime.
const VideoSyncWindowOperations = SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS
VideoWaylandAllowLibDecor
A variable controlling whether the libdecor Wayland backend is allowed to be used.
libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
The variable can be set to the following values:
- '0': libdecor use is disabled.
- '1': libdecor use is enabled. (default)
This hint should be set before SDL is initialized.
const VideoWaylandAllowLibDecor = SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR
VideoWaylandModeEmulation
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.
The variable can be set to the following values:
- '0': Video mode emulation is disabled.
- '1': Video mode emulation is enabled. (default)
This hint should be set before SDL is initialized.
const VideoWaylandModeEmulation = SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION
VideoWaylandModeScaling
A variable controlling how modes with a non-native aspect ratio are displayed under Wayland.
When this hint is set, the requested scaling will be used when displaying fullscreen video modes that don't match the display's native aspect ratio. This is contingent on compositor viewport support.
The variable can be set to the following values:
- 'aspect' - Video modes will be displayed scaled, in their proper aspect ratio, with black bars.
- 'stretch' - Video modes will be scaled to fill the entire display. (default)
- 'none' - Video modes will be displayed as 1:1 with no scaling.
This hint should be set before creating a window.
const VideoWaylandModeScaling = SDL_HINT_VIDEO_WAYLAND_MODE_SCALING
VideoWaylandPreferLibDecor
A variable controlling whether the libdecor Wayland backend is preferred over native decorations.
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).
The variable can be set to the following values:
- '0': libdecor is enabled only if server-side decorations are unavailable. (default)
- '1': libdecor is always enabled if available.
This hint should be set before SDL is initialized.
const VideoWaylandPreferLibDecor = SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR
VideoWaylandScaleToDisplay
A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling.
This must be set before initializing the video subsystem.
When this hint is set, Wayland windows that are not flagged as being DPI-aware will be output with scaling designed to force 1:1 pixel mapping.
This is intended to allow legacy applications to be displayed without desktop scaling being applied, and has issues with certain display configurations, as this forces the window to behave in a way that Wayland desktops were not designed to accommodate:
- Rounding errors can result with odd window sizes and/or desktop scales, which can cause the window contents to appear slightly blurry.
- Positioning the window may be imprecise due to unit conversions and rounding.
- The window may be unusably small on scaled desktops.
- The window may jump in size when moving between displays of different scale factors.
- Displays may appear to overlap when using a multi-monitor setup with scaling enabled.
- Possible loss of cursor precision due to the logical size of the window being reduced.
New applications should be designed with proper DPI awareness handling instead of enabling this.
The variable can be set to the following values:
- '0': Windows will be scaled normally.
- '1': Windows will be forced to scale to achieve 1:1 output.
This hint should be set before creating a window.
const VideoWaylandScaleToDisplay = SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY
VideoWinD3DCompiler
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.
The variable can be set to the following values:
- 'd3dcompiler_46.dll' - best for Vista or later. (default)
- '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.
This hint should be set before SDL is initialized.
const VideoWinD3DCompiler = SDL_HINT_VIDEO_WIN_D3DCOMPILER
VideoX11NetWMBypassCompositor
A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
The variable can be set to the following values:
- '0': Disable _NET_WM_BYPASS_COMPOSITOR.
- '1': Enable _NET_WM_BYPASS_COMPOSITOR. (default)
This hint should be set before creating a window.
const VideoX11NetWMBypassCompositor = SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR
VideoX11NetWMPing
A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
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 variable can be set to the following values:
- '0': Disable _NET_WM_PING.
- '1': Enable _NET_WM_PING. (default)
This hint should be set before creating a window.
const VideoX11NetWMPing = SDL_HINT_VIDEO_X11_NET_WM_PING
VideoX11NoDirectColor
A variable controlling whether SDL uses DirectColor visuals.
The variable can be set to the following values:
- '0': Disable DirectColor visuals.
