📦 sdl3-devel-doc
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- SDL_HINT_BMP_SAVE_LEGACY_FORMAT(3)Prevent SDL from using version 4 of the bitmap header when saving BMPs.✨
- SDL_HINT_CAMERA_DRIVER(3)A variable that decides what camera backend to use.✨
- SDL_HINT_CPU_FEATURE_MASK(3)A variable that limits what CPU features are available.✨
- SDL_HINT_DISPLAY_USABLE_BOUNDS(3)Override for SDL_GetDisplayUsableBounds().✨
- SDL_HINT_EGL_LIBRARY(3)Specify the EGL library to load.✨
- SDL_HINT_EMSCRIPTEN_ASYNCIFY(3)Disable giving back control to the browser automatically when running with asyncify.✨
- SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR(3)Specify the CSS selector used for the "default" window/canvas.✨
- SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT(3)Override the binding element for keyboard inputs for Emscripten builds.✨
- SDL_HINT_ENABLE_SCREEN_KEYBOARD(3)A variable that controls whether the on-screen keyboard should be shown when text input is active.✨
- SDL_HINT_EVDEV_DEVICES(3)A variable containing a list of evdev devices to use if udev is not available.✨
- SDL_HINT_EVENT_LOGGING(3)A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.✨
- SDL_HINT_FILE_DIALOG_DRIVER(3)A variable that specifies a dialog backend to use.✨
- SDL_HINT_FORCE_RAISEWINDOW(3)A variable controlling whether raising the window should be done more forcefully.✨
- SDL_HINT_FRAMEBUFFER_ACCELERATION(3)A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.✨
- SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES(3)A variable containing a list of devices to skip when scanning for game controllers.✨
- SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT(3)If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.✨
- SDL_HINT_GAMECONTROLLER_SENSOR_FUSION(3)A variable that controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads.✨
- SDL_HINT_GAMECONTROLLERCONFIG(3)A variable that lets you manually hint extra gamecontroller db entries.✨
- SDL_HINT_GAMECONTROLLERCONFIG_FILE(3)A variable that lets you provide a file with extra gamecontroller db entries.✨
- SDL_HINT_GAMECONTROLLERTYPE(3)A variable that overrides the automatic controller type detection.✨
- SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT(3)This variable sets the default text of the TextInput window on GDK platforms.✨
- SDL_HINT_GDK_TEXTINPUT_DESCRIPTION(3)This variable sets the description of the TextInput window on GDK platforms.✨
- SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH(3)This variable sets the maximum input length of the TextInput window on GDK platforms.✨
- SDL_HINT_GDK_TEXTINPUT_SCOPE(3)This variable sets the input scope of the TextInput window on GDK platforms.✨
- SDL_HINT_GDK_TEXTINPUT_TITLE(3)This variable sets the title of the TextInput window on GDK platforms.✨
- SDL_HINT_GPU_DRIVER(3)A variable that specifies a GPU backend to use.✨
- SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS(3)A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.✨
- SDL_HINT_HIDAPI_IGNORE_DEVICES(3)A variable containing a list of devices to ignore in SDL_hid_enumerate().✨
- SDL_HINT_HIDAPI_LIBUSB(3)A variable to control whether HIDAPI uses libusb for device access.✨
- SDL_HINT_HIDAPI_LIBUSB_WHITELIST(3)A variable to control whether HIDAPI uses libusb only for whitelisted devices.✨
- SDL_HINT_HIDAPI_UDEV(3)A variable to control whether HIDAPI uses udev for device detection.✨
- SDL_HINT_IME_IMPLEMENTED_UI(3)A variable describing what IME UI elements the application can display.✨
- SDL_HINT_IOS_HIDE_HOME_INDICATOR(3)A variable controlling whether the home indicator bar on iPhone X and later should be hidden.✨
- SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS(3)A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.✨
- SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES(3)A variable containing a list of arcade stick style controllers.✨
- SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED(3)A variable containing a list of devices that are not arcade stick style controllers.✨
- SDL_HINT_JOYSTICK_BLACKLIST_DEVICES(3)A variable containing a list of devices that should not be considered joysticks.✨
- SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED(3)A variable containing a list of devices that should be considered joysticks.✨
- SDL_HINT_JOYSTICK_DEVICE(3)A variable containing a comma separated list of devices to open as joysticks.✨
- SDL_HINT_JOYSTICK_DIRECTINPUT(3)A variable controlling whether DirectInput should be used for controllers.✨
- SDL_HINT_JOYSTICK_ENHANCED_REPORTS(3)A variable controlling whether enhanced reports should be used for controllers when using the HIDAPI driver.✨
- SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES(3)A variable containing a list of flightstick style controllers.✨
- SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED(3)A variable containing a list of devices that are not flightstick style controllers.✨
- SDL_HINT_JOYSTICK_GAMECUBE_DEVICES(3)A variable containing a list of devices known to have a GameCube form factor.✨
- SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED(3)A variable containing a list of devices known not to have a GameCube form factor.✨
- SDL_HINT_JOYSTICK_GAMEINPUT(3)A variable controlling whether GameInput should be used for controller handling on Windows.✨
- SDL_HINT_JOYSTICK_HAPTIC_AXES(3)A variable containing a list of devices and their desired number of haptic (force feedback) enabled axis.✨
- SDL_HINT_JOYSTICK_HIDAPI(3)A variable controlling whether the HIDAPI joystick drivers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS(3)A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver.✨
- SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE(3)A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE(3)A variable controlling whether rumble is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2).✨
- SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS(3)A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED(3)A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened.✨
- SDL_HINT_JOYSTICK_HIDAPI_LUNA(3)A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC(3)A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS3(3)A variable controlling whether the HIDAPI driver for PS3 controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER(3)A variable controlling whether the Sony driver (sixaxis.sys) for PS3 controllers (Sixaxis/DualShock 3) should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS4(3)A variable controlling whether the HIDAPI driver for PS4 controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL(3)A variable controlling the update rate of the PS4 controller over Bluetooth when using the HIDAPI driver.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS5(3)A variable controlling whether the HIDAPI driver for PS5 controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED(3)A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.✨
- SDL_HINT_JOYSTICK_HIDAPI_SHIELD(3)A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_STADIA(3)A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_STEAM(3)A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED(3)A variable controlling whether the Steam button LED should be turned on when a Steam controller is opened.✨
- SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI(3)A variable controlling whether the HIDAPI driver for HORI licensed Steam controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK(3)A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_SWITCH(3)A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED(3)A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened.✨
- SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED(3)A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.✨
- SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS(3)A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver.✨
- SDL_HINT_JOYSTICK_HIDAPI_WII(3)A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED(3)A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.✨
- SDL_HINT_JOYSTICK_HIDAPI_XBOX(3)A variable controlling whether the HIDAPI driver for XBox controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_XBOX_360(3)A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED(3)A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.✨
- SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS(3)A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE(3)A variable controlling whether the HIDAPI driver for XBox One controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED(3)A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened.✨
- SDL_HINT_JOYSTICK_IOKIT(3)A variable controlling whether IOKit should be used for controller handling.✨
- SDL_HINT_JOYSTICK_LINUX_CLASSIC(3)A variable controlling whether to use the classic /dev/input/js joystick interface or the newer /dev/input/event joystick interface on Linux.✨
- SDL_HINT_JOYSTICK_LINUX_DEADZONES(3)A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.✨
- SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS(3)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.✨
- SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES(3)A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.✨
- SDL_HINT_JOYSTICK_MFI(3)A variable controlling whether GCController should be used for controller handling.✨
- SDL_HINT_JOYSTICK_RAWINPUT(3)A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.✨
- SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT(3)A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.✨
- SDL_HINT_JOYSTICK_ROG_CHAKRAM(3)A variable controlling whether the ROG Chakram mice should show up as joysticks.✨
- SDL_HINT_JOYSTICK_THREAD(3)A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows.✨
- SDL_HINT_JOYSTICK_THROTTLE_DEVICES(3)A variable containing a list of throttle style controllers.✨
- SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED(3)A variable containing a list of devices that are not throttle style controllers.✨
- SDL_HINT_JOYSTICK_WGI(3)A variable controlling whether Windows.Gaming.Input should be used for controller handling.✨
- SDL_HINT_JOYSTICK_WHEEL_DEVICES(3)A variable containing a list of wheel style controllers.✨
- SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED(3)A variable containing a list of devices that are not wheel style controllers.✨
- SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES(3)A variable containing a list of devices known to have all axes centered at zero.✨
- SDL_HINT_KEYCODE_OPTIONS(3)A variable that controls keycode representation in keyboard events.✨
- SDL_HINT_KMSDRM_DEVICE_INDEX(3)A variable that controls what KMSDRM device to use.✨
- SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER(3)A variable that controls whether SDL requires DRM master access in order to initialize the KMSDRM video backend.✨
- SDL_HINT_LOGGING(3)A variable controlling the default SDL log levels.✨
- SDL_HINT_MAC_BACKGROUND_APP(3)A variable controlling whether to force the application to become the foreground process when launched on macOS.✨
- SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK(3)A variable that determines whether Ctrl+Click should generate a right-click event on macOS.✨
- SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH(3)A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing on macOS.✨
- SDL_HINT_MAC_OPTION_AS_ALT(3)A variable controlling whether the Option key on macOS should be remapped to act as the Alt key.✨
- SDL_HINT_MAC_SCROLL_MOMENTUM(3)A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have momentum on macOS.✨
- SDL_HINT_MAIN_CALLBACK_RATE(3)Request SDL_AppIterate() be called at a specific rate.✨
- SDL_HINT_MOUSE_AUTO_CAPTURE(3)A variable controlling whether the mouse is captured while mouse buttons are pressed.✨
- SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR(3)A variable setting which system cursor to use as the default cursor.✨
- SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS(3)A variable setting the double click radius, in pixels.✨
- SDL_HINT_MOUSE_DOUBLE_CLICK_TIME(3)A variable setting the double click time, in milliseconds.✨
- SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE(3)A variable controlling whether warping a hidden mouse cursor will activate relative mouse mode.✨
- SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH(3)Allow mouse click events when clicking to focus an SDL window.✨
- SDL_HINT_MOUSE_NORMAL_SPEED_SCALE(3)A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode.✨
- SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE(3)A variable controlling whether the hardware cursor stays visible when relative mode is active.✨
- SDL_HINT_MOUSE_RELATIVE_MODE_CENTER(3)A variable controlling whether relative mouse mode constrains the mouse to the center of the window.✨
- SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE(3)A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode.✨
- SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE(3)A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.✨
- SDL_HINT_MOUSE_RELATIVE_WARP_MOTION(3)A variable controlling whether a motion event should be generated for mouse warping in relative mode.✨
- SDL_HINT_MOUSE_TOUCH_EVENTS(3)A variable controlling whether mouse events should generate synthetic touch events.✨
- SDL_HINT_MUTE_CONSOLE_KEYBOARD(3)A variable controlling whether the keyboard should be muted on the console.✨
- SDL_HINT_NO_SIGNAL_HANDLERS(3)Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms.✨
- SDL_HINT_OPENGL_ES_DRIVER(3)A variable controlling what driver to use for OpenGL ES contexts.✨
- SDL_HINT_OPENGL_LIBRARY(3)Specify the OpenGL library to load.✨
- SDL_HINT_OPENVR_LIBRARY(3)Mechanism to specify openvr_api library location✨
