SDL 3.0
SDL_hints.h File Reference
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Macros

#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED   "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
 
#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY   "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY"
 
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE   "SDL_ANDROID_BLOCK_ON_PAUSE"
 
#define SDL_HINT_ANDROID_LOW_LATENCY_AUDIO   "SDL_ANDROID_LOW_LATENCY_AUDIO"
 
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON   "SDL_ANDROID_TRAP_BACK_BUTTON"
 
#define SDL_HINT_APP_ID   "SDL_APP_ID"
 
#define SDL_HINT_APP_NAME   "SDL_APP_NAME"
 
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS   "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
 
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION   "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
 
#define SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE   "SDL_AUDIO_ALSA_DEFAULT_DEVICE"
 
#define SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE   "SDL_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE"
 
#define SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE   "SDL_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE"
 
#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
 
#define SDL_HINT_AUDIO_CHANNELS   "SDL_AUDIO_CHANNELS"
 
#define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME   "SDL_AUDIO_DEVICE_APP_ICON_NAME"
 
#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES   "SDL_AUDIO_DEVICE_SAMPLE_FRAMES"
 
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME   "SDL_AUDIO_DEVICE_STREAM_NAME"
 
#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE   "SDL_AUDIO_DEVICE_STREAM_ROLE"
 
#define SDL_HINT_AUDIO_DISK_INPUT_FILE   "SDL_AUDIO_DISK_INPUT_FILE"
 
#define SDL_HINT_AUDIO_DISK_OUTPUT_FILE   "SDL_AUDIO_DISK_OUTPUT_FILE"
 
#define SDL_HINT_AUDIO_DISK_TIMESCALE   "SDL_AUDIO_DISK_TIMESCALE"
 
#define SDL_HINT_AUDIO_DRIVER   "SDL_AUDIO_DRIVER"
 
#define SDL_HINT_AUDIO_DUMMY_TIMESCALE   "SDL_AUDIO_DUMMY_TIMESCALE"
 
#define SDL_HINT_AUDIO_FORMAT   "SDL_AUDIO_FORMAT"
 
#define SDL_HINT_AUDIO_FREQUENCY   "SDL_AUDIO_FREQUENCY"
 
#define SDL_HINT_AUDIO_INCLUDE_MONITORS   "SDL_AUDIO_INCLUDE_MONITORS"
 
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS   "SDL_AUTO_UPDATE_JOYSTICKS"
 
#define SDL_HINT_AUTO_UPDATE_SENSORS   "SDL_AUTO_UPDATE_SENSORS"
 
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT   "SDL_BMP_SAVE_LEGACY_FORMAT"
 
#define SDL_HINT_CAMERA_DRIVER   "SDL_CAMERA_DRIVER"
 
#define SDL_HINT_CPU_FEATURE_MASK   "SDL_CPU_FEATURE_MASK"
 
#define SDL_HINT_JOYSTICK_DIRECTINPUT   "SDL_JOYSTICK_DIRECTINPUT"
 
#define SDL_HINT_FILE_DIALOG_DRIVER   "SDL_FILE_DIALOG_DRIVER"
 
#define SDL_HINT_DISPLAY_USABLE_BOUNDS   "SDL_DISPLAY_USABLE_BOUNDS"
 
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"
 
#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR   "SDL_EMSCRIPTEN_CANVAS_SELECTOR"
 
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
 
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD   "SDL_ENABLE_SCREEN_KEYBOARD"
 
#define SDL_HINT_EVDEV_DEVICES   "SDL_EVDEV_DEVICES"
 
#define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"
 
#define SDL_HINT_FORCE_RAISEWINDOW   "SDL_FORCE_RAISEWINDOW"
 
#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
 
#define SDL_HINT_GAMECONTROLLERCONFIG   "SDL_GAMECONTROLLERCONFIG"
 
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE   "SDL_GAMECONTROLLERCONFIG_FILE"
 
#define SDL_HINT_GAMECONTROLLERTYPE   "SDL_GAMECONTROLLERTYPE"
 
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES   "SDL_GAMECONTROLLER_IGNORE_DEVICES"
 
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT   "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
 
#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION   "SDL_GAMECONTROLLER_SENSOR_FUSION"
 
#define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT   "SDL_GDK_TEXTINPUT_DEFAULT_TEXT"
 
#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION   "SDL_GDK_TEXTINPUT_DESCRIPTION"
 
#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH   "SDL_GDK_TEXTINPUT_MAX_LENGTH"
 
#define SDL_HINT_GDK_TEXTINPUT_SCOPE   "SDL_GDK_TEXTINPUT_SCOPE"
 
#define SDL_HINT_GDK_TEXTINPUT_TITLE   "SDL_GDK_TEXTINPUT_TITLE"
 
#define SDL_HINT_HIDAPI_LIBUSB   "SDL_HIDAPI_LIBUSB"
 
#define SDL_HINT_HIDAPI_LIBUSB_WHITELIST   "SDL_HIDAPI_LIBUSB_WHITELIST"
 
#define SDL_HINT_HIDAPI_UDEV   "SDL_HIDAPI_UDEV"
 
#define SDL_HINT_GPU_DRIVER   "SDL_GPU_DRIVER"
 
#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS   "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS"
 
#define SDL_HINT_HIDAPI_IGNORE_DEVICES   "SDL_HIDAPI_IGNORE_DEVICES"
 
#define SDL_HINT_IME_IMPLEMENTED_UI   "SDL_IME_IMPLEMENTED_UI"
 
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR   "SDL_IOS_HIDE_HOME_INDICATOR"
 
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS   "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
 
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES   "SDL_JOYSTICK_ARCADESTICK_DEVICES"
 
#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED   "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"
 
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES   "SDL_JOYSTICK_BLACKLIST_DEVICES"
 
#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED   "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"
 
#define SDL_HINT_JOYSTICK_DEVICE   "SDL_JOYSTICK_DEVICE"
 
#define SDL_HINT_JOYSTICK_ENHANCED_REPORTS   "SDL_JOYSTICK_ENHANCED_REPORTS"
 
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES   "SDL_JOYSTICK_FLIGHTSTICK_DEVICES"
 
#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED   "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED"
 
#define SDL_HINT_JOYSTICK_GAMEINPUT   "SDL_JOYSTICK_GAMEINPUT"
 
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES   "SDL_JOYSTICK_GAMECUBE_DEVICES"
 
#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED   "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"
 
#define SDL_HINT_JOYSTICK_HIDAPI   "SDL_JOYSTICK_HIDAPI"
 
#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS   "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
 
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE   "SDL_JOYSTICK_HIDAPI_GAMECUBE"
 
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE   "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE"
 
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS   "SDL_JOYSTICK_HIDAPI_JOY_CONS"
 
#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED   "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
 
#define SDL_HINT_JOYSTICK_HIDAPI_LUNA   "SDL_JOYSTICK_HIDAPI_LUNA"
 
#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC   "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS3   "SDL_JOYSTICK_HIDAPI_PS3"
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER   "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER"
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS4   "SDL_JOYSTICK_HIDAPI_PS4"
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL   "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL"
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS5   "SDL_JOYSTICK_HIDAPI_PS5"
 
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
 
#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD   "SDL_JOYSTICK_HIDAPI_SHIELD"
 
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA   "SDL_JOYSTICK_HIDAPI_STADIA"
 
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM   "SDL_JOYSTICK_HIDAPI_STEAM"
 
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED   "SDL_JOYSTICK_HIDAPI_STEAM_HOME_LED"
 
#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK   "SDL_JOYSTICK_HIDAPI_STEAMDECK"
 
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI   "SDL_JOYSTICK_HIDAPI_STEAM_HORI"
 
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH   "SDL_JOYSTICK_HIDAPI_SWITCH"
 
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED   "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
 
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
 
#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS   "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
 
#define SDL_HINT_JOYSTICK_HIDAPI_WII   "SDL_JOYSTICK_HIDAPI_WII"
 
#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360   "SDL_JOYSTICK_HIDAPI_XBOX_360"
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS   "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE   "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
 
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED   "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
 
#define SDL_HINT_JOYSTICK_IOKIT   "SDL_JOYSTICK_IOKIT"
 
#define SDL_HINT_JOYSTICK_LINUX_CLASSIC   "SDL_JOYSTICK_LINUX_CLASSIC"
 
#define SDL_HINT_JOYSTICK_LINUX_DEADZONES   "SDL_JOYSTICK_LINUX_DEADZONES"
 
#define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS   "SDL_JOYSTICK_LINUX_DIGITAL_HATS"
 
#define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES   "SDL_JOYSTICK_LINUX_HAT_DEADZONES"
 
#define SDL_HINT_JOYSTICK_MFI   "SDL_JOYSTICK_MFI"
 
#define SDL_HINT_JOYSTICK_RAWINPUT   "SDL_JOYSTICK_RAWINPUT"
 
#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT   "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
 
#define SDL_HINT_JOYSTICK_ROG_CHAKRAM   "SDL_JOYSTICK_ROG_CHAKRAM"
 
#define SDL_HINT_JOYSTICK_THREAD   "SDL_JOYSTICK_THREAD"
 
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES   "SDL_JOYSTICK_THROTTLE_DEVICES"
 
#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED   "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED"
 
#define SDL_HINT_JOYSTICK_WGI   "SDL_JOYSTICK_WGI"
 
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES   "SDL_JOYSTICK_WHEEL_DEVICES"
 