- '1': Enable DirectColor visuals. (default)
This hint should be set before initializing the video subsystem.
const VideoX11NoDirectColor = SDL_HINT_VIDEO_X11_NODIRECTCOLOR
VideoX11ScalingFactor
A variable forcing the content scaling factor for X11 displays.
The variable can be set to a floating point value in the range 1.0-10.0
This hint should be set before SDL is initialized.
const VideoX11ScalingFactor = SDL_HINT_VIDEO_X11_SCALING_FACTOR
VideoX11VisualID
A variable forcing the visual ID used for X11 display modes.
This hint should be set before initializing the video subsystem.
const VideoX11VisualID = SDL_HINT_VIDEO_X11_VISUALID
VideoX11WindowVisualID
A variable forcing the visual ID chosen for new X11 windows.
This hint should be set before creating a window.
const VideoX11WindowVisualID = SDL_HINT_VIDEO_X11_WINDOW_VISUALID
VideoX11XRandR
A variable controlling whether the X11 XRandR extension should be used.
The variable can be set to the following values:
- '0': Disable XRandR.
- '1': Enable XRandR. (default)
This hint should be set before SDL is initialized.
const VideoX11XRandR = SDL_HINT_VIDEO_X11_XRANDR
VitaEnableBackTouch
A variable controlling whether touch should be enabled on the back panel of the PlayStation Vita.
The variable can be set to the following values:
- '0': Disable touch on the back panel.
- '1': Enable touch on the back panel. (default)
This hint should be set before SDL is initialized.
const VitaEnableBackTouch = SDL_HINT_VITA_ENABLE_BACK_TOUCH
VitaEnableFrontTouch
A variable controlling whether touch should be enabled on the front panel of the PlayStation Vita.
The variable can be set to the following values:
- '0': Disable touch on the front panel.
- '1': Enable touch on the front panel. (default)
This hint should be set before SDL is initialized.
const VitaEnableFrontTouch = SDL_HINT_VITA_ENABLE_FRONT_TOUCH
VitaModulePath
A variable controlling the module path on the PlayStation Vita.
This hint defaults to 'app0:module'
This hint should be set before SDL is initialized.
const VitaModulePath = SDL_HINT_VITA_MODULE_PATH
VitaPvrInit
A variable controlling whether to perform PVR initialization on the PlayStation Vita.
- '0': Skip PVR initialization.
- '1': Perform the normal PVR initialization. (default)
This hint should be set before SDL is initialized.
const VitaPvrInit = SDL_HINT_VITA_PVR_INIT
VitaPvrOpenGL
A variable controlling whether OpenGL should be used instead of OpenGL ES on the PlayStation Vita.
The variable can be set to the following values:
- '0': Use OpenGL ES. (default)
- '1': Use OpenGL.
This hint should be set before SDL is initialized.
const VitaPvrOpenGL = SDL_HINT_VITA_PVR_OPENGL
VitaResolution
A variable overriding the resolution reported on the PlayStation Vita.
The variable can be set to the following values:
- '544': 544p (default)
- '720': 725p for PSTV
- '1080': 1088i for PSTV
This hint should be set before SDL is initialized.
const VitaResolution = SDL_HINT_VITA_RESOLUTION
VitaTouchMouseDevice
A variable controlling which touchpad should generate synthetic mouse events.
The 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.
This hint can be set anytime.
const VitaTouchMouseDevice = SDL_HINT_VITA_TOUCH_MOUSE_DEVICE
VulkanDisplay
A variable overriding the display index used in SdlVulkanCreateSurface.
The display index starts at 0, which is the default.
This hint should be set before calling SdlVulkanCreateSurface.
const VulkanDisplay = SDL_HINT_VULKAN_DISPLAY
VulkanLibrary
Specify the Vulkan library to load.
This hint should be set before creating a Vulkan window or calling SdlVulkanLoadLibrary.
const VulkanLibrary = SDL_HINT_VULKAN_LIBRARY
WaveChunkLimit
A variable controlling the maximum number of chunks in a WAVE file.
