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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_hints.h
+ *
+ * Official documentation for SDL configuration variables
+ *
+ * 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.
+ */
+
+#ifndef _SDL_hints_h
+#define _SDL_hints_h
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
+ *
+ * SDL can try to accelerate the SDL screen surface by using streaming
+ * textures with a 3D rendering engine. This variable controls whether and
+ * how this is done.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable 3D acceleration
+ * "1" - Enable 3D acceleration, using the default renderer.
+ * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
+ *
+ * By default SDL tries to make a best guess for each platform whether
+ * to use acceleration or not.
+ */
+#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
+
+/**
+ * \brief A variable specifying which render driver to use.
+ *
+ * If the application doesn't pick a specific renderer to use, this variable
+ * specifies the name of the preferred renderer. If the preferred renderer
+ * can't be initialized, the normal default renderer is used.
+ *
+ * This variable is case insensitive and can be set to the following values:
+ * "direct3d"
+ * "opengl"
+ * "opengles2"
+ * "opengles"
+ * "software"
+ *
+ * The default varies by platform, but it's the first one in the list that
+ * is available on the current platform.
+ */
+#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
+
+/**
+ * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable shaders
+ * "1" - Enable shaders
+ *
+ * By default shaders are used if OpenGL supports them.
+ */
+#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
+
+/**
+ * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
+ *
+ * This variable can be set to the following values:
+ * "0" - Thread-safety is not enabled (faster)
+ * "1" - Thread-safety is enabled
+ *
+ * By default the Direct3D device is created with thread-safety disabled.
+ */
+#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
+
+/**
+ * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
+ *
+ * This variable does not have any effect on the Direct3D 9 based renderer.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable Debug Layer use
+ * "1" - Enable Debug Layer use
+ *
+ * By default, SDL does not use Direct3D Debug Layer.
+ */
+#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
+
+/**
+ * \brief A variable controlling the scaling quality
+ *
+ * This variable can be set to the following values:
+ * "0" or "nearest" - Nearest pixel sampling
+ * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
+ * "2" or "best" - Currently this is the same as "linear"
+ *
+ * By default nearest pixel sampling is used
+ */
+#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
+
+/**
+ * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable vsync
+ * "1" - Enable vsync
+ *
+ * By default SDL does not sync screen surface updates with vertical refresh.
+ */
+#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
+
+/**
+ * \brief A variable controlling whether the screensaver is enabled.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable screensaver
+ * "1" - Enable screensaver
+ *
+ * By default SDL will disable the screensaver.
+ */
+#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
+
+/**
+ * \brief A variable controlling whether the X11 VidMode extension should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable XVidMode
+ * "1" - Enable XVidMode
+ *
+ * By default SDL will use XVidMode if it is available.
+ */
+#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
+
+/**
+ * \brief A variable controlling whether the X11 Xinerama extension should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable Xinerama
+ * "1" - Enable Xinerama
+ *
+ * By default SDL will use Xinerama if it is available.
+ */
+#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
+
+/**
+ * \brief A variable controlling whether the X11 XRandR extension should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable XRandR
+ * "1" - Enable XRandR
+ *
+ * By default SDL will not use XRandR because of window manager issues.
+ */
+#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
+
+/**
+ * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable _NET_WM_PING
+ * "1" - Enable _NET_WM_PING
+ *
+ * By default SDL will use _NET_WM_PING, but for applications that know they
+ * will not always be able to respond to ping requests in a timely manner they can
+ * turn it off to avoid the window manager thinking the app is hung.
+ * The hint is checked in CreateWindow.
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
+
+/**
+ * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
+ *
+ * This variable can be set to the following values:
+ * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
+ * "1" - The window frame is interactive when the cursor is hidden
+ *
+ * By default SDL will allow interaction with the window frame when the cursor is hidden
+ */
+#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
+
+/**
+ * \brief A variable controlling whether the windows message loop is processed by SDL
+ *
+ * This variable can be set to the following values:
+ * "0" - The window message loop is not run
+ * "1" - The window message loop is processed in SDL_PumpEvents()
+ *
+ * By default SDL will process the windows message loop
+ */
+#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
+
+/**
+ * \brief A variable controlling whether grabbing input grabs the keyboard
+ *
+ * This variable can be set to the following values:
+ * "0" - Grab will affect only the mouse
+ * "1" - Grab will affect mouse and keyboard
+ *
+ * By default SDL will not grab the keyboard so system shortcuts still work.
