include/SDL_hints.h


Log

Author Commit Date CI Message
Ryan C. Gordon 736a424f 2021-07-27T13:12:57 pulseaudio: Optionally add "monitor" sources to device list. There's a new hint to enable this. Fixes #2917.
Sam Lantinga f1633127 2021-07-24T13:41:55 Added a window flash operation to be explicit about window flash behavior
Sam Lantinga e1c3a250 2021-07-24T12:11:27 Changed SDL_FlashWindow() so it doesn't take a flash count, and added the hint SDL_HINT_WINDOW_FLASH_COUNT to control behavior on Windows
Sam Lantinga 2147e7bf 2021-07-24T11:01:58 Sorted the hints alphabetically
Ryan C. Gordon c88eb7a8 2021-07-14T17:07:04 Sync wiki -> header.
Sam Lantinga 24059a19 2021-07-09T18:11:42 The RAWINPUT driver is no longer tied to HIDAPI in any way
Dimitriy Ryazantcev 17ed8d80 2021-07-07T16:05:35 Added HIDAPI backend for Amazon Luna Controller Model T28B69 connected via Bluetooth LE (VID:0171, PID:0419). To enter Bluetooth pairing mode hold B and Action (button with circle) buttons for 3 seconds. It works via usual HIDAPI if special filter driver is not installed: https://www.amazon.com/gp/help/customer/display.html?nodeId=GZCT4CTFHXLHEB9T With that driver installed it mimics Xbox One controller and works via XInput under Windows. Under DInput this controller is not usable at all.
Ryan C. Gordon e65a6583 2021-06-09T22:10:20 x11: Add a hint to force override-redirect. Fixes #3776.
Ryan C. Gordon e0068723 2021-04-04T00:23:52 hints: SDL_HINT_TIMER_RESOLUTION applies to all versions of Windows. Fixes #3654.
Ryan C. Gordon c486959e 2021-03-24T10:47:03 headers: Fix up bullet lists, now that wikiheaders.pl can handle them.
Ryan C. Gordon 3f40396d 2021-03-21T14:18:39 First shot at merging the wiki documentation into the headers.
Frank Praznik 2f0b99a7 2021-02-13T11:56:05 audio: Add Pipewire playback/capture sink
Cameron Gutman dfa64ead 2021-02-25T19:22:31 KMSDRM: Add hint to enable the backend without DRM master 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. This also moves the check for DRM master to an earlier point where we can fail initialization of the backend, rather than allowing the backend to initialize then failing the creation of a window later.
Cameron Gutman 79cd8cab 2021-01-27T20:41:36 Add default handler for Alt+Tab while keyboard grab is enabled By default, we will minimize the window when we receive Alt+Tab with a full-screen keyboard grabbed window to allow the user to escape the full-screen application. Some applications like remote desktop clients may want to handle Alt+Tab themselves, so provide an opt-out via SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED=0.
Sam Lantinga ac72a2ba 2021-01-25T20:38:50 Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened jibb New hint to let the user opt out of having Switch controllers' Home button lit when opened. This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it. I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
Sam Lantinga 1981d23f 2021-01-23T11:06:35 Fixed bug 5466 - Add haptic support for Stadia Controller Dimitriy Ryazantcev Consider adding support for Stadia Controller haptics. Here is example code how to deal with it: https://github.com/chromium/chromium/blob/99314be8152e688bafbbf9a615536bdbb289ea87/device/gamepad/hid_haptic_gamepad.cc#L45
JibbSmart 0f57864c 2021-01-18T19:57:29 Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller.
Cameron Gutman 6e97170e 2021-01-08T21:16:06 Use PS4 rumble hint as the default for the PS5 rumble hint Existing SDL applications may not know about the need to set a specific hint to enable rumble on PS5 controllers, even though they may already set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4 controller rumble support. Rather than requiring those developers update their apps, let's use the SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior they are expected for all PlayStation controllers.
