📦 sdl3-devel
2202 pages · page 6 of 12
S (continued)
- SDL_hid_read_timeout(3)Read an Input report from a HID device with timeout.✨
- SDL_hid_send_feature_report(3)Send a Feature report to the device.✨
- SDL_hid_set_nonblocking(3)Set the device handle to be non-blocking.✨
- SDL_hid_write(3)Write an Output report to a HID device.✨
- SDL_HideCursor(3)Hide the cursor.✨
- SDL_HideWindow(3)Hide a window.✨
- SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED(3)Specify the behavior of Alt+Tab while the keyboard is grabbed.✨
- SDL_HINT_ANDROID_AAUDIO_INPUT_PRESET(3)A variable to control Android's AAudio input preset.✨
- SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY(3)A variable to control whether the SDL activity is allowed to be re-created.✨
- SDL_HINT_ANDROID_BLOCK_ON_PAUSE(3)A variable to control whether the event loop will block itself when the app is paused.✨
- SDL_HINT_ANDROID_LOW_LATENCY_AUDIO(3)A variable to control whether low latency audio should be enabled.✨
- SDL_HINT_ANDROID_TRAP_BACK_BUTTON(3)A variable to control whether we trap the Android back button to handle it manually.✨
- SDL_HINT_APP_ID(3)A variable setting the app ID string.✨
- SDL_HINT_APP_NAME(3)A variable setting the application name.✨
- SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS(3)A variable controlling whether controllers used with the Apple TV generate UI events.✨
- SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION(3)A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote.✨
- SDL_HINT_ASSERT(3)A variable controlling response to SDL_assert failures.✨
- SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE(3)Specify the default ALSA audio device name.✨
- SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE(3)Specify the default ALSA audio playback device name.✨
- SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE(3)Specify the default ALSA audio recording device name.✨
- SDL_HINT_AUDIO_CATEGORY(3)A variable controlling the audio category on iOS and macOS.✨
- SDL_HINT_AUDIO_CHANNELS(3)A variable controlling the default audio channel count.✨
- SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME(3)Specify an application icon name for an audio device.✨
- SDL_HINT_AUDIO_DEVICE_RAW_STREAM(3)Specify whether this audio device should do audio processing.✨
- SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES(3)A variable controlling device buffer size.✨
- SDL_HINT_AUDIO_DEVICE_STREAM_NAME(3)Specify an audio stream name for an audio device.✨
- SDL_HINT_AUDIO_DEVICE_STREAM_ROLE(3)Specify an application role for an audio device.✨
- SDL_HINT_AUDIO_DISK_INPUT_FILE(3)Specify the input file when recording audio using the disk audio driver.✨
- SDL_HINT_AUDIO_DISK_OUTPUT_FILE(3)Specify the output file when playing audio using the disk audio driver.✨
- SDL_HINT_AUDIO_DISK_TIMESCALE(3)A variable controlling the audio rate when using the disk audio driver.✨
- SDL_HINT_AUDIO_DRIVER(3)A variable that specifies an audio backend to use.✨
- SDL_HINT_AUDIO_DUMMY_TIMESCALE(3)A variable controlling the audio rate when using the dummy audio driver.✨
- SDL_HINT_AUDIO_FORMAT(3)A variable controlling the default audio format.✨
- SDL_HINT_AUDIO_FREQUENCY(3)A variable controlling the default audio frequency.✨
- SDL_HINT_AUDIO_INCLUDE_MONITORS(3)A variable that causes SDL to not ignore audio "monitors".✨
- SDL_HINT_AUTO_UPDATE_JOYSTICKS(3)A variable controlling whether SDL updates joystick state when getting input events.✨
- SDL_HINT_AUTO_UPDATE_SENSORS(3)A variable controlling whether SDL updates sensor state when getting input events.✨
- 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_ENABLE_STEAM_SCREEN_KEYBOARD(3)A variable that controls whether the Steam 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_GAMECUBE(3)A variable to control whether HIDAPI uses libusb for GameCube adapters.✨
- 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_INVALID_PARAM_CHECKS(3)Set the level of checking for invalid parameters passed to SDL functions.✨
- 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_GAMEINPUT_RAW(3)A variable controlling whether GameInput should be used for handling GIP devices that require raw report processing, but aren't supported by HIDRAW, such as Xbox One Guitars.✨
- 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_8BITDO(3)A variable controlling whether the HIDAPI driver for 8BitDo controllers 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_FLYDIGI(3)A variable controlling whether the HIDAPI driver for Flydigi controllers should be used.✨
- 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_GIP(3)A variable controlling whether the new HIDAPI driver for wired Xbox One (GIP) controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_GIP_RESET_FOR_METADATA(3)A variable controlling whether the new HIDAPI driver for wired Xbox One (GIP) controllers should reset the controller if it can't get the metadata from the controller.✨
- 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_LG4FF(3)A variable controlling whether the HIDAPI driver for some Logitech wheels should be used.✨
- 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_SINPUT(3)A variable controlling whether the HIDAPI driver for SInput 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_SWITCH2(3)A variable controlling whether the HIDAPI driver for Nintendo Switch 2 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_HIDAPI_ZUIKI(3)A variable controlling whether the HIDAPI driver for ZUIKI controllers should be used.✨
- 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_ATOMIC(3)A variable that controls whether KMSDRM will use "atomic" functionality.✨
- 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_PRESS_AND_HOLD(3)A variable controlling whether holding down a key will repeat the pressed key or open the accents menu on macOS.✨
- 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_DPI_SCALE_CURSORS(3)A variable setting whether we should scale cursors by the current display scale.✨
- 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_FORCE_SRGB_FRAMEBUFFER(3)A variable controlling whether to force an sRGB-capable OpenGL context.✨
- 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_PS2_GS_HEIGHT(3)A variable controlling the height of the PS2's framebuffer in pixels.✨
- SDL_HINT_PS2_GS_MODE(3)A variable controlling the video mode of the console.✨
- SDL_HINT_PS2_GS_PROGRESSIVE(3)A variable controlling whether the signal is interlaced or progressive.✨
- SDL_HINT_PS2_GS_WIDTH(3)A variable controlling the width of the PS2's framebuffer in pixels.✨
- 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_DIRECT3D11_WARP(3)A variable controlling whether to use the Direct3D 11 WARP software rasterizer.✨
- 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.✨
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getting it ready, bestie…