#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED   "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED"
 
#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES   "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"
 
#define SDL_HINT_KEYCODE_OPTIONS   "SDL_KEYCODE_OPTIONS"
 
#define SDL_HINT_KMSDRM_DEVICE_INDEX   "SDL_KMSDRM_DEVICE_INDEX"
 
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER   "SDL_KMSDRM_REQUIRE_DRM_MASTER"
 
#define SDL_HINT_LOGGING   "SDL_LOGGING"
 
#define SDL_HINT_MAC_BACKGROUND_APP   "SDL_MAC_BACKGROUND_APP"
 
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK   "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
 
#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH   "SDL_MAC_OPENGL_ASYNC_DISPATCH"
 
#define SDL_HINT_MAC_OPTION_AS_ALT   "SDL_MAC_OPTION_AS_ALT"
 
#define SDL_HINT_MAC_SCROLL_MOMENTUM   "SDL_MAC_SCROLL_MOMENTUM"
 
#define SDL_HINT_MAIN_CALLBACK_RATE   "SDL_MAIN_CALLBACK_RATE"
 
#define SDL_HINT_MOUSE_AUTO_CAPTURE   "SDL_MOUSE_AUTO_CAPTURE"
 
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS   "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
 
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME   "SDL_MOUSE_DOUBLE_CLICK_TIME"
 
#define SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR   "SDL_MOUSE_DEFAULT_SYSTEM_CURSOR"
 
#define SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE   "SDL_MOUSE_EMULATE_WARP_WITH_RELATIVE"
 
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH   "SDL_MOUSE_FOCUS_CLICKTHROUGH"
 
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE   "SDL_MOUSE_NORMAL_SPEED_SCALE"
 
#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER   "SDL_MOUSE_RELATIVE_MODE_CENTER"
 
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE   "SDL_MOUSE_RELATIVE_SPEED_SCALE"
 
#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE   "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
 
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION   "SDL_MOUSE_RELATIVE_WARP_MOTION"
 
#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE   "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE"
 
#define SDL_HINT_MOUSE_TOUCH_EVENTS   "SDL_MOUSE_TOUCH_EVENTS"
 
#define SDL_HINT_MUTE_CONSOLE_KEYBOARD   "SDL_MUTE_CONSOLE_KEYBOARD"
 
#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
 
#define SDL_HINT_OPENGL_LIBRARY   "SDL_OPENGL_LIBRARY"
 
#define SDL_HINT_EGL_LIBRARY   "SDL_EGL_LIBRARY"
 
#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
 
#define SDL_HINT_OPENVR_LIBRARY   "SDL_OPENVR_LIBRARY"
 
#define SDL_HINT_ORIENTATIONS   "SDL_ORIENTATIONS"
 
#define SDL_HINT_POLL_SENTINEL   "SDL_POLL_SENTINEL"
 
#define SDL_HINT_PREFERRED_LOCALES   "SDL_PREFERRED_LOCALES"
 
#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE   "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
 
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE   "SDL_RENDER_DIRECT3D_THREADSAFE"
 
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG   "SDL_RENDER_DIRECT3D11_DEBUG"
 
#define SDL_HINT_RENDER_VULKAN_DEBUG   "SDL_RENDER_VULKAN_DEBUG"
 
#define SDL_HINT_RENDER_GPU_DEBUG   "SDL_RENDER_GPU_DEBUG"
 
#define SDL_HINT_RENDER_GPU_LOW_POWER   "SDL_RENDER_GPU_LOW_POWER"
 
#define SDL_HINT_RENDER_DRIVER   "SDL_RENDER_DRIVER"
 
#define SDL_HINT_RENDER_LINE_METHOD   "SDL_RENDER_LINE_METHOD"
 
#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE   "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
 
#define SDL_HINT_RENDER_VSYNC   "SDL_RENDER_VSYNC"
 
#define SDL_HINT_RETURN_KEY_HIDES_IME   "SDL_RETURN_KEY_HIDES_IME"
 
#define SDL_HINT_ROG_GAMEPAD_MICE   "SDL_ROG_GAMEPAD_MICE"
 
#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED   "SDL_ROG_GAMEPAD_MICE_EXCLUDED"
 
#define SDL_HINT_RPI_VIDEO_LAYER   "SDL_RPI_VIDEO_LAYER"
 
#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME   "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
 
#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT   "SDL_SHUTDOWN_DBUS_ON_QUIT"
 
#define SDL_HINT_STORAGE_TITLE_DRIVER   "SDL_STORAGE_TITLE_DRIVER"
 
#define SDL_HINT_STORAGE_USER_DRIVER   "SDL_STORAGE_USER_DRIVER"
 
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL   "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
 
#define SDL_HINT_THREAD_PRIORITY_POLICY   "SDL_THREAD_PRIORITY_POLICY"
 
#define SDL_HINT_TIMER_RESOLUTION   "SDL_TIMER_RESOLUTION"
 
#define SDL_HINT_TOUCH_MOUSE_EVENTS   "SDL_TOUCH_MOUSE_EVENTS"
 
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY   "SDL_TRACKPAD_IS_TOUCH_ONLY"
 
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK   "SDL_TV_REMOTE_AS_JOYSTICK"
 
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER   "SDL_VIDEO_ALLOW_SCREENSAVER"
 
#define SDL_HINT_VIDEO_DISPLAY_PRIORITY   "SDL_VIDEO_DISPLAY_PRIORITY"
 
#define SDL_HINT_VIDEO_DOUBLE_BUFFER   "SDL_VIDEO_DOUBLE_BUFFER"
 
#define SDL_HINT_VIDEO_DRIVER   "SDL_VIDEO_DRIVER"
 
#define SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES   "SDL_VIDEO_DUMMY_SAVE_FRAMES"
 
#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK   "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK"
 
#define SDL_HINT_VIDEO_FORCE_EGL   "SDL_VIDEO_FORCE_EGL"
 
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES   "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
 
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY   "SDL_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY"
 
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
 
#define SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES   "SDL_VIDEO_OFFSCREEN_SAVE_FRAMES"
 
#define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS   "SDL_VIDEO_SYNC_WINDOW_OPERATIONS"
 
#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR   "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
 
#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION   "SDL_VIDEO_WAYLAND_MODE_EMULATION"
 
#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING   "SDL_VIDEO_WAYLAND_MODE_SCALING"
 
#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR   "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
 
#define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY   "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY"
 
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER   "SDL_VIDEO_WIN_D3DCOMPILER"
 
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR   "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
 
#define SDL_HINT_VIDEO_X11_NET_WM_PING   "SDL_VIDEO_X11_NET_WM_PING"
 
#define SDL_HINT_VIDEO_X11_NODIRECTCOLOR   "SDL_VIDEO_X11_NODIRECTCOLOR"
 
#define SDL_HINT_VIDEO_X11_SCALING_FACTOR   "SDL_VIDEO_X11_SCALING_FACTOR"
 
#define SDL_HINT_VIDEO_X11_VISUALID   "SDL_VIDEO_X11_VISUALID"
 
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID   "SDL_VIDEO_X11_WINDOW_VISUALID"
 
#define SDL_HINT_VIDEO_X11_XRANDR   "SDL_VIDEO_X11_XRANDR"
 
#define SDL_HINT_VITA_ENABLE_BACK_TOUCH   "SDL_VITA_ENABLE_BACK_TOUCH"
 
#define SDL_HINT_VITA_ENABLE_FRONT_TOUCH   "SDL_VITA_ENABLE_FRONT_TOUCH"
 
#define SDL_HINT_VITA_MODULE_PATH   "SDL_VITA_MODULE_PATH"
 
#define SDL_HINT_VITA_PVR_INIT   "SDL_VITA_PVR_INIT"
 
#define SDL_HINT_VITA_RESOLUTION   "SDL_VITA_RESOLUTION"
 
#define SDL_HINT_VITA_PVR_OPENGL   "SDL_VITA_PVR_OPENGL"
 
#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE   "SDL_VITA_TOUCH_MOUSE_DEVICE"
 
#define SDL_HINT_VULKAN_DISPLAY   "SDL_VULKAN_DISPLAY"
 
#define SDL_HINT_VULKAN_LIBRARY   "SDL_VULKAN_LIBRARY"
 
#define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"
 
#define SDL_HINT_WAVE_CHUNK_LIMIT   "SDL_WAVE_CHUNK_LIMIT"
 
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"
 
#define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"
 
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED   "SDL_WINDOW_ACTIVATE_WHEN_RAISED"
 
#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN   "SDL_WINDOW_ACTIVATE_WHEN_SHOWN"
 
#define SDL_HINT_WINDOW_ALLOW_TOPMOST   "SDL_WINDOW_ALLOW_TOPMOST"
 
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN   "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
 
#define SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4   "SDL_WINDOWS_CLOSE_ON_ALT_F4"
 
#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS   "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"
 
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP   "SDL_WINDOWS_ENABLE_MESSAGELOOP"
 
#define SDL_HINT_WINDOWS_GAMEINPUT   "SDL_WINDOWS_GAMEINPUT"
 
#define SDL_HINT_WINDOWS_RAW_KEYBOARD   "SDL_WINDOWS_RAW_KEYBOARD"
 
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL   "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
 
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON   "SDL_WINDOWS_INTRESOURCE_ICON"
 
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL   "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
 
#define SDL_HINT_WINDOWS_USE_D3D9EX   "SDL_WINDOWS_USE_D3D9EX"
 