Cameron Gutman 6cbd4417 2021-01-02T14:45:15 Add a hint for D3D9Ex to avoid having to choose at compile-time
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga 0684572c 2020-12-29T12:13:10 Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
Joel Linn 8fc0baad 2020-12-28T11:43:11 Add SDL_cond implementation using Windows Condition Variables Is automatically used when the SRW SDL_mutex implementation is active. Otherwise falls back to the generic implementation. v2: - Rebase onto master fa3ea1051a4b
Joel Linn d0b8295c 2020-12-23T13:36:46 Add SDL_sem implementation using Atomics and WaitOnAddress API. Keep Semaphore Kernel Object impl for Windows 7 and older - choose at runtime v2: - Fix mixed int/LONG types - Reorder definitions - Add missing include v3: - Use `GetModuleHandle()` to load the API Set
Joel Linn 548cb908 2020-12-23T13:33:36 Add SDL_mutex implementation using Windows Slim Reader/Writer Locks Keep Critical Section impl for Windows XP/Vista - choose at runtime v2: - Add SRW definitions as suggested by Ozkan Sezer Allows building against older platform headers. - Rename "hidden" function parameter `mutex_` to `_mutex` v3: - Use GetModuleHandle instead of LoadLibrary - Fix typo in comment
Sam Lantinga 4ec776c3 2020-12-22T13:29:23 Don't switch the PS5 controller out of DirectInput mode by default
Sam Lantinga 5f7cd1fa 2020-12-18T10:08:59 Added hints to control whether SDL updates joystick and sensor state in the main event loop
Sam Lantinga ce7c751c 2020-12-12T23:54:40 Document that the joystick deadzone hint defaults off
Sam Lantinga 13a4caf1 2020-12-12T22:08:02 Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background Added a hint to control whether a separate thread should be used for joystick events. This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
Sam Lantinga 0500c044 2020-11-12T07:53:05 Fix SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL also applying to HIGH priorities As the name suggests, the hint should only apply to SDL_THREAD_PRIORITY_TIME_CRITICAL The resulting priorities for my current distro result in these values: | High | Time Critical Hint |--------------|----------------- 0 | P=10 N=-10 | P=5 N=-15 1 | P=10 N=-10 | P=-21 N=0
Sam Lantinga 07eae7d6 2020-11-11T08:47:18 Fix process randomly getting killed when SDL_THREAD_PRIORITY_HIGH/TIME_CRITICAL is set When we request realtime priority from rtkit, we have a rttime limit. If we exceed that limit, the kernel will send SIGKILL to the process to terminate it. This isn't something that most high priority processes will want, only processes that selectively opt into SCHED_RR/FIFO through SDL_HINT_THREAD_PRIORITY_POLICY should be subject to this level of scrutiny. This change: * Switches non-apple posix OSs to use SCHED_OTHER instead of SCHED_RR for SDL_THREAD_PRIORITY_HIGH/SDL_THREAD_PRIORITY_TIME_CRITICAL. * Fixes using a hardcoded RLIMIT_RTTIME, instead queries it from rtkit * Only sets RLIMIT_RTTIME for MakeRealtime rtkit requests * Adds a note regarding the possible SIGKILL with SDL_HINT_THREAD_PRIORITY_POLICY * Introduces SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow apps to acquire realtime scheduling policies on Linux
Sam Lantinga a22beef4 2020-11-05T17:03:28 Moved the PS5 controller driver to a separate file, as the advanced feature protocol is very different from that of the PS4
Sylvain Becker 955f3184 2020-09-25T10:14:42 Fixed bug 5239 - Play audio on Android while backgrounded (Thanks Superfury) Add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO not to pause audio when the app goes to background. (It requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
Kai Krakow c3ecf18c 2020-07-21T23:38:42 Linux: Add hint for disabling deadzones
Sylvain Beucler e594a673 2020-06-27T16:25:47 emscripten: Introduce SDL_HINT_EMSCRIPTEN_ASYNCIFY See https://github.com/emscripten-core/emscripten/issues/10746 and https://github.com/emscripten-ports/SDL2/pull/112 Fixes Bugzilla #4997.
Ryan C. Gordon 1947ca70 2020-06-26T20:16:43 video: Changed SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS to default to FALSE. Fixes Bugzilla #5106. (and probably many others, too!)