+ */
+#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
+
+/**
+* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
+*
+* This variable can be set to the following values:
+* "0" - Relative mouse mode uses raw input
+* "1" - Relative mouse mode uses mouse warping
+*
+* By default SDL will use raw input for relative mouse mode
+*/
+#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
+
+/**
+ * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
+ *
+ */
+#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
+
+/**
+ * \brief A variable controlling whether the idle timer is disabled on iOS.
+ *
+ * When an iOS app does not receive touches for some time, the screen is
+ * dimmed automatically. For games where the accelerometer is the only input
+ * this is problematic. This functionality can be disabled by setting this
+ * hint.
+ *
+ * As of SDL 2.0.4, SDL_EnableScreenSaver and SDL_DisableScreenSaver accomplish
+ * the same thing on iOS. They should be preferred over this hint.
+ *
+ * This variable can be set to the following values:
+ * "0" - Enable idle timer
+ * "1" - Disable idle timer
+ */
+#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
+
+/**
+ * \brief A variable controlling which orientations are allowed on iOS.
+ *
+ * In some circumstances it is necessary to be able to explicitly control
+ * which UI orientations are allowed.
+ *
+ * This variable is a space delimited list of the following values:
+ * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
+ */
+#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
+
+/**
+ * \brief A variable controlling whether the Android / iOS built-in
+ * accelerometer should be listed as a joystick device, rather than listing
+ * actual joysticks only.
+ *
+ * This variable can be set to the following values:
+ * "0" - List only real joysticks and accept input from them
+ * "1" - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
+ */
+#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
+
+
+/**
+ * \brief A variable that lets you disable the detection and use of Xinput gamepad devices
+ *
+ * The variable can be set to the following values:
+ * "0" - Disable XInput detection (only uses direct input)
+ * "1" - Enable XInput detection (the default)
+ */
+#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
+
+
+/**
+ * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
+ *
+ * This hint is for backwards compatibility only and will be removed in SDL 2.1
+ *
+ * The default value is "0". This hint must be set before SDL_Init()
+ */
+#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
+
+
+/**
+ * \brief A variable that lets you manually hint extra gamecontroller db entries
+ *
+ * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
+ *
+ * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
+ * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
+ */
+#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
+
+
+/**
+ * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
+ *
+ * The variable can be set to the following values:
+ * "0" - Disable joystick & gamecontroller input events when the
+ * application is in the background.
+ * "1" - Enable joystick & gamecontroller input events when the
+ * application is in the background.
+ *
+ * The default value is "0". This hint may be set at any time.
+ */
+#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
+
+
+/**
+ * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
+ * This is a debugging aid for developers and not expected to be used by end users. The default is "1"
+ *
+ * This variable can be set to the following values:
+ * "0" - don't allow topmost
+ * "1" - allow topmost
+ */
+#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
+
+
+/**
+ * \brief A variable that controls the timer resolution, in milliseconds.
+ *
+ * The higher resolution the timer, the more frequently the CPU services
+ * timer interrupts, and the more precise delays are, but this takes up
+ * power and CPU time. This hint is only used on Windows 7 and earlier.
+ *
+ * See this blog post for more information:
+ * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
+ *
+ * If this variable is set to "0", the system timer resolution is not set.
+ *
+ * The default value is "1". This hint may be set at any time.
+ */
+#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
+
+
+
+/**
+* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
+*
+* Use this hint in case you need to set SDL's threads stack size to other than the default.
+* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
+* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
+* Support for this hint is currently available only in the pthread backend.
+*/
+#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
+
+/**
+ * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
+ */
+#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
+
+/**
+ * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
+ *
+ * If present, holding ctrl while left clicking will generate a right click
+ * event when on Mac.