#define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE   "SDL_WINDOWS_ERASE_BACKGROUND_MODE"
 
#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT   "SDL_X11_FORCE_OVERRIDE_REDIRECT"
 
#define SDL_HINT_X11_WINDOW_TYPE   "SDL_X11_WINDOW_TYPE"
 
#define SDL_HINT_X11_XCB_LIBRARY   "SDL_X11_XCB_LIBRARY"
 
#define SDL_HINT_XINPUT_ENABLED   "SDL_XINPUT_ENABLED"
 
#define SDL_HINT_ASSERT   "SDL_ASSERT"
 
#define SDL_HINT_PEN_MOUSE_EVENTS   "SDL_PEN_MOUSE_EVENTS"
 
#define SDL_HINT_PEN_TOUCH_EVENTS   "SDL_PEN_TOUCH_EVENTS"
 

Typedefs

typedef void(* SDL_HintCallback) (void *userdata, const char *name, const char *oldValue, const char *newValue)
 

Enumerations

enum  SDL_HintPriority {
  SDL_HINT_DEFAULT ,
  SDL_HINT_NORMAL ,
  SDL_HINT_OVERRIDE
}
 

Functions

bool SDL_SetHintWithPriority (const char *name, const char *value, SDL_HintPriority priority)
 
bool SDL_SetHint (const char *name, const char *value)
 
bool SDL_ResetHint (const char *name)
 
void SDL_ResetHints (void)
 
const char * SDL_GetHint (const char *name)
 
bool SDL_GetHintBoolean (const char *name, bool default_value)
 
bool SDL_AddHintCallback (const char *name, SDL_HintCallback callback, void *userdata)
 
void SDL_RemoveHintCallback (const char *name, SDL_HintCallback callback, void *userdata)
 

Macro Definition Documentation

◆ SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED

#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED   "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"

CategoryHints

This file contains functions to set and get configuration hints, as well as listing each of them alphabetically.

The convention for naming hints is SDL_HINT_X, where "SDL_X" is the environment variable that can be used to override the default.

In general these hints are just that - they may or may not be supported or applicable on any given platform, but they provide a way for an application or user to give the library a hint as to how they would like the library to work. 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 66 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY

#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY   "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY"

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 exit() 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 86 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_BLOCK_ON_PAUSE

#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE   "SDL_ANDROID_BLOCK_ON_PAUSE"

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

The variable can be set to the following values:

  • "0": Non blocking.
  • "1": Blocking. (default)

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 101 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_LOW_LATENCY_AUDIO

#define SDL_HINT_ANDROID_LOW_LATENCY_AUDIO   "SDL_ANDROID_LOW_LATENCY_AUDIO"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 118 of file SDL_hints.h.

◆ SDL_HINT_ANDROID_TRAP_BACK_BUTTON

#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON   "SDL_ANDROID_TRAP_BACK_BUTTON"

A variable to control whether we trap the Android back button to handle it manually.

This is necessary for the right mouse button to work on some Android devices, or to be able to trap the back button for use in your code reliably. If this hint is true, the back button will show up as an SDL_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP pair with a keycode of SDL_SCANCODE_AC_BACK.

The variable can be set to the following values:

  • "0": Back button will be handled as usual for system. (default)
  • "1": Back button will be trapped, allowing you to handle the key press manually. (This will also let right mouse click work on systems where the right mouse button functions as back.)

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 141 of file SDL_hints.h.

◆ SDL_HINT_APP_ID

#define SDL_HINT_APP_ID   "SDL_APP_ID"

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 SDL_PROP_APP_METADATA_IDENTIFIER_STRING, if set by the application.

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 157 of file SDL_hints.h.

◆ SDL_HINT_APP_NAME

#define SDL_HINT_APP_NAME   "SDL_APP_NAME"

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 SDL_PROP_APP_METADATA_NAME_STRING, if set by the application.

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 175 of file SDL_hints.h.

◆ SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS

#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS   "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"

A variable controlling whether controllers used with the Apple TV generate UI events.

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

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

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 198 of file SDL_hints.h.

◆ SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION

#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION   "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 213 of file SDL_hints.h.

◆ SDL_HINT_ASSERT

#define SDL_HINT_ASSERT   "SDL_ASSERT"

A variable controlling response to SDL_assert 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 SDL_SetAssertionHandler 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4220 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE

#define SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE   "SDL_AUDIO_ALSA_DEFAULT_DEVICE"

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 SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE is set, or when opening the default recording device if SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE is set.

This hint should be set before an audio device is opened.

Since
This hint is available since SDL 3.2.0.
See also
SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE
SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE

Definition at line 233 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE

#define SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE   "SDL_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE"

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 SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE before choosing a reasonable default.

This hint should be set before an audio device is opened.

Since
This hint is available since SDL 3.2.0.
See also
SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE
SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE

Definition at line 251 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE

#define SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE   "SDL_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE"

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 SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE before choosing a reasonable default.

This hint should be set before an audio device is opened.

Since
This hint is available since SDL 3.2.0.
See also
SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE
SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE

Definition at line 269 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_CATEGORY

#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"

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: https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html

This hint should be set before an audio device is opened.

Since
This hint is available since SDL 3.2.0.

Definition at line 287 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_CHANNELS

#define SDL_HINT_AUDIO_CHANNELS   "SDL_AUDIO_CHANNELS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 300 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME

#define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME   "SDL_AUDIO_DEVICE_APP_ICON_NAME"

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 https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html and https://specifications.freedesktop.org/icon-naming-spec/icon-naming-spec-latest.html for the relevant XDG icon specs.

This hint should be set before an audio device is opened.

Since
This hint is available since SDL 3.2.0.

Definition at line 323 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES

#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES   "SDL_AUDIO_DEVICE_SAMPLE_FRAMES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 345 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DEVICE_STREAM_NAME

#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME   "SDL_AUDIO_DEVICE_STREAM_NAME"

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 SDL_AudioStream, nor an SDL logical audio device.

This hint should be set before an audio device is opened.

Since
This hint is available since SDL 3.2.0.

Definition at line 372 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DEVICE_STREAM_ROLE

#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE   "SDL_AUDIO_DEVICE_STREAM_ROLE"

Specify an application role for an audio device.

Some audio backends (such as Pipewire) allow you to describe the role of your audio stream. Among other things, this description might show up in a system control panel or software for displaying and manipulating media playback/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 SDL_AudioStream, nor an SDL logical audio device.

This hint should be set before an audio device is opened.

Since
This hint is available since SDL 3.2.0.

Definition at line 398 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DISK_INPUT_FILE

#define SDL_HINT_AUDIO_DISK_INPUT_FILE   "SDL_AUDIO_DISK_INPUT_FILE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 409 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DISK_OUTPUT_FILE

#define SDL_HINT_AUDIO_DISK_OUTPUT_FILE   "SDL_AUDIO_DISK_OUTPUT_FILE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 420 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DISK_TIMESCALE

#define SDL_HINT_AUDIO_DISK_TIMESCALE   "SDL_AUDIO_DISK_TIMESCALE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 433 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DRIVER

#define SDL_HINT_AUDIO_DRIVER   "SDL_AUDIO_DRIVER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 447 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_DUMMY_TIMESCALE

#define SDL_HINT_AUDIO_DUMMY_TIMESCALE   "SDL_AUDIO_DUMMY_TIMESCALE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 460 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_FORMAT

#define SDL_HINT_AUDIO_FORMAT   "SDL_AUDIO_FORMAT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 487 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_FREQUENCY

#define SDL_HINT_AUDIO_FREQUENCY   "SDL_AUDIO_FREQUENCY"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 500 of file SDL_hints.h.

◆ SDL_HINT_AUDIO_INCLUDE_MONITORS

#define SDL_HINT_AUDIO_INCLUDE_MONITORS   "SDL_AUDIO_INCLUDE_MONITORS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 523 of file SDL_hints.h.

◆ SDL_HINT_AUTO_UPDATE_JOYSTICKS

#define SDL_HINT_AUTO_UPDATE_JOYSTICKS   "SDL_AUTO_UPDATE_JOYSTICKS"

A variable controlling whether SDL updates joystick state when getting input events.

The variable can be set to the following values:

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 538 of file SDL_hints.h.

◆ SDL_HINT_AUTO_UPDATE_SENSORS

#define SDL_HINT_AUTO_UPDATE_SENSORS   "SDL_AUTO_UPDATE_SENSORS"

A variable controlling whether SDL updates sensor state when getting input events.

The variable can be set to the following values:

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 553 of file SDL_hints.h.

◆ SDL_HINT_BMP_SAVE_LEGACY_FORMAT

#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT   "SDL_BMP_SAVE_LEGACY_FORMAT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 576 of file SDL_hints.h.

◆ SDL_HINT_CAMERA_DRIVER

#define SDL_HINT_CAMERA_DRIVER   "SDL_CAMERA_DRIVER"

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 SDL_Init() is called to be useful.

Since
This hint is available since SDL 3.2.0.

Definition at line 592 of file SDL_hints.h.

◆ SDL_HINT_CPU_FEATURE_MASK

#define SDL_HINT_CPU_FEATURE_MASK   "SDL_CPU_FEATURE_MASK"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 625 of file SDL_hints.h.

◆ SDL_HINT_DISPLAY_USABLE_BOUNDS

#define SDL_HINT_DISPLAY_USABLE_BOUNDS   "SDL_DISPLAY_USABLE_BOUNDS"

Override for SDL_GetDisplayUsableBounds().

If set, this hint will override the expected results for SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want to do this, but this allows an embedded system to request that some of the screen be reserved for other uses when paired with a well-behaved application.

The contents of this hint must be 4 comma-separated integers, the first is the bounds x, then y, width and height, in that order.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 686 of file SDL_hints.h.

◆ SDL_HINT_EGL_LIBRARY

#define SDL_HINT_EGL_LIBRARY   "SDL_EGL_LIBRARY"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2681 of file SDL_hints.h.

◆ SDL_HINT_EMSCRIPTEN_ASYNCIFY

#define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"

Disable giving back control to the browser automatically when running with asyncify.

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

This hint only applies to the emscripten platform.

The variable can be set to the following values:

  • "0": Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes).
  • "1": Enable emscripten_sleep calls. (default)

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 707 of file SDL_hints.h.

◆ SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR

#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR   "SDL_EMSCRIPTEN_CANVAS_SELECTOR"

Specify the CSS selector used for the "default" window/canvas.

This hint only applies to the emscripten platform.

The default value is "#canvas"

This hint should be set before creating a window.

Since
This hint is available since SDL 3.2.0.

Definition at line 720 of file SDL_hints.h.

◆ SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT

#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"

Override the binding element for keyboard inputs for Emscripten builds.

This hint only applies to the emscripten platform.

The variable can be one of:

  • "#window": the javascript window object (default)
  • "#document": the javascript document object
  • "#screen": the javascript window.screen object
  • "#canvas": the WebGL canvas element
  • "#none": Don't bind anything at all
  • any other string without a leading # sign applies to the element on the page with that ID.

This hint should be set before creating a window.

Since
This hint is available since SDL 3.2.0.

Definition at line 741 of file SDL_hints.h.

◆ SDL_HINT_ENABLE_SCREEN_KEYBOARD

#define SDL_HINT_ENABLE_SCREEN_KEYBOARD   "SDL_ENABLE_SCREEN_KEYBOARD"

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 SDL_StartTextInput() is called

Since
This hint is available since SDL 3.2.0.

Definition at line 758 of file SDL_hints.h.

◆ SDL_HINT_EVDEV_DEVICES

#define SDL_HINT_EVDEV_DEVICES   "SDL_EVDEV_DEVICES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 775 of file SDL_hints.h.

◆ SDL_HINT_EVENT_LOGGING

#define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"

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 SDL_Log(), which means by default they appear on stdout on most platforms or maybe OutputDebugString() on Windows, and can be funneled by the app with SDL_SetLogOutputFunction(), etc.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 799 of file SDL_hints.h.

◆ SDL_HINT_FILE_DIALOG_DRIVER

#define SDL_HINT_FILE_DIALOG_DRIVER   "SDL_FILE_DIALOG_DRIVER"

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:

  • NULL: 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 668 of file SDL_hints.h.

◆ SDL_HINT_FORCE_RAISEWINDOW

#define SDL_HINT_FORCE_RAISEWINDOW   "SDL_FORCE_RAISEWINDOW"

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 http://stackoverflow.com/a/34414846 for a discussion.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 819 of file SDL_hints.h.

◆ SDL_HINT_FRAMEBUFFER_ACCELERATION

#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"

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()

Since
This hint is available since SDL 3.2.0.

Definition at line 840 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES

#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES   "SDL_GAMECONTROLLER_IGNORE_DEVICES"

A variable containing a list of devices to skip when scanning for game controllers.

The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.

0xAAAA/0xBBBB,0xCCCC/0xDDDD

The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 913 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT

#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT   "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"

If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.

The format of the string is a comma separated list of USB VID/PID pairs in hexadecimal form, e.g.

0xAAAA/0xBBBB,0xCCCC/0xDDDD

The variable can also take the form of "@file", in which case the named file will be loaded and interpreted as the value of the variable.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 931 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLER_SENSOR_FUSION

#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION   "SDL_GAMECONTROLLER_SENSOR_FUSION"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 954 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLERCONFIG

#define SDL_HINT_GAMECONTROLLERCONFIG   "SDL_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 SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 855 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLERCONFIG_FILE

#define SDL_HINT_GAMECONTROLLERCONFIG_FILE   "SDL_GAMECONTROLLERCONFIG_FILE"

A variable that lets you provide a file with extra gamecontroller db entries.

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

You can update mappings after SDL is initialized with SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping()

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 871 of file SDL_hints.h.

◆ SDL_HINT_GAMECONTROLLERTYPE

#define SDL_HINT_GAMECONTROLLERTYPE   "SDL_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.

Since
This hint is available since SDL 3.2.0.

Definition at line 895 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT

#define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT   "SDL_GDK_TEXTINPUT_DEFAULT_TEXT"

This variable sets the default text of the TextInput window on GDK platforms.

This hint is available only if SDL_GDK_TEXTINPUT defined.

This hint should be set before calling SDL_StartTextInput()

Since
This hint is available since SDL 3.2.0.

Definition at line 966 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_DESCRIPTION

#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION   "SDL_GDK_TEXTINPUT_DESCRIPTION"

This variable sets the description of the TextInput window on GDK platforms.

This hint is available only if SDL_GDK_TEXTINPUT defined.

This hint should be set before calling SDL_StartTextInput()

Since
This hint is available since SDL 3.2.0.

Definition at line 978 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH

#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH   "SDL_GDK_TEXTINPUT_MAX_LENGTH"

This variable sets the maximum input length of the TextInput window on GDK platforms.

The value must be a stringified integer, for example "10" to allow for up to 10 characters of text input.

This hint is available only if SDL_GDK_TEXTINPUT defined.

This hint should be set before calling SDL_StartTextInput()

Since
This hint is available since SDL 3.2.0.

Definition at line 993 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_SCOPE

#define SDL_HINT_GDK_TEXTINPUT_SCOPE   "SDL_GDK_TEXTINPUT_SCOPE"

This variable sets the input scope of the TextInput window on GDK platforms.

Set this hint to change the XGameUiTextEntryInputScope value that will be passed to the window creation function. The value must be a stringified integer, for example "0" for XGameUiTextEntryInputScope::Default.

This hint is available only if SDL_GDK_TEXTINPUT defined.

This hint should be set before calling SDL_StartTextInput()

Since
This hint is available since SDL 3.2.0.

Definition at line 1009 of file SDL_hints.h.

◆ SDL_HINT_GDK_TEXTINPUT_TITLE

#define SDL_HINT_GDK_TEXTINPUT_TITLE   "SDL_GDK_TEXTINPUT_TITLE"

This variable sets the title of the TextInput window on GDK platforms.

This hint is available only if SDL_GDK_TEXTINPUT defined.

This hint should be set before calling SDL_StartTextInput()

Since
This hint is available since SDL 3.2.0.

Definition at line 1020 of file SDL_hints.h.

◆ SDL_HINT_GPU_DRIVER

#define SDL_HINT_GPU_DRIVER   "SDL_GPU_DRIVER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1084 of file SDL_hints.h.

◆ SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS

#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS   "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS"

A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.

The variable can be set to the following values:

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1103 of file SDL_hints.h.

◆ SDL_HINT_HIDAPI_IGNORE_DEVICES

#define SDL_HINT_HIDAPI_IGNORE_DEVICES   "SDL_HIDAPI_IGNORE_DEVICES"

A variable containing a list of devices to ignore in SDL_hid_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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1120 of file SDL_hints.h.

◆ SDL_HINT_HIDAPI_LIBUSB

#define SDL_HINT_HIDAPI_LIBUSB   "SDL_HIDAPI_LIBUSB"

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 SDL_HINT_HIDAPI_LIBUSB_WHITELIST.

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1038 of file SDL_hints.h.

◆ SDL_HINT_HIDAPI_LIBUSB_WHITELIST

#define SDL_HINT_HIDAPI_LIBUSB_WHITELIST   "SDL_HIDAPI_LIBUSB_WHITELIST"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1056 of file SDL_hints.h.

◆ SDL_HINT_HIDAPI_UDEV

#define SDL_HINT_HIDAPI_UDEV   "SDL_HIDAPI_UDEV"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1070 of file SDL_hints.h.

◆ SDL_HINT_IME_IMPLEMENTED_UI

#define SDL_HINT_IME_IMPLEMENTED_UI   "SDL_IME_IMPLEMENTED_UI"

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 SDL_EVENT_TEXT_EDITING events and can render the composition text.
  • "candidates": The application handles SDL_EVENT_TEXT_EDITING_CANDIDATES and can render the candidate list.

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 1143 of file SDL_hints.h.

◆ SDL_HINT_IOS_HIDE_HOME_INDICATOR

#define SDL_HINT_IOS_HIDE_HOME_INDICATOR   "SDL_IOS_HIDE_HOME_INDICATOR"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1162 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS

#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS   "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1179 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES

#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES   "SDL_JOYSTICK_ARCADESTICK_DEVICES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1196 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED

#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED   "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED"

A variable containing a list of devices that are not arcade stick style controllers.

This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1217 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_BLACKLIST_DEVICES

#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES   "SDL_JOYSTICK_BLACKLIST_DEVICES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1235 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED

#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED   "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED"

A variable containing a list of devices that should be considered joysticks.

This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1256 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_DEVICE

#define SDL_HINT_JOYSTICK_DEVICE   "SDL_JOYSTICK_DEVICE"

A variable containing a comma separated list of devices to open as joysticks.