Sam Lantinga abd58418 2020-05-26T13:19:19 Make some changes to SDL_SetThreadPriority to try and have SDL transparently handle more of the work. 1. Comment that SDL_SetThreadPriority will make any necessary system changes when applying priority. 2. Add a hint to override SDL's default behavior for scheduler policy. 3. Modify the pthreads SDL_SetThreadPriority so that instead of just using the current thread scheduler policy it will change it to a policy that should work best for the requested priority. 4. Add hint checks in SDL_SetThreadPriority so that #3 can be overridden if desired. 5. Modify the Linux SDL_SetThreadPriority so that in the case that policy, either by SDL defaults or from the hint, is a realtime policy it uses the realtime rtkit API. 6. Prior to calling rtkit on Linux make the necessary thread state changes that rtkit requires. Currently this is done every time as it isn't expected that SDL_SetThreadPriority will be called repeatedly for a thread.
Ryan C. Gordon fa23e3d0 2020-05-04T02:27:29 locale: Implemented SDL_GetPreferredLocales(). This was something I proposed a long time ago, Sylvain Becker did additional work on it, then back to me. Fixes Bugzilla #2131.
Ryan C. Gordon 8601996f 2020-05-03T22:13:48 hints: Allow specifying audio device metadata. This is only supported on PulseAudio. You can set a description when opening your audio device that will show up in pauvcontrol, which lets you set per-stream volume levels. Fixes Bugzilla #4801.
Ryan C. Gordon 11fef299 2020-05-03T20:56:18 hints: Fixed a doxygen comment.
Sam Lantinga b6eb09ff 2020-03-20T15:55:02 Updated documentation so people know to set the SDL_HINT_NO_SIGNAL_HANDLERS hint before SDL_Init()
Sam Lantinga 4dea340c 2020-03-16T12:23:38 Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows Jimb Esser Add new RawInput controller API, and improved correlation with XInput/WGI Reorder joystick init so drivers can ask the others if they handle a device reliably Do not poll disconnected XInput devices (major perf issue) Fix various cases where incorrect correlation could happen Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation Correlate by axis motion as well as button presses Fix failing to zero other trigger Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init() Add missing device to device names Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices Updated to SDL 2.0.13 code with the following notes: New HID driver: xbox360w - no idea what that is, hopefully urelated SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data. SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem. Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason. Something changed in how devices get names, so getting generic names. Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
Sam Lantinga 4572dd2a 2020-03-02T10:37:28 Fixed bug 4854 - Add a way to extend the values in controller_type.h Added a hint SDL_HINT_GAMECONTROLLERTYPE to allow overriding the built-in controller type database
Sam Lantinga 4b585e75 2020-02-03T08:06:52 Fixed bug 4833 - Use EGL for X11? Martin Fiedler To be precise, this is about *desktop OpenGL* on X11. For OpenGL ES, EGL is already used (as it's the only way to get an OpenGL ES context), as Sylvain noted above. To shine some light on why this is needed: In 99% of all cases, using GLX on X11 is fine, even though it's effectively deprecated in favor of EGL [1]. However, there's at least one use case that *requires* the OpenGL context being created with EGL instead of GLX, and that's DRM_PRIME interoperability: The function glEGLImageTargetTexture2DOES simply doesn't work with GLX. (Currently, Mesa actually crashes when trying that.) Some example code: https://gist.github.com/kajott/d1b29c613be30893c855621edd1f212e Runs on Intel and open-source AMD drivers just fine (others unconfirmed), but with #define USE_EGL 0 (i.e. forcing it to GLX), it crashes. The same happens when using SDL for window and context creation. The good news is that most of the pieces for EGL support on X11 are already in place: SDL_egl.c is pretty complete (and used for desktop OpenGL on Wayland, for example), and SDL_x11opengl.c has the aforementioned OpenGL-ES-on-EGL support. However, when it comes to desktop OpenGL, it's hardcoded to fall back to GLX. I'm not advocating to make EGL the default for desktop OpenGL on X11; don't fix what ain't broken. But something like an SDL_HINT_VIDEO_X11_FORCE_EGL would be very appreciated to make use cases like the above work with SDL. [1] source: Eric Anholt, major Linux graphics stack developer, 7 years ago already - see last paragraph of https://www.phoronix.com/scan.php?page=news_item&px=MTE3MTI
Ryan C. Gordon b4c2e29e 2020-01-27T10:58:30 video: Added a hint to override the display's usable bounds.