+ */
+#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
+
+/**
+* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
+*
+* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
+* can use two different sets of binaries, those compiled by the user from source
+* or those provided by the Chrome browser. In the later case, these binaries require
+* that SDL loads a DLL providing the shader compiler.
+*
+* This variable can be set to the following values:
+* "d3dcompiler_46.dll" - default, best for Vista or later.
+* "d3dcompiler_43.dll" - for XP support.
+* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
+*
+*/
+#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
+
+/**
+* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
+*
+* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
+* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
+* created SDL_Window:
+*
+* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
+* needed for example when sharing an OpenGL context across multiple windows.
+*
+* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
+* OpenGL rendering.
+*
+* This variable can be set to the following values:
+* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
+* share a pixel format with.
+*/
+#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
+
+/**
+ * \brief A URL to a WinRT app's privacy policy
+ *
+ * All network-enabled WinRT apps must make a privacy policy available to its
+ * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
+ * be available in the Windows Settings charm, as accessed from within the app.
+ * SDL provides code to add a URL-based link there, which can point to the app's
+ * privacy policy.
+ *
+ * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
+ * before calling any SDL_Init functions. The contents of the hint should
+ * be a valid URL. For example, "http://www.example.com".
+ *
+ * The default value is "", which will prevent SDL from adding a privacy policy
+ * link to the Settings charm. This hint should only be set during app init.
+ *
+ * The label text of an app's "Privacy Policy" link may be customized via another
+ * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
+ *
+ * Please note that on Windows Phone, Microsoft does not provide standard UI
+ * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
+ * will not get used on that platform. Network-enabled phone apps should display
+ * their privacy policy through some other, in-app means.
+ */
+#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
+
+/** \brief Label text for a WinRT app's privacy policy link
+ *
+ * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
+ * Microsoft mandates that this policy be available via the Windows Settings charm.
+ * SDL provides code to add a link there, with its label text being set via the
+ * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
+ *
+ * Please note that a privacy policy's contents are not set via this hint. A separate
+ * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
+ * policy.
+ *
+ * The contents of this hint should be encoded as a UTF8 string.
+ *
+ * The default value is "Privacy Policy". This hint should only be set during app
+ * initialization, preferably before any calls to SDL_Init.
+ *
+ * For additional information on linking to a privacy policy, see the documentation for
+ * SDL_HINT_WINRT_PRIVACY_POLICY_URL.
+ */
+#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
+
+/** \brief Allows back-button-press events on Windows Phone to be marked as handled
+ *
+ * Windows Phone devices typically feature a Back button. When pressed,
+ * the OS will emit back-button-press events, which apps are expected to
+ * handle in an appropriate manner. If apps do not explicitly mark these
+ * events as 'Handled', then the OS will invoke its default behavior for
+ * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
+ * terminate the app (and attempt to switch to the previous app, or to the
+ * device's home screen).
+ *
+ * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
+ * to mark back-button-press events as Handled, if and when one is sent to
+ * the app.
+ *
+ * Internally, Windows Phone sends back button events as parameters to
+ * special back-button-press callback functions. Apps that need to respond
+ * to back-button-press events are expected to register one or more
+ * callback functions for such, shortly after being launched (during the
+ * app's initialization phase). After the back button is pressed, the OS
+ * will invoke these callbacks. If the app's callback(s) do not explicitly
+ * mark the event as handled by the time they return, or if the app never
+ * registers one of these callback, the OS will consider the event
+ * un-handled, and it will apply its default back button behavior (terminate
+ * the app).
+ *
+ * SDL registers its own back-button-press callback with the Windows Phone
+ * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
+ * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
+ * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
+ * If the hint's value is set to "1", the back button event's Handled
+ * property will get set to 'true'. If the hint's value is set to something
+ * else, or if it is unset, SDL will leave the event's Handled property
+ * alone. (By default, the OS sets this property to 'false', to note.)
+ *
+ * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
+ * back button is pressed, or can set it in direct-response to a back button
+ * being pressed.
+ *
+ * In order to get notified when a back button is pressed, SDL apps should
+ * register a callback function with SDL_AddEventWatch(), and have it listen
+ * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
+ * (Alternatively, SDL_KEYUP events can be listened-for. Listening for
+ * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
+ * set by such a callback, will be applied to the OS' current
+ * back-button-press event.
+ *
+ * More details on back button behavior in Windows Phone apps can be found
+ * at the following page, on Microsoft's developer site:
+ * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
+ */
+#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
+
+/**
+ * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
+ *
+ * This hint only applies to Mac OS X.
+ *
+ * The variable can be set to the following values:
+ * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
+ * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
+ * button on their titlebars).
+ * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
+ * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
+ * button on their titlebars).
+ *
+ * The default value is "1". Spaces are disabled regardless of this hint if
+ * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
+ * any windows are created.
+ */
+#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
+
+/**
+* \brief When set don't force the SDL app to become a foreground process
+*
+* This hint only applies to Mac OS X.
+*
+*/
+#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
+
+/**
+ * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
+ *
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
+ *
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
+ *
+ * By default this hint is not set and the APK expansion files are not searched.
+ */
+#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
+
+/**
+ * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
+ *
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
+ *
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
+ *
+ * By default this hint is not set and the APK expansion files are not searched.
+ */
+#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
+
+/**
+ * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL_TEXTEDITING events are sent, and it is the application's
+ * responsibility to render the text from these events and
+ * differentiate it somehow from committed text. (default)
+ * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
+ * and text that is being composed will be rendered in its own UI.
+ */
+#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
+
+ /**
+ * \brief A variable to control whether mouse and touch events are to be treated together or separately
+ *
+ * The variable can be set to the following values:
+ * "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
+ * events. This is the behaviour of SDL <= 2.0.3. (default)
+ * "1" - Mouse events will be handled separately from pure touch events.
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
+
+/**
+ * \brief override the binding element for keyboard inputs for Emscripten builds
+ *
+ * This hint only applies to the emscripten platform
+ *
+ * The variable can be one of
+ * "#window" - The javascript window object (this is the default)
+ * "#document" - The javascript document object
+ * "#screen" - the javascript window.screen object
+ * "#canvas" - the WebGL canvas element
+ * any other string without a leading # sign applies to the element on the page with that ID.
+ */
+#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
+
+/**
+ * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
+ *
+ * This hint only applies to Unix-like platforms.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL will install a SIGINT and SIGTERM handler, and when it
+ * catches a signal, convert it into an SDL_QUIT event.
+ * "1" - SDL will not install a signal handler at all.
+ */
+#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
+
+/**
+ * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL will generate a window-close event when it sees Alt+F4.
+ * "1" - SDL will only do normal key handling for Alt+F4.
+ */
+#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
+
+/**
+ * \brief An enumeration of hint priorities
+ */
+typedef enum
+{
+ SDL_HINT_DEFAULT,
+ SDL_HINT_NORMAL,
+ SDL_HINT_OVERRIDE
+} SDL_HintPriority;
+
+
+/**
+ * \brief 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.
+ *
+ * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
+ const char *value,
+ SDL_HintPriority priority);
+
+/**
+ * \brief Set a hint with normal priority
+ *
+ * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
+ const char *value);
+
+/**
+ * \brief Get a hint
+ *
+ * \return The string value of a hint variable.
+ */
+extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
+
+/**
+ * \brief Add a function to watch a particular hint
+ *
+ * \param name The hint to watch
+ * \param callback The function to call when the hint value changes
+ * \param userdata A pointer to pass to the callback function
+ */
+typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
+extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
+ SDL_HintCallback callback,
+ void *userdata);
+
+/**
+ * \brief Remove a function watching a particular hint
+ *
+ * \param name The hint being watched
+ * \param callback The function being called when the hint value changes
+ * \param userdata A pointer being passed to the callback function
+ */
+extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
+ SDL_HintCallback callback,
+ void *userdata);
+
+/**
+ * \brief Clear all hints
+ *
+ * This function is called during SDL_Quit() to free stored hints.
+ */
+extern DECLSPEC void SDLCALL SDL_ClearHints(void);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_hints_h */
+
+/* vi: set ts=4 sw=4 expandtab: */