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

Since
This hint is available since SDL 3.2.0.

Definition at line 1266 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_DIRECTINPUT

#define SDL_HINT_JOYSTICK_DIRECTINPUT   "SDL_JOYSTICK_DIRECTINPUT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 639 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_ENHANCED_REPORTS

#define SDL_HINT_JOYSTICK_ENHANCED_REPORTS   "SDL_JOYSTICK_ENHANCED_REPORTS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1291 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES

#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES   "SDL_JOYSTICK_FLIGHTSTICK_DEVICES"

Definition at line 1308 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED

#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED   "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED"

A variable containing a list of devices that are not flightstick style controllers.

This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1329 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_GAMECUBE_DEVICES

#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES   "SDL_JOYSTICK_GAMECUBE_DEVICES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1364 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED

#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED   "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED"

A variable containing a list of devices known not to have a GameCube form factor.

This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1385 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_GAMEINPUT

#define SDL_HINT_JOYSTICK_GAMEINPUT   "SDL_JOYSTICK_GAMEINPUT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1346 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI

#define SDL_HINT_JOYSTICK_HIDAPI   "SDL_JOYSTICK_HIDAPI"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1402 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS

#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS   "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1419 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE

#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE   "SDL_JOYSTICK_HIDAPI_GAMECUBE"

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 SDL_HINT_JOYSTICK_HIDAPI

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1436 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE

#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE   "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1457 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS

#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS   "SDL_JOYSTICK_HIDAPI_JOY_CONS"

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 SDL_HINT_JOYSTICK_HIDAPI.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1474 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED

#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED   "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1493 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_LUNA

#define SDL_HINT_JOYSTICK_HIDAPI_LUNA   "SDL_JOYSTICK_HIDAPI_LUNA"

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 SDL_HINT_JOYSTICK_HIDAPI.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1510 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC

#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC   "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"

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 SDL_HINT_JOYSTICK_HIDAPI.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1527 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS3

#define SDL_HINT_JOYSTICK_HIDAPI_PS3   "SDL_JOYSTICK_HIDAPI_PS3"

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 SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.

For official Sony driver (sixaxis.sys) use SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1549 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER

#define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER   "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1566 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS4

#define SDL_HINT_JOYSTICK_HIDAPI_PS4   "SDL_JOYSTICK_HIDAPI_PS4"

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 SDL_HINT_JOYSTICK_HIDAPI.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1583 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL

#define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL   "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1598 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS5

#define SDL_HINT_JOYSTICK_HIDAPI_PS5   "SDL_JOYSTICK_HIDAPI_PS5"

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 SDL_HINT_JOYSTICK_HIDAPI.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1615 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED

#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"

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

The variable can be set to the following values:

  • "0": player LEDs are not enabled.
  • "1": player LEDs are enabled. (default)
Since
This hint is available since SDL 3.2.0.

Definition at line 1628 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_SHIELD

#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD   "SDL_JOYSTICK_HIDAPI_SHIELD"

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 SDL_HINT_JOYSTICK_HIDAPI.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1645 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_STADIA

#define SDL_HINT_JOYSTICK_HIDAPI_STADIA   "SDL_JOYSTICK_HIDAPI_STADIA"

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 SDL_HINT_JOYSTICK_HIDAPI.

Since
This hint is available since SDL 3.2.0.

Definition at line 1660 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_STEAM

#define SDL_HINT_JOYSTICK_HIDAPI_STEAM   "SDL_JOYSTICK_HIDAPI_STEAM"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1677 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED

#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED   "SDL_JOYSTICK_HIDAPI_STEAM_HOME_LED"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1696 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI

#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI   "SDL_JOYSTICK_HIDAPI_STEAM_HORI"

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 SDL_HINT_JOYSTICK_HIDAPI

Definition at line 1724 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK

#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK   "SDL_JOYSTICK_HIDAPI_STEAMDECK"

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 SDL_HINT_JOYSTICK_HIDAPI.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1713 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_SWITCH

#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH   "SDL_JOYSTICK_HIDAPI_SWITCH"

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 SDL_HINT_JOYSTICK_HIDAPI.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1741 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED

#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED   "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1760 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED

#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1775 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS

#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS   "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1791 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_WII

#define SDL_HINT_JOYSTICK_HIDAPI_WII   "SDL_JOYSTICK_HIDAPI_WII"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1809 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED

#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1824 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"

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 SDL_HINT_JOYSTICK_HIDAPI

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1842 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_360

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360   "SDL_JOYSTICK_HIDAPI_XBOX_360"

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 SDL_HINT_JOYSTICK_HIDAPI_XBOX

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1859 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED   "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1874 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS   "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"

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 SDL_HINT_JOYSTICK_HIDAPI_XBOX_360

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1891 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE   "SDL_JOYSTICK_HIDAPI_XBOX_ONE"

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 SDL_HINT_JOYSTICK_HIDAPI_XBOX.

This hint should be set before initializing joysticks and gamepads.

Since
This hint is available since SDL 3.2.0.

Definition at line 1908 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED

#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED   "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1927 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_IOKIT

#define SDL_HINT_JOYSTICK_IOKIT   "SDL_JOYSTICK_IOKIT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1942 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_LINUX_CLASSIC

#define SDL_HINT_JOYSTICK_LINUX_CLASSIC   "SDL_JOYSTICK_LINUX_CLASSIC"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1957 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_LINUX_DEADZONES

#define SDL_HINT_JOYSTICK_LINUX_DEADZONES   "SDL_JOYSTICK_LINUX_DEADZONES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1972 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS

#define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS   "SDL_JOYSTICK_LINUX_DIGITAL_HATS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 1990 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES

#define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES   "SDL_JOYSTICK_LINUX_HAT_DEADZONES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2006 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_MFI

#define SDL_HINT_JOYSTICK_MFI   "SDL_JOYSTICK_MFI"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2021 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_RAWINPUT

#define SDL_HINT_JOYSTICK_RAWINPUT   "SDL_JOYSTICK_RAWINPUT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2036 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT

#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT   "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2053 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_ROG_CHAKRAM

#define SDL_HINT_JOYSTICK_ROG_CHAKRAM   "SDL_JOYSTICK_ROG_CHAKRAM"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2068 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_THREAD

#define SDL_HINT_JOYSTICK_THREAD   "SDL_JOYSTICK_THREAD"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2083 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_THROTTLE_DEVICES

#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES   "SDL_JOYSTICK_THROTTLE_DEVICES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2100 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED

#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED   "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED"

A variable containing a list of devices that are not throttle style controllers.

This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2121 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_WGI

#define SDL_HINT_JOYSTICK_WGI   "SDL_JOYSTICK_WGI"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2136 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_WHEEL_DEVICES

#define SDL_HINT_JOYSTICK_WHEEL_DEVICES   "SDL_JOYSTICK_WHEEL_DEVICES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2153 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED

#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED   "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED"

A variable containing a list of devices that are not wheel style controllers.

This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2174 of file SDL_hints.h.

◆ SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES

#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES   "SDL_JOYSTICK_ZERO_CENTERED_DEVICES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2192 of file SDL_hints.h.

◆ SDL_HINT_KEYCODE_OPTIONS

#define SDL_HINT_KEYCODE_OPTIONS   "SDL_KEYCODE_OPTIONS"

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, SDLK_KP_4 would become SDLK_4 if SDL_KMOD_NUM is set in the event modifiers, and SDLK_LEFT if it is unset.
  • "french_numbers": The number row on French keyboards is inverted, so pressing the 1 key would yield the keycode SDLK_1, or '1', instead of SDLK_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 SDL_SCANCODE_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 SDL_GetKeyFromScancode() or SDL_GetScancodeFromKey(), they just apply to the keycode included in key events.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 2226 of file SDL_hints.h.

◆ SDL_HINT_KMSDRM_DEVICE_INDEX

#define SDL_HINT_KMSDRM_DEVICE_INDEX   "SDL_KMSDRM_DEVICE_INDEX"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2240 of file SDL_hints.h.

◆ SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER

#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER   "SDL_KMSDRM_REQUIRE_DRM_MASTER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2268 of file SDL_hints.h.

◆ SDL_HINT_LOGGING

#define SDL_HINT_LOGGING   "SDL_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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2294 of file SDL_hints.h.

◆ SDL_HINT_MAC_BACKGROUND_APP

#define SDL_HINT_MAC_BACKGROUND_APP   "SDL_MAC_BACKGROUND_APP"

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().

Since
This hint is available since SDL 3.2.0.

Definition at line 2310 of file SDL_hints.h.

◆ SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK

#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK   "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2326 of file SDL_hints.h.

◆ SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH

#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH   "SDL_MAC_OPENGL_ASYNC_DISPATCH"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2349 of file SDL_hints.h.

◆ SDL_HINT_MAC_OPTION_AS_ALT

#define SDL_HINT_MAC_OPTION_AS_ALT   "SDL_MAC_OPTION_AS_ALT"

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 SDL_GetKeyFromScancode and only has an effect if IME is enabled.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 2374 of file SDL_hints.h.

◆ SDL_HINT_MAC_SCROLL_MOMENTUM

#define SDL_HINT_MAC_SCROLL_MOMENTUM   "SDL_MAC_SCROLL_MOMENTUM"

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().

Since
This hint is available since SDL 3.2.0.

Definition at line 2389 of file SDL_hints.h.

◆ SDL_HINT_MAIN_CALLBACK_RATE

#define SDL_HINT_MAIN_CALLBACK_RATE   "SDL_MAIN_CALLBACK_RATE"

Request SDL_AppIterate() 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", SDL_AppIterate will not be called until new event(s) have arrived (and been processed by SDL_AppEvent). This can be useful for apps that are completely idle except in response to input.

On some platforms, or if you are using SDL_main instead of SDL_AppIterate, this hint is ignored. When the hint can be used, it is allowed to be changed at any time.

This defaults to 0, and specifying NULL for the hint's value will restore the default.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 2415 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_AUTO_CAPTURE

#define SDL_HINT_MOUSE_AUTO_CAPTURE   "SDL_MOUSE_AUTO_CAPTURE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2434 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR

#define SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR   "SDL_MOUSE_DEFAULT_SYSTEM_CURSOR"

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 (SDL_SYSTEM_CURSOR_DEFAULT).

This hint needs to be set before SDL_Init().

Since
This hint is available since SDL 3.2.0.

Definition at line 2464 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS

#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS   "SDL_MOUSE_DOUBLE_CLICK_RADIUS"

A variable setting the double click radius, in pixels.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 2443 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_DOUBLE_CLICK_TIME

#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME   "SDL_MOUSE_DOUBLE_CLICK_TIME"

A variable setting the double click time, in milliseconds.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 2452 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE

#define SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE   "SDL_MOUSE_EMULATE_WARP_WITH_RELATIVE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2496 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH

#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH   "SDL_MOUSE_FOCUS_CLICKTHROUGH"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2510 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_NORMAL_SPEED_SCALE

#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE   "SDL_MOUSE_NORMAL_SPEED_SCALE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2520 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE

#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE   "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2608 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_MODE_CENTER

#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER   "SDL_MOUSE_RELATIVE_MODE_CENTER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2541 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE

#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE   "SDL_MOUSE_RELATIVE_SPEED_SCALE"

A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 2551 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE

#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE   "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"

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 SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will be applied after system speed scale.

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 2570 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_RELATIVE_WARP_MOTION

#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION   "SDL_MOUSE_RELATIVE_WARP_MOTION"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2589 of file SDL_hints.h.

◆ SDL_HINT_MOUSE_TOUCH_EVENTS

#define SDL_HINT_MOUSE_TOUCH_EVENTS   "SDL_MOUSE_TOUCH_EVENTS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2625 of file SDL_hints.h.

◆ SDL_HINT_MUTE_CONSOLE_KEYBOARD

#define SDL_HINT_MUTE_CONSOLE_KEYBOARD   "SDL_MUTE_CONSOLE_KEYBOARD"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2643 of file SDL_hints.h.

◆ SDL_HINT_NO_SIGNAL_HANDLERS

#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"

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 SDL_EVENT_QUIT event. (default)
  • "1": SDL will not install a signal handler at all.

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 2658 of file SDL_hints.h.

◆ SDL_HINT_OPENGL_ES_DRIVER

#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"

A variable controlling what driver to use for OpenGL ES contexts.

On some platforms, currently Windows and X11, OpenGL drivers may support creating contexts with an OpenGL ES profile. By default SDL uses these profiles, when available, otherwise it attempts to load an OpenGL ES library, e.g. that provided by the ANGLE project. This variable controls whether SDL follows this default behaviour or will always load an OpenGL ES library.

Circumstances where this is useful include - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses at link time by linking with the OpenGL ES library instead of querying them at run time with SDL_GL_GetProcAddress().

Caution: for an application to work with the default behaviour across different OpenGL drivers it must query the OpenGL ES function addresses at run time using SDL_GL_GetProcAddress().

This variable is ignored on most platforms because OpenGL ES is native or not supported.

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2715 of file SDL_hints.h.

◆ SDL_HINT_OPENGL_LIBRARY

#define SDL_HINT_OPENGL_LIBRARY   "SDL_OPENGL_LIBRARY"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2669 of file SDL_hints.h.

◆ SDL_HINT_OPENVR_LIBRARY

#define SDL_HINT_OPENVR_LIBRARY   "SDL_OPENVR_LIBRARY"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2727 of file SDL_hints.h.

◆ SDL_HINT_ORIENTATIONS

#define SDL_HINT_ORIENTATIONS   "SDL_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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2746 of file SDL_hints.h.

◆ SDL_HINT_PEN_MOUSE_EVENTS

#define SDL_HINT_PEN_MOUSE_EVENTS   "SDL_PEN_MOUSE_EVENTS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4235 of file SDL_hints.h.

◆ SDL_HINT_PEN_TOUCH_EVENTS

#define SDL_HINT_PEN_TOUCH_EVENTS   "SDL_PEN_TOUCH_EVENTS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4250 of file SDL_hints.h.

◆ SDL_HINT_POLL_SENTINEL

#define SDL_HINT_POLL_SENTINEL   "SDL_POLL_SENTINEL"

A variable controlling the use of a sentinel event when polling the event queue.

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

Since
This hint is available since SDL 3.2.0.

Definition at line 2766 of file SDL_hints.h.

◆ SDL_HINT_PREFERRED_LOCALES

#define SDL_HINT_PREFERRED_LOCALES   "SDL_PREFERRED_LOCALES"

Override for SDL_GetPreferredLocales().

If set, this will be favored over anything the OS might report for the user's preferred locales. Changing this hint at runtime will not generate a SDL_EVENT_LOCALE_CHANGED 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2784 of file SDL_hints.h.

◆ SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE

#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE   "SDL_QUIT_ON_LAST_WINDOW_CLOSE"

A variable that decides whether to send SDL_EVENT_QUIT when closing the last window.

The variable can be set to the following values:

  • "0": SDL will not send an SDL_EVENT_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 SDL_EVENT_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, SDL_EVENT_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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2807 of file SDL_hints.h.

◆ SDL_HINT_RENDER_DIRECT3D11_DEBUG

#define SDL_HINT_RENDER_DIRECT3D11_DEBUG   "SDL_RENDER_DIRECT3D11_DEBUG"

A variable controlling whether to enable Direct3D 11+'s Debug Layer.

This variable does not have any effect on the Direct3D 9 based renderer.

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2838 of file SDL_hints.h.

◆ SDL_HINT_RENDER_DIRECT3D_THREADSAFE

#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE   "SDL_RENDER_DIRECT3D_THREADSAFE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2822 of file SDL_hints.h.

◆ SDL_HINT_RENDER_DRIVER

#define SDL_HINT_RENDER_DRIVER   "SDL_RENDER_DRIVER"

A variable specifying which render driver to use.

If the application doesn't pick a specific renderer to use, this variable specifies the name of the preferred renderer. If the preferred renderer can't be initialized, 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2914 of file SDL_hints.h.

◆ SDL_HINT_RENDER_GPU_DEBUG

#define SDL_HINT_RENDER_GPU_DEBUG   "SDL_RENDER_GPU_DEBUG"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2866 of file SDL_hints.h.

◆ SDL_HINT_RENDER_GPU_LOW_POWER

#define SDL_HINT_RENDER_GPU_LOW_POWER   "SDL_RENDER_GPU_LOW_POWER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2881 of file SDL_hints.h.

◆ SDL_HINT_RENDER_LINE_METHOD

#define SDL_HINT_RENDER_LINE_METHOD   "SDL_RENDER_LINE_METHOD"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2932 of file SDL_hints.h.

◆ SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE

#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE   "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2947 of file SDL_hints.h.

◆ SDL_HINT_RENDER_VSYNC

#define SDL_HINT_RENDER_VSYNC   "SDL_RENDER_VSYNC"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2964 of file SDL_hints.h.

◆ SDL_HINT_RENDER_VULKAN_DEBUG

#define SDL_HINT_RENDER_VULKAN_DEBUG   "SDL_RENDER_VULKAN_DEBUG"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2852 of file SDL_hints.h.

◆ SDL_HINT_RETURN_KEY_HIDES_IME

#define SDL_HINT_RETURN_KEY_HIDES_IME   "SDL_RETURN_KEY_HIDES_IME"

A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS.

This hint sets the default value of SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN.

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 2981 of file SDL_hints.h.

◆ SDL_HINT_ROG_GAMEPAD_MICE

#define SDL_HINT_ROG_GAMEPAD_MICE   "SDL_ROG_GAMEPAD_MICE"

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.

Since
This hint is available since SDL 3.2.0.
See also
SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED

Definition at line 3000 of file SDL_hints.h.

◆ SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED

#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED   "SDL_ROG_GAMEPAD_MICE_EXCLUDED"

A variable containing a list of devices that are not ROG gamepad capable mice.

This will override SDL_HINT_ROG_GAMEPAD_MICE 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3020 of file SDL_hints.h.

◆ SDL_HINT_RPI_VIDEO_LAYER

#define SDL_HINT_RPI_VIDEO_LAYER   "SDL_RPI_VIDEO_LAYER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3032 of file SDL_hints.h.

◆ SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME

#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME   "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"

Specify an "activity name" for screensaver inhibition.

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

This hint lets you specify the "activity name" sent to the OS when SDL_DisableScreenSaver() is used (or the screensaver is automatically disabled). The contents of this hint are used when the screensaver is disabled. You should use a string that describes what your program is doing (and, therefore, why the screensaver is disabled). For example, "Playing a game" or "Watching a video".

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

This hint should be set before calling SDL_DisableScreenSaver()

Since
This hint is available since SDL 3.2.0.

Definition at line 3054 of file SDL_hints.h.