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga e22e77da 2019-12-19T15:01:35 Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee
Sam Lantinga 54748a39 2019-12-08T11:33:06 Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed Aaron Barany Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set. When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation. When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
Sam Lantinga 9a76bebf 2019-11-13T14:24:48 SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS defaults to true, to match Steam's default behavior
Sam Lantinga b3470f04 2019-10-17T17:32:47 Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting.
hmk 0918903f 2019-09-30T22:54:16 render: add a hint for toggling relative scaling Fixes Bugzilla #4811.
Sam Lantinga e5580e18 2019-09-04T09:27:58 x11: add a hint to force the VisualID used when creating a window.
Sam Lantinga be6cda9f 2019-06-19T15:54:21 Rolling back GameCube HIDAPI support It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
Sam Lantinga 762b788f 2019-06-09T12:46:10 Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV Simon Hug Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise. I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
Sam Lantinga 990e166a 2019-06-08T19:02:42 Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV Simon Hug I had a look at this and made some additions to SDL_wave.c. The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small. The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly. The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files. I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer. Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket: https://bitbucket.org/ChliHug/SDL I also cobbled some Lua scripts together to create WAVE test files: https://bitbucket.org/ChliHug/gendat
Sam Lantinga 9eac91dd 2019-04-05T08:10:12 Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well
Sylvain Becker 05333a6e 2019-04-05T09:16:30 Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
Sylvain Becker b470cd9b 2019-04-05T08:36:31 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour
Sylvain Becker bfdd0b22 2019-04-04T17:01:02 Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH java layer runs as if separate mouse and touch was 1, Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS for generating synthetic touch/mouse events
Sylvain Becker e4157618 2019-04-04T16:51:50 Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events controlling whether mouse events should generate synthetic touch events By default SDL will *not* generate touch events for mouse events
Ryan C. Gordon 911bf624 2019-03-15T14:08:30 events: Make debug logging of the event queue a hint instead of an #ifdef. This makes it easy to toggle it on when debugging a new platform (or just getting more visibility into an app) without having to rebuild SDL.
Ethan Lee c5286156 2019-03-12T20:27:54 hidapi: Add support for Wii U/Switch USB GameCube controller adapter. Note that a single USB device is responsible for all 4 joysticks, so a large rewrite of the DeviceDriver functions was necessary to allow a single device to produce multiple joysticks.
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sam Lantinga 70ce0f2e 2018-12-07T12:02:08 Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings
Ryan C. Gordon 62494a2e 2018-10-31T15:03:41 Merge SDL-ryan-batching-renderer branch to default.
Ryan C. Gordon acb05f50 2018-10-11T16:40:01 thread: make SDL_CreateThreadWithStackSize() a public API.
Sam Lantinga b60e5b82 2018-10-03T15:48:26 Update documentation to note that this hint works on Android too (thanks Trent!)
Ryan C. Gordon 5fb67f9f 2018-09-20T15:46:02 render: Move to a batching system for rendering (work in progress).
Sam Lantinga 6b3e8931 2018-09-14T19:26:26 Added hints SDL_HINT_MOUSE_DOUBLE_CLICK_TIME and SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to allow tuning double-click sensitivity. Also increased the default double-click radius to 32 pixels to be more forgiving for touch interfaces
Sam Lantinga 207428b4 2018-08-29T20:23:39 Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput.
Sam Lantinga 7d3a7ef8 2018-08-15T23:35:54 Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver.
Sam Lantinga d2042e1e 2018-08-09T16:00:17 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
Sam Lantinga ff8c9538 2018-07-12T13:28:13 Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!) Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
Sam Lantinga 5adc1b7d 2018-02-24T08:18:09 Updated documentation with API changes in SDL 2.0.8
Sam Lantinga 8ddebfa0 2018-02-16T10:23:10 Fixed bug 4085 - X11: Allow configuring _NET_WM_BYPASS_COMPOSITOR through SDL hints Callum McGing This patch allows the user to disable the behaviour that blocks the compositor through a new hint: SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR. This allows tools or other windowed applications to behave properly under KWin.