- SDL_HINT_ORIENTATIONS(3)A variable controlling which orientations are allowed on iOS/Android.✨
- SDL_HINT_PEN_MOUSE_EVENTS(3)A variable controlling whether pen events should generate synthetic mouse events.✨
- SDL_HINT_PEN_TOUCH_EVENTS(3)A variable controlling whether pen events should generate synthetic touch events.✨
- SDL_HINT_POLL_SENTINEL(3)A variable controlling the use of a sentinel event when polling the event queue.✨
- SDL_HINT_PREFERRED_LOCALES(3)Override for SDL_GetPreferredLocales().✨
- SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE(3)A variable that decides whether to send SDL_EVENT_QUIT when closing the last window.✨
- SDL_HINT_RENDER_DIRECT3D11_DEBUG(3)A variable controlling whether to enable Direct3D 11+'s Debug Layer.✨
- SDL_HINT_RENDER_DIRECT3D_THREADSAFE(3)A variable controlling whether the Direct3D device is initialized for thread-safe operations.✨
- SDL_HINT_RENDER_DRIVER(3)A variable specifying which render driver to use.✨
- SDL_HINT_RENDER_GPU_DEBUG(3)A variable controlling whether to create the GPU device in debug mode.✨
- SDL_HINT_RENDER_GPU_LOW_POWER(3)A variable controlling whether to prefer a low-power GPU on multi-GPU systems.✨
- SDL_HINT_RENDER_LINE_METHOD(3)A variable controlling how the 2D render API renders lines.✨
- SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE(3)A variable controlling whether the Metal render driver select low power device over default one.✨
- SDL_HINT_RENDER_VSYNC(3)A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.✨
- SDL_HINT_RENDER_VULKAN_DEBUG(3)A variable controlling whether to enable Vulkan Validation Layers.✨
- SDL_HINT_RETURN_KEY_HIDES_IME(3)A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS.✨
- SDL_HINT_ROG_GAMEPAD_MICE(3)A variable containing a list of ROG gamepad capable mice.✨
- SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED(3)A variable containing a list of devices that are not ROG gamepad capable mice.✨
- SDL_HINT_RPI_VIDEO_LAYER(3)A variable controlling which Dispmanx layer to use on a Raspberry PI.✨
- SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME(3)Specify an "activity name" for screensaver inhibition.✨
- SDL_HINT_SHUTDOWN_DBUS_ON_QUIT(3)A variable controlling whether SDL calls dbus_shutdown() on quit.✨
- SDL_HINT_STORAGE_TITLE_DRIVER(3)A variable that specifies a backend to use for title storage.✨
- SDL_HINT_STORAGE_USER_DRIVER(3)A variable that specifies a backend to use for user storage.✨
- SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL(3)Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.✨
- SDL_HINT_THREAD_PRIORITY_POLICY(3)A string specifying additional information to use with SDL_SetCurrentThreadPriority.✨
- SDL_HINT_TIMER_RESOLUTION(3)A variable that controls the timer resolution, in milliseconds.✨
- SDL_HINT_TOUCH_MOUSE_EVENTS(3)A variable controlling whether touch events should generate synthetic mouse events.✨
- SDL_HINT_TRACKPAD_IS_TOUCH_ONLY(3)A variable controlling whether trackpads should be treated as touch devices.✨
- SDL_HINT_TV_REMOTE_AS_JOYSTICK(3)A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events.✨
- SDL_HINT_VIDEO_ALLOW_SCREENSAVER(3)A variable controlling whether the screensaver is enabled.✨
- SDL_HINT_VIDEO_DISPLAY_PRIORITY(3)A comma separated list containing the names of the displays that SDL should sort to the front of the display list.✨
- SDL_HINT_VIDEO_DOUBLE_BUFFER(3)Tell the video driver that we only want a double buffer.✨
- SDL_HINT_VIDEO_DRIVER(3)A variable that specifies a video backend to use.✨
- SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES(3)A variable controlling whether the dummy video driver saves output frames.✨
- SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK(3)If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.✨
- SDL_HINT_VIDEO_FORCE_EGL(3)A variable controlling whether the OpenGL context should be created with EGL.✨
- SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY(3)A variable that specifies the menu visibility when a window is fullscreen in Spaces on macOS.✨
- SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES(3)A variable that specifies the policy for fullscreen Spaces on macOS.✨
- SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS(3)A variable controlling whether fullscreen windows are minimized when they lose focus.✨
- SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES(3)A variable controlling whether the offscreen video driver saves output frames.✨
- SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS(3)A variable controlling whether all window operations will block until complete.✨
- SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR(3)A variable controlling whether the libdecor Wayland backend is allowed to be used.✨
- SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION(3)A variable controlling whether video mode emulation is enabled under Wayland.✨
- SDL_HINT_VIDEO_WAYLAND_MODE_SCALING(3)A variable controlling how modes with a non-native aspect ratio are displayed under Wayland.✨
- SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR(3)A variable controlling whether the libdecor Wayland backend is preferred over native decorations.✨
- SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY(3)A variable forcing non-DPI- aware Wayland windows to output at 1:1 scaling.✨
- SDL_HINT_VIDEO_WIN_D3DCOMPILER(3)A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries.✨
- SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT(3)A variable controlling whether SDL should call XSelectInput() to enable input events on X11 windows wrapped by SDL windows.✨
- SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR(3)A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.✨
- SDL_HINT_VIDEO_X11_NET_WM_PING(3)A variable controlling whether the X11 _NET_WM_PING protocol should be supported.✨
- SDL_HINT_VIDEO_X11_NODIRECTCOLOR(3)A variable controlling whether SDL uses DirectColor visuals.✨
- SDL_HINT_VIDEO_X11_SCALING_FACTOR(3)A variable forcing the content scaling factor for X11 displays.✨
- SDL_HINT_VIDEO_X11_VISUALID(3)A variable forcing the visual ID used for X11 display modes.✨
- SDL_HINT_VIDEO_X11_WINDOW_VISUALID(3)A variable forcing the visual ID chosen for new X11 windows.✨
- SDL_HINT_VIDEO_X11_XRANDR(3)A variable controlling whether the X11 XRandR extension should be used.✨
- SDL_HINT_VITA_ENABLE_BACK_TOUCH(3)A variable controlling whether touch should be enabled on the back panel of the PlayStation Vita.✨
- SDL_HINT_VITA_ENABLE_FRONT_TOUCH(3)A variable controlling whether touch should be enabled on the front panel of the PlayStation Vita.✨
- SDL_HINT_VITA_MODULE_PATH(3)A variable controlling the module path on the PlayStation Vita.✨
- SDL_HINT_VITA_PVR_INIT(3)A variable controlling whether to perform PVR initialization on the PlayStation Vita.✨
- SDL_HINT_VITA_PVR_OPENGL(3)A variable controlling whether OpenGL should be used instead of OpenGL ES on the PlayStation Vita.✨
- SDL_HINT_VITA_RESOLUTION(3)A variable overriding the resolution reported on the PlayStation Vita.✨
- SDL_HINT_VITA_TOUCH_MOUSE_DEVICE(3)A variable controlling which touchpad should generate synthetic mouse events.✨
- SDL_HINT_VULKAN_DISPLAY(3)A variable overriding the display index used in SDL_Vulkan_CreateSurface()✨
- SDL_HINT_VULKAN_LIBRARY(3)Specify the Vulkan library to load.✨
- SDL_HINT_WAVE_CHUNK_LIMIT(3)A variable controlling the maximum number of chunks in a WAVE file.✨
- SDL_HINT_WAVE_FACT_CHUNK(3)A variable controlling how the fact chunk affects the loading of a WAVE file.✨
- SDL_HINT_WAVE_RIFF_CHUNK_SIZE(3)A variable controlling how the size of the RIFF chunk affects the loading of a WAVE file.✨
- SDL_HINT_WAVE_TRUNCATION(3)A variable controlling how a truncated WAVE file is handled.✨
- SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED(3)A variable controlling whether the window is activated when the SDL_RaiseWindow function is called.✨
- SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN(3)A variable controlling whether the window is activated when the SDL_ShowWindow function is called.✨
- SDL_HINT_WINDOW_ALLOW_TOPMOST(3)If set to "0" then never set the top- most flag on an SDL Window even if the application requests it.✨
- SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN(3)A variable controlling whether the window frame and title bar are interactive when the cursor is hidden.✨
- SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4(3)A variable controlling whether SDL generates window-close events for Alt+F4 on Windows.✨
- SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS(3)A variable controlling whether menus can be opened with their keyboard shortcut (Alt+mnemonic).✨
- SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP(3)A variable controlling whether the windows message loop is processed by SDL.✨
- SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE(3)A variable controlling whether SDL will clear the window contents when the WM_ERASEBKGND message is received.✨
- SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL(3)A variable controlling whether SDL uses Kernel Semaphores on Windows.✨
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getting it ready, bestie…