This sets an upper bound on the number of chunks in a WAVE file to avoid wasting time on malformed or corrupt WAVE files. This defaults to '10000'.
This hint should be set before calling TSdlAudioBuffer.CreateFromWav.
const WaveChunkLimit = SDL_HINT_WAVE_CHUNK_LIMIT
WaveFactChunk
A variable controlling 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.
The 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)
This hint should be set before calling TSdlAudioBuffer.CreateFromWav.
const WaveFactChunk = SDL_HINT_WAVE_FACT_CHUNK
WaveRiffChunkSize
A variable controlling 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 WaveChunkLimit to adjust this value.
The 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)
This hint should be set before calling TSdlAudioBuffer.CreateFromWav.
const WaveRiffChunkSize = SDL_HINT_WAVE_RIFF_CHUNK_SIZE
WaveTruncation
A variable controlling 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.
The 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)
This hint should be set before calling TSdlAudioBuffer.CreateFromWav.
const WaveTruncation = SDL_HINT_WAVE_TRUNCATION
WindowActivateWhenRaised
A variable controlling whether the window is activated when the TSdlWindow.Raise function is called.
The variable can be set to the following values:
- '0': The window is not activated when the TSdlWindow.Raise function is called.
- '1': The window is activated when the TSdlWindow.Raise function is called. (default)
This hint can be set anytime.
const WindowActivateWhenRaised = SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED
WindowActivateWhenShown
A variable controlling whether the window is activated when the TSdlWindow.Show function is called.
The variable can be set to the following values:
- '0': The window is not activated when the TSdlWindow.Show function is called.
- '1': The window is activated when the TSdlWindow.Show function is called. (default)
This hint can be set anytime.
const WindowActivateWhenShown = SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN
WindowAllowTopMost
If set to '0' then never set the top-most flag on an SDL Window even if the application requests it.
This is a debugging aid for developers and not expected to be used by end users.
The variable can be set to the following values:
- '0': don't allow topmost
- '1': allow topmost (default)
This hint can be set anytime.
const WindowAllowTopMost = SDL_HINT_WINDOW_ALLOW_TOPMOST
WindowCloseOnAltF4
A variable controlling whether SDL generates window-close events for Alt+F4 on Windows.
The variable can be set to the following values:
- '0': SDL will only do normal key handling for Alt+F4.
- '1': SDL will generate a window-close event when it sees Alt+F4. (default)
This hint can be set anytime.
const WindowCloseOnAltF4 = SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4
WindowFrameUsableWhileCursorHidden
A variable controlling whether the window frame and title bar are interactive when the cursor is hidden.
The 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. (default)
This hint can be set anytime.
const WindowFrameUsableWhileCursorHidden = SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN
WindowsEnableMenuMnemonics
A variable controlling whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
If the mnemonics are enabled, then menus can be opened by pressing the Alt key and the corresponding mnemonic (for example, Alt+F opens the File menu). However, in case an invalid mnemonic is pressed, Windows makes an audible beep to convey that nothing happened. This is true even if the window has no menu at all!
Because most SDL applications don't have menus, and some want to use the Alt key for other purposes, SDL disables mnemonics (and the beeping) by default.
Note: This also affects keyboard events: with mnemonics enabled, when a menu is opened from the keyboard, you will not receive a KEYUP event for the mnemonic key, and might not receive one for Alt.
The variable can be set to the following values:
- '0': Alt+mnemonic does nothing, no beeping. (default)
- '1': Alt+mnemonic opens menus, invalid mnemonics produce a beep.
This hint can be set anytime.
const WindowsEnableMenuMnemonics = SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS
WindowsEnableMessageLoop
A variable controlling whether the windows message loop is processed by SDL.
The variable can be set to the following values:
- '0': The window message loop is not run.
- '1': The window message loop is processed in TSdlEvents.Pump. (default)
This hint can be set anytime.
const WindowsEnableMessageLoop = SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP
WindowsEraseBackgroundMode
A variable controlling whether SDL will clear the window contents when the WM_ERASEBKGND message is received.
The variable can be set to the following values:
- '0'/'never': Never clear the window.
- '1'/'initial': Clear the window when the first WM_ERASEBKGND event fires. (default)
- '2'/'always': Clear the window on every WM_ERASEBKGND event.
This hint should be set before creating a window.
const WindowsEraseBackgroundMode = SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE
WindowsForceSemaphoreKernel
A variable controlling whether SDL uses 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.
The variable can be set to the following values:
- '0': Use Atomics and WaitOnAddress API when available, otherwise fall back to Kernel Objects. (default)
- '1': Force the use of Kernel Objects in all cases.
This hint should be set before SDL is initialized.
const WindowsForceSemaphoreKernel = SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL
WindowsGameInput
A variable controlling whether GameInput is used for raw keyboard and mouse on Windows.
The variable can be set to the following values:
- '0': GameInput is not used for raw keyboard and mouse events.
- '1': GameInput is used for raw keyboard and mouse events, if available. (default)
This hint should be set before SDL is initialized.
const WindowsGameInput = SDL_HINT_WINDOWS_GAMEINPUT
WindowsIntResourceIcon
A variable to specify custom icon resource id from RC file on Windows platform.
This hint should be set before SDL is initialized.
const WindowsIntResourceIcon = SDL_HINT_WINDOWS_INTRESOURCE_ICON
WindowsIntResourceIconSmall
A variable to specify custom icon resource id from RC file on Windows platform.
This hint should be set before SDL is initialized.
const WindowsIntResourceIconSmall = SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL
WindowsRawKeyboard
A variable controlling whether raw keyboard events are used on Windows.
The variable can be set to the following values:
- '0': The Windows message loop is used for keyboard events. (default)
- '1': Low latency raw keyboard events are used.
This hint can be set anytime.
const WindowsRawKeyboard = SDL_HINT_WINDOWS_RAW_KEYBOARD
WindowsUseD3D9Ex
A variable controlling whether SDL uses 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.
For more information on Direct3D 9Ex, see:
-
Direct3D-9Ex- Direct3D 9Ex improvementsThe 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)
This hint should be set before SDL is initialized.
const WindowsUseD3D9Ex = SDL_HINT_WINDOWS_USE_D3D9EX
X11ForceOverrideRedirect
A variable controlling whether X11 windows are marked 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!
The variable can be set to the following values:
- '0': Do not mark the window as override-redirect. (default)
- '1': Mark the window as override-redirect.
This hint should be set before creating a window.
const X11ForceOverrideRedirect = SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT
X11WindowType
A variable specifying the type of an X11 window.
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 TSdlWindowFlag.Tooltip or TSdlWindowFlag.PopupMenu, 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'.
This hint should be set before creating a window.
const X11WindowType = SDL_HINT_X11_WINDOW_TYPE
X11XcbLibrary
Specify the XCB library to load for the X11 driver.
The default is platform-specific, often 'libX11-xcb.so.1'.
This hint should be set before initializing the video subsystem.
const X11XcbLibrary = SDL_HINT_X11_XCB_LIBRARY
XInputEnabled
A variable controlling whether XInput should be used for controller handling.
The variable can be set to the following values:
- '0': XInput is not enabled.
- '1': XInput is enabled. (default)
This hint should be set before SDL is initialized.
const XInputEnabled = SDL_HINT_XINPUT_ENABLED
Property Descriptions
Hints
The hint values.
When getting, returns an empty string if not set.
When setting, it sets the hint with normal priority. Hints will not be set if there is an existing override hint or environment variable that takes precedence. You can use Apply with a priority to set the hint with override priority instead.
class property Hints[const AName: PUTF8Char]: String read GetHint write SetHint; default
Type: String
Exceptions
ESdlError
: Raised on failure.
See Also
Remarks
It is safe to use this property from any thread.