Sam Lantinga f59b9c8b 2018-02-06T15:03:38 Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys.
Sam Lantinga 85c34e9a 2018-02-01T15:21:01 Added SDL_HINT_IOS_HIDE_HOME_INDICATOR to determine how the home indicator on the iPhone X is handled. This 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)
Sam Lantinga 9338a619 2018-01-17T17:24:15 Added a hint SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS to prevent turning Apple TV remote swipes into arrow key events
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga b92e2f02 2017-12-19T10:57:21 Fixed bug 4004 - iOS: don't hide keyboard on RETURN Dominik Reichardt As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216). IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768 6ce3bb5e38a5.
Sam Lantinga 2afc0b7f 2017-12-12T12:52:23 Add the ability to set SDL to handle Return as 'hide IME' on Android softkeyboard. (thanks Rachel!)
Ryan C. Gordon 7cb8b50a 2017-12-08T17:43:57 hints: Add "metal" to the list of SDL_RENDER_DRIVER hints.
Brandon Schaefer 9f4e4be8 2017-11-07T09:10:32 Fixed bug 3943 - General SDL_HINT_VIDEO_DOUBLE_BUFFER hint support
Brandon Schaefer 2ac567b7 2017-10-26T16:37:20 Fixed bug 3902 - Add a specific KMSDRM hint for low latency video
Sam Lantinga c08a7a74 2017-09-15T17:27:32 Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
Sam Lantinga de91b124 2017-08-14T06:28:21 Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks Patches contributed by Ozkan Sezer
Sam Lantinga c87e1d52 2017-08-13T14:15:52 Fixed bug 2841 - Hint to set resource id for window icon Alexey Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
Sam Lantinga c49fa37c 2017-08-09T11:59:29 Added SDL hints to filter the set of game controllers reported by SDL
Sam Lantinga 56cab6d4 2017-08-03T09:48:44 Added a hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether touch events generate synthetic mouse events.
Philipp Wiesemann 456bc301 2017-06-08T22:40:21 Fixed environment variable of SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Ryan C. Gordon 92889836 2017-06-06T14:06:40 Merged Eric Wing's overscan patch. Fixes Bugzilla #2799.
Ryan C. Gordon 6d661cab 2017-06-06T13:12:43 windows: Change the default on SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING. It's easier for Visual Studio users that want this information to turn it on or live without it, than it is to explain why every debugger that isn't Visual Studio crashes out here. Eventually SetThreadDescription() will be the thing everyone uses anyhow. Fixes Bugzilla #3645. (and several others).
Sam Lantinga ede5c734 2017-01-24T19:38:01 Generalized the audio resampling hint for other resampling methods in the future
Ryan C. Gordon c7f9dcb6 2017-01-24T15:52:22 audio: Offer a hint for libsamplerate quality/speed tradeoff. This defaults to the internal SDL resampler, since that's the likely default without a system-wide install of libsamplerate, but those that need more can tweak this.
Philipp Wiesemann 06d1d945 2017-01-14T21:35:49 Fixed doxygen warning and linking of function names.
Sam Lantinga a52d48c5 2017-01-10T08:54:33 Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11 Mark Callow The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile: - Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can say to use the OpenGL ES driver & EGL rather than the Open GL driver. (For bug #2570) - Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum OpenGL ES version supported by the OpenGL driver (for bug #3145) - Modifies the test that determines whether to use the OpenGL driver or the real OpenGL ES driver to take into account the hint, the requested and supported ES version and whether ES 1.X is being requested. (For bug #2570 & bug #3145) - Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds the test to the VisualC projects. With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Philipp Wiesemann 7c60a638 2016-12-23T20:36:12 Corrected header file guard comments.
Sam Lantinga 4eda58ba 2016-12-02T21:01:13 Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse. This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
Sam Lantinga 36156335 2016-11-20T21:34:54 Renaming of guard header names to quiet -Wreserved-id-macro Patch contributed by Sylvain
Sam Lantinga c7351c2d 2016-11-20T21:26:56 Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain