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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 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 whether the Android / iOS built-in
+ * accelerometer should be listed as a joystick device.
+ *
+ * This variable can be set to the following values:
+ * "0" - The accelerometer is not listed as a joystick
+ * "1" - The accelerometer is available as a 3 axis joystick (the default).
+ */
+#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
+
+/**
+ * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
+ *
+ * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
+ * and your window is full-screen. This prevents the user from getting stuck in
+ * your application if you've enabled keyboard grab.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL will not handle Alt+Tab. Your application is responsible
+ for handling Alt+Tab while the keyboard is grabbed.
+ * "1" - SDL will minimize your window when Alt+Tab is pressed (default)
+*/
+#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
+
+/**
+ * \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 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 the event loop will block itself when the app is paused.
+ *
+ * The variable can be set to the following values:
+ * "0" - Non blocking.
+ * "1" - Blocking. (default)
+ *
+ * The value should be set before SDL is initialized.
+ */
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
+
+/**
+ * \brief A variable to control whether SDL will pause audio in background
+ * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
+ *
+ * The variable can be set to the following values:
+ * "0" - Non paused.
+ * "1" - Paused. (default)
+ *
+ * The value should be set before SDL is initialized.
+ */
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
+
+/**
+ * \brief A variable to control whether we trap the Android back button to handle it manually.
+ * This is necessary for the right mouse button to work on some Android devices, or
+ * to be able to trap the back button for use in your code reliably. If set to true,
+ * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
+ * SDL_SCANCODE_AC_BACK.
+ *
+ * The variable can be set to the following values:
+ * "0" - Back button will be handled as usual for system. (default)
+ * "1" - Back button will be trapped, allowing you to handle the key press
+ * manually. (This will also let right mouse click work on systems
+ * where the right mouse button functions as back.)
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
+
+/**
+ * \brief Specify an application name.
+ *
+ * This hint lets you specify the application name sent to the OS when
+ * required. For example, this will often appear in volume control applets for
+ * audio streams, and in lists of applications which are inhibiting the
+ * screensaver. You should use a string that describes your program ("My Game
+ * 2: The Revenge")
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: probably the application's name or "SDL Application" if SDL
+ * doesn't have any better information.
+ *
+ * Note that, for audio streams, this can be overridden with
+ * SDL_HINT_AUDIO_DEVICE_APP_NAME.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_APP_NAME "SDL_APP_NAME"
+
+/**
+ * \brief A variable controlling whether controllers used with the Apple TV
+ * generate UI events.
+ *
+ * When UI events are generated by controller input, the app will be
+ * backgrounded when the Apple TV remote's menu button is pressed, and when the
+ * pause or B buttons on gamepads are pressed.
+ *
+ * More information about properly making use of controllers for the Apple TV
+ * can be found here:
+ * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
+ *
+ * This variable can be set to the following values:
+ * "0" - Controller input does not generate UI events (the default).
+ * "1" - Controller input generates UI events.
+ */
+#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
+
+/**
+ * \brief A variable controlling whether the Apple TV remote's joystick axes
+ * will automatically match the rotation of the remote.
+ *
+ * This variable can be set to the following values:
+ * "0" - Remote orientation does not affect joystick axes (the default).
+ * "1" - Joystick axes are based on the orientation of the remote.
+ */
+#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
+
+/**
+ * \brief A variable controlling the audio category on iOS and Mac OS X
+ *
+ * This variable can be set to the following values:
+ *
+ * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
+ * "playback" - Use the AVAudioSessionCategoryPlayback category
+ *
+ * For more information, see Apple's documentation:
+ * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
+ */
+#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
+
+/**
+ * \brief Specify an application name for an audio device.
+ *
+ * Some audio backends (such as PulseAudio) allow you to describe your audio
+ * stream. Among other things, this description might show up in a system
+ * control panel that lets the user adjust the volume on specific audio
+ * streams instead of using one giant master volume slider.
+ *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your program ("My Game 2: The Revenge")
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
+ * set. Otherwise, it'll probably the application's name or "SDL Application"
+ * if SDL doesn't have any better information.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
+
+/**
+ * \brief Specify an application name for an audio device.
+ *
+ * Some audio backends (such as PulseAudio) allow you to describe your audio
+ * stream. Among other things, this description might show up in a system
+ * control panel that lets the user adjust the volume on specific audio
+ * streams instead of using one giant master volume slider.
+ *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your what your program is playing ("audio stream