◆ SDL_HINT_SHUTDOWN_DBUS_ON_QUIT

#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT   "SDL_SHUTDOWN_DBUS_ON_QUIT"

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 SDL_Quit().

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3073 of file SDL_hints.h.

◆ SDL_HINT_STORAGE_TITLE_DRIVER

#define SDL_HINT_STORAGE_TITLE_DRIVER   "SDL_STORAGE_TITLE_DRIVER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3087 of file SDL_hints.h.

◆ SDL_HINT_STORAGE_USER_DRIVER

#define SDL_HINT_STORAGE_USER_DRIVER   "SDL_STORAGE_USER_DRIVER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3101 of file SDL_hints.h.

◆ SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL

#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL   "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"

Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.

On some platforms, like Linux, a realtime priority thread may be subject to restrictions that require special handling by the application. This hint exists to let SDL know that the app is prepared to handle said restrictions.

On Linux, SDL will apply the following configuration to any thread that becomes realtime:

  • The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
  • An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
  • Exceeding this limit will result in the kernel sending SIGKILL to the app, refer to the man pages for more information.

The variable can be set to the following values:

  • "0": default platform specific behaviour
  • "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy

This hint should be set before calling SDL_SetCurrentThreadPriority()

Since
This hint is available since SDL 3.2.0.

Definition at line 3130 of file SDL_hints.h.

◆ SDL_HINT_THREAD_PRIORITY_POLICY

#define SDL_HINT_THREAD_PRIORITY_POLICY   "SDL_THREAD_PRIORITY_POLICY"

A string specifying additional information to use with SDL_SetCurrentThreadPriority.

By default SDL_SetCurrentThreadPriority 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 SDL_SetCurrentThreadPriority().

This hint should be set before calling SDL_SetCurrentThreadPriority()

Since
This hint is available since SDL 3.2.0.

Definition at line 3153 of file SDL_hints.h.

◆ SDL_HINT_TIMER_RESOLUTION

#define SDL_HINT_TIMER_RESOLUTION   "SDL_TIMER_RESOLUTION"

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 post for more information: http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3173 of file SDL_hints.h.

◆ SDL_HINT_TOUCH_MOUSE_EVENTS

#define SDL_HINT_TOUCH_MOUSE_EVENTS   "SDL_TOUCH_MOUSE_EVENTS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3188 of file SDL_hints.h.

◆ SDL_HINT_TRACKPAD_IS_TOUCH_ONLY

#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY   "SDL_TRACKPAD_IS_TOUCH_ONLY"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3209 of file SDL_hints.h.

◆ SDL_HINT_TV_REMOTE_AS_JOYSTICK

#define SDL_HINT_TV_REMOTE_AS_JOYSTICK   "SDL_TV_REMOTE_AS_JOYSTICK"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3224 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_ALLOW_SCREENSAVER

#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER   "SDL_VIDEO_ALLOW_SCREENSAVER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3238 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_DISPLAY_PRIORITY

#define SDL_HINT_VIDEO_DISPLAY_PRIORITY   "SDL_VIDEO_DISPLAY_PRIORITY"

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 SDL_GetDisplays(), 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3263 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_DOUBLE_BUFFER

#define SDL_HINT_VIDEO_DOUBLE_BUFFER   "SDL_VIDEO_DOUBLE_BUFFER"

Tell the video driver that we only want a double buffer.

By default, most lowlevel 2D APIs will use a triple buffer scheme that wastes no CPU time on waiting for vsync after issuing a flip, but introduces a frame of latency. On the other hand, using a double buffer scheme instead is recommended for cases where low latency is an important factor because we save a whole frame of latency.

We do so by waiting for vsync immediately after issuing a flip, usually just after eglSwapBuffers call in the backend's *_SwapWindow function.

This hint is currently supported on the following drivers:

  • Raspberry Pi (raspberrypi)
  • Wayland (wayland)

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 3286 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_DRIVER

#define SDL_HINT_VIDEO_DRIVER   "SDL_VIDEO_DRIVER"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3304 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES

#define SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES   "SDL_VIDEO_DUMMY_SAVE_FRAMES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3317 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK

#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK   "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3331 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_FORCE_EGL

#define SDL_HINT_VIDEO_FORCE_EGL   "SDL_VIDEO_FORCE_EGL"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3347 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY

#define SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY   "SDL_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY"

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 SDL_SetWindowFullscreen(), and accessible if fullscreen was entered via the "fullscreen" button on the window title bar. (default)

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 3386 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES

#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES   "SDL_VIDEO_MAC_FULLSCREEN_SPACES"

A variable that specifies the policy for fullscreen Spaces on macOS.

The variable can be set to the following values:

  • "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their titlebars).
  • "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their titlebars). (default)

This hint should be set before creating a window.

Since
This hint is available since SDL 3.2.0.

Definition at line 3365 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS

#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3402 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES

#define SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES   "SDL_VIDEO_OFFSCREEN_SAVE_FRAMES"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3419 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS

#define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS   "SDL_VIDEO_SYNC_WINDOW_OPERATIONS"

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 SDL_SyncWindow() 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3445 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR

#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR   "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3463 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION

#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION   "SDL_VIDEO_WAYLAND_MODE_EMULATION"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3483 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_MODE_SCALING

#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING   "SDL_VIDEO_WAYLAND_MODE_SCALING"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3505 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR

#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR   "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3525 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY

#define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY   "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3564 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_WIN_D3DCOMPILER

#define SDL_HINT_VIDEO_WIN_D3DCOMPILER   "SDL_VIDEO_WIN_D3DCOMPILER"

A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries.

SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can use two different sets of binaries, those compiled by the user from source or those provided by the Chrome browser. In the later case, these binaries require that SDL loads a DLL providing the shader compiler.

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3586 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR

#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR   "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3601 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_NET_WM_PING

#define SDL_HINT_VIDEO_X11_NET_WM_PING   "SDL_VIDEO_X11_NET_WM_PING"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3620 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_NODIRECTCOLOR

#define SDL_HINT_VIDEO_X11_NODIRECTCOLOR   "SDL_VIDEO_X11_NODIRECTCOLOR"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3634 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_SCALING_FACTOR

#define SDL_HINT_VIDEO_X11_SCALING_FACTOR   "SDL_VIDEO_X11_SCALING_FACTOR"

A variable forcing the content scaling factor for X11 displays.

The variable can be set to a floating point value in the range 1.0-10.0f

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 3645 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_VISUALID

#define SDL_HINT_VIDEO_X11_VISUALID   "SDL_VIDEO_X11_VISUALID"

A variable forcing the visual ID used for X11 display modes.

This hint should be set before initializing the video subsystem.

Since
This hint is available since SDL 3.2.0.

Definition at line 3654 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_WINDOW_VISUALID

#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID   "SDL_VIDEO_X11_WINDOW_VISUALID"

A variable forcing the visual ID chosen for new X11 windows.

This hint should be set before creating a window.

Since
This hint is available since SDL 3.2.0.

Definition at line 3663 of file SDL_hints.h.

◆ SDL_HINT_VIDEO_X11_XRANDR

#define SDL_HINT_VIDEO_X11_XRANDR   "SDL_VIDEO_X11_XRANDR"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3677 of file SDL_hints.h.

◆ SDL_HINT_VITA_ENABLE_BACK_TOUCH

#define SDL_HINT_VITA_ENABLE_BACK_TOUCH   "SDL_VITA_ENABLE_BACK_TOUCH"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3692 of file SDL_hints.h.

◆ SDL_HINT_VITA_ENABLE_FRONT_TOUCH

#define SDL_HINT_VITA_ENABLE_FRONT_TOUCH   "SDL_VITA_ENABLE_FRONT_TOUCH"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3707 of file SDL_hints.h.

◆ SDL_HINT_VITA_MODULE_PATH

#define SDL_HINT_VITA_MODULE_PATH   "SDL_VITA_MODULE_PATH"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3718 of file SDL_hints.h.

◆ SDL_HINT_VITA_PVR_INIT

#define SDL_HINT_VITA_PVR_INIT   "SDL_VITA_PVR_INIT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3731 of file SDL_hints.h.

◆ SDL_HINT_VITA_PVR_OPENGL

#define SDL_HINT_VITA_PVR_OPENGL   "SDL_VITA_PVR_OPENGL"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3761 of file SDL_hints.h.

◆ SDL_HINT_VITA_RESOLUTION

#define SDL_HINT_VITA_RESOLUTION   "SDL_VITA_RESOLUTION"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3746 of file SDL_hints.h.

◆ SDL_HINT_VITA_TOUCH_MOUSE_DEVICE

#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE   "SDL_VITA_TOUCH_MOUSE_DEVICE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3777 of file SDL_hints.h.

◆ SDL_HINT_VULKAN_DISPLAY

#define SDL_HINT_VULKAN_DISPLAY   "SDL_VULKAN_DISPLAY"

A variable overriding the display index used in SDL_Vulkan_CreateSurface()

The display index starts at 0, which is the default.

This hint should be set before calling SDL_Vulkan_CreateSurface()

Since
This hint is available since SDL 3.2.0.

Definition at line 3788 of file SDL_hints.h.

◆ SDL_HINT_VULKAN_LIBRARY

#define SDL_HINT_VULKAN_LIBRARY   "SDL_VULKAN_LIBRARY"

Specify the Vulkan library to load.

This hint should be set before creating a Vulkan window or calling SDL_Vulkan_LoadLibrary().