Constructor Descriptions
Destroy
class destructor Destroy
Method Descriptions
AddCallback(PUTF8Char, TSdlHintCallback)
Add a callback to watch a particular hint.
The callback function is called during this method, to provide it an initial value, and again each time the hint's value changes.
class procedure AddCallback(const AName: PUTF8Char; const ACallback: TSdlHintCallback); static
Exceptions
ESdlError
: Raised on failure.
Parameters
AName
: PUTF8Char
: The hint to watch (one of the TSdlHints constants).
ACallback
: TSdlHintCallback
: TSdlHintCallback function that will be called when the hint value changes.
See Also
Remarks
It is safe to call this method from any thread.
Apply(PUTF8Char, String)
Set a hint with normal priority.
Hints will not be set if there is an existing override hint or environment variable that takes precedence. You can use the other overload to set the hint with override priority instead.
class procedure Apply(const AName: PUTF8Char; const AValue: String); overload; inline; static
Exceptions
ESdlError
: Raised on failure.
Parameters
AName
: PUTF8Char
: The hint to set (one of the TSdlHints constants).
AValue
: String
: The value of the hint variable.
See Also
Remarks
It is safe to call this method from any thread.
Apply(PUTF8Char, String, TSdlHintPriority)
Set a hint with a specific priority.
The priority controls the behavior when setting a hint that already has a value. Hints will replace existing hints of their priority and lower. Environment variables are considered to have override priority.
class procedure Apply(const AName: PUTF8Char; const AValue: String; const APriority: TSdlHintPriority); overload; inline; static
Exceptions
ESdlError
: Raised on failure.
Parameters
AName
: PUTF8Char
: The hint to set (one of the TSdlHints constants).
AValue
: String
: The value of the hint variable.
APriority
: TSdlHintPriority
: Priority level for the hint.
See Also
Remarks
It is safe to call this method from any thread.
Get(PUTF8Char)
Get the value of a hint.
class function Get(const AName: PUTF8Char): String; inline; static
Parameters
AName
: PUTF8Char
: The hint to query (one of the TSdlHints constants).
Returns
String
: The value of the hint or an empty string if the hint does not exist.
See Also
Remarks
It is safe to call this method from any thread.
GetBoolean(PUTF8Char, Boolean)
Get the Boolean value of a hint variable.
class function GetBoolean(const AName: PUTF8Char; const ADefaultValue: Boolean = False): Boolean; inline; static
Parameters
AName
: PUTF8Char
: The name of the hint to get the boolean value from (one of the TSdlHints constants).
ADefaultValue
: Boolean = False
: (Optional) value to return if the hint does not exist. Defaults to False.
Returns
Boolean
: The Boolean value of a hint or the provided default value if the hint does not exist.
See Also
Remarks
It is safe to call this method from any thread.
RemoveCallback(PUTF8Char, TSdlHintCallback)
Remove a callback watching a particular hint.
class procedure RemoveCallback(const AName: PUTF8Char; const ACallback: TSdlHintCallback); static
Parameters
AName
: PUTF8Char
: The hint being watched (one of the TSdlHints constants).
ACallback
: TSdlHintCallback
: TSdlHintCallback function that will be called when the hint value changes.
See Also
Remarks
It is safe to call this method from any thread.
Reset(PUTF8Char)
Reset a hint to the default value.
This will reset a hint to the value of the environment variable, or nil if the environment isn't set. Callbacks will be called normally with this change.
class procedure Reset(const AName: PUTF8Char); inline; static
Exceptions
ESdlError
: Raised on failure.
Parameters
AName
: PUTF8Char
: The hint to set (one of the TSdlHints constants).
See Also
Remarks
It is safe to call this method from any thread.
ResetAll
Reset all hints to the default values.
This will reset all hints to the value of the associated environment variable, or nil if the environment isn't set. Callbacks will be called normally with this change.
class procedure ResetAll; inline; static
See Also
Remarks
It is safe to call this method from any thread.