Since
This hint is available since SDL 3.2.0.

Definition at line 3798 of file SDL_hints.h.

◆ SDL_HINT_WAVE_CHUNK_LIMIT

#define SDL_HINT_WAVE_CHUNK_LIMIT   "SDL_WAVE_CHUNK_LIMIT"

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 SDL_LoadWAV() or SDL_LoadWAV_IO()

Since
This hint is available since SDL 3.2.0.

Definition at line 3842 of file SDL_hints.h.

◆ SDL_HINT_WAVE_FACT_CHUNK

#define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"

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 SDL_LoadWAV() or SDL_LoadWAV_IO()

Since
This hint is available since SDL 3.2.0.

Definition at line 3830 of file SDL_hints.h.

◆ SDL_HINT_WAVE_RIFF_CHUNK_SIZE

#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"

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 SDL_HINT_WAVE_CHUNK_LIMIT 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 SDL_LoadWAV() or SDL_LoadWAV_IO()

Since
This hint is available since SDL 3.2.0.

Definition at line 3870 of file SDL_hints.h.

◆ SDL_HINT_WAVE_TRUNCATION

#define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"

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 SDL_LoadWAV() or SDL_LoadWAV_IO()

Since
This hint is available since SDL 3.2.0.

Definition at line 3890 of file SDL_hints.h.

◆ SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED

#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED   "SDL_WINDOW_ACTIVATE_WHEN_RAISED"

A variable controlling whether the window is activated when the SDL_RaiseWindow function is called.

The variable can be set to the following values:

  • "0": The window is not activated when the SDL_RaiseWindow function is called.
  • "1": The window is activated when the SDL_RaiseWindow function is called. (default)

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 3907 of file SDL_hints.h.

◆ SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN

#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN   "SDL_WINDOW_ACTIVATE_WHEN_SHOWN"

A variable controlling whether the window is activated when the SDL_ShowWindow function is called.

The variable can be set to the following values:

  • "0": The window is not activated when the SDL_ShowWindow function is called.
  • "1": The window is activated when the SDL_ShowWindow function is called. (default)

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 3924 of file SDL_hints.h.

◆ SDL_HINT_WINDOW_ALLOW_TOPMOST

#define SDL_HINT_WINDOW_ALLOW_TOPMOST   "SDL_WINDOW_ALLOW_TOPMOST"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3942 of file SDL_hints.h.

◆ SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN

#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN   "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3958 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4

#define SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4   "SDL_WINDOWS_CLOSE_ON_ALT_F4"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 3974 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS

#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS   "SDL_WINDOWS_ENABLE_MENU_MNEMONICS"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4003 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP

#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP   "SDL_WINDOWS_ENABLE_MESSAGELOOP"

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 SDL_PumpEvents(). (default)

This hint can be set anytime.

Since
This hint is available since SDL 3.2.0.

Definition at line 4018 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE

#define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE   "SDL_WINDOWS_ERASE_BACKGROUND_MODE"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4132 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL

#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL   "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4069 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_GAMEINPUT

#define SDL_HINT_WINDOWS_GAMEINPUT   "SDL_WINDOWS_GAMEINPUT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4034 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_INTRESOURCE_ICON

#define SDL_HINT_WINDOWS_INTRESOURCE_ICON   "SDL_WINDOWS_INTRESOURCE_ICON"

A variable to specify custom icon resource id from RC file on Windows platform.

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 4079 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL

#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL   "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"

A variable to specify custom icon resource id from RC file on Windows platform.

This hint should be set before SDL is initialized.

Since
This hint is available since SDL 3.2.0.

Definition at line 4089 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_RAW_KEYBOARD

#define SDL_HINT_WINDOWS_RAW_KEYBOARD   "SDL_WINDOWS_RAW_KEYBOARD"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4048 of file SDL_hints.h.

◆ SDL_HINT_WINDOWS_USE_D3D9EX

#define SDL_HINT_WINDOWS_USE_D3D9EX   "SDL_WINDOWS_USE_D3D9EX"

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:

The 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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4115 of file SDL_hints.h.

◆ SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT

#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT   "SDL_X11_FORCE_OVERRIDE_REDIRECT"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4153 of file SDL_hints.h.

◆ SDL_HINT_X11_WINDOW_TYPE

#define SDL_HINT_X11_WINDOW_TYPE   "SDL_X11_WINDOW_TYPE"

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 SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that haven't set a specific type, this hint can be used to specify a custom type. For example, a dock window might set this to "_NET_WM_WINDOW_TYPE_DOCK".

This hint should be set before creating a window.

Since
This hint is available since SDL 3.2.0.

Definition at line 4170 of file SDL_hints.h.

◆ SDL_HINT_X11_XCB_LIBRARY

#define SDL_HINT_X11_XCB_LIBRARY   "SDL_X11_XCB_LIBRARY"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4181 of file SDL_hints.h.

◆ SDL_HINT_XINPUT_ENABLED

#define SDL_HINT_XINPUT_ENABLED   "SDL_XINPUT_ENABLED"

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.

Since
This hint is available since SDL 3.2.0.

Definition at line 4196 of file SDL_hints.h.

Typedef Documentation

◆ SDL_HintCallback

typedef void(* SDL_HintCallback) (void *userdata, const char *name, const char *oldValue, const char *newValue)

A callback used to send notifications of hint value changes.

This is called an initial time during SDL_AddHintCallback with the hint's current value, and then again each time the hint's value changes.

Parameters
userdatawhat was passed as userdata to SDL_AddHintCallback().
namewhat was passed as name to SDL_AddHintCallback().
oldValuethe previous hint value.
newValuethe new value hint is to be set to.

\threadsafety This callback is fired from whatever thread is setting a new hint value. SDL holds a lock on the hint subsystem when calling this callback.

Since
This datatype is available since SDL 3.2.0.
See also
SDL_AddHintCallback

Definition at line 4401 of file SDL_hints.h.

Enumeration Type Documentation

◆ SDL_HintPriority

An enumeration of hint priorities.

Since
This enum is available since SDL 3.2.0.
Enumerator
SDL_HINT_DEFAULT 
SDL_HINT_NORMAL 
SDL_HINT_OVERRIDE 

Definition at line 4258 of file SDL_hints.h.

4259{
SDL_HintPriority
Definition: SDL_hints.h:4259
@ SDL_HINT_DEFAULT
Definition: SDL_hints.h:4260
@ SDL_HINT_OVERRIDE
Definition: SDL_hints.h:4262
@ SDL_HINT_NORMAL
Definition: SDL_hints.h:4261

Function Documentation

◆ SDL_AddHintCallback()

bool SDL_AddHintCallback ( const char *  name,
SDL_HintCallback  callback,
void *  userdata 
)

Add a function to watch a particular hint.

The callback function is called during this function, to provide it an initial value, and again each time the hint's value changes.

Parameters
namethe hint to watch.
callbackAn SDL_HintCallback function that will be called when the hint value changes.
userdataa pointer to pass to the callback function.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_RemoveHintCallback

◆ SDL_GetHint()

const char * SDL_GetHint ( const char *  name)

Get the value of a hint.

Parameters
namethe hint to query.
Returns
the string value of a hint or NULL if the hint isn't set.

\threadsafety It is safe to call this function from any thread, however the return value only remains valid until the hint is changed; if another thread might do so, the app should supply locks and/or make a copy of the string. Note that using a hint callback instead is always thread-safe, as SDL holds a lock on the thread subsystem during the callback.

Since
This function is available since SDL 3.2.0.
See also
SDL_SetHint
SDL_SetHintWithPriority

◆ SDL_GetHintBoolean()

bool SDL_GetHintBoolean ( const char *  name,
bool  default_value 
)

Get the boolean value of a hint variable.

Parameters
namethe name of the hint to get the boolean value from.
default_valuethe value to return if the hint does not exist.
Returns
the boolean value of a hint or the provided default value if the hint does not exist.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetHint
SDL_SetHint

◆ SDL_RemoveHintCallback()

void SDL_RemoveHintCallback ( const char *  name,
SDL_HintCallback  callback,
void *  userdata 
)

Remove a function watching a particular hint.

Parameters
namethe hint being watched.
callbackan SDL_HintCallback function that will be called when the hint value changes.
userdataa pointer being passed to the callback function.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_AddHintCallback

◆ SDL_ResetHint()

bool SDL_ResetHint ( const char *  name)

Reset a hint to the default value.

This will reset a hint to the value of the environment variable, or NULL if the environment isn't set. Callbacks will be called normally with this change.

Parameters
namethe hint to set.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_SetHint
SDL_ResetHints

◆ SDL_ResetHints()

void SDL_ResetHints ( void  )

Reset all hints to the default values.

This will reset all hints to the value of the associated environment variable, or NULL if the environment isn't set. Callbacks will be called normally with this change.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_ResetHint

◆ SDL_SetHint()

bool SDL_SetHint ( const char *  name,
const char *  value 
)

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 SDL_SetHintWithPriority() to set the hint with override priority instead.

Parameters
namethe hint to set.
valuethe value of the hint variable.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetHint
SDL_ResetHint
SDL_SetHintWithPriority

◆ SDL_SetHintWithPriority()

bool SDL_SetHintWithPriority ( const char *  name,
const char *  value,
SDL_HintPriority  priority 
)

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.

Parameters
namethe hint to set.
valuethe value of the hint variable.
prioritythe SDL_HintPriority level for the hint.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetHint
SDL_ResetHint
SDL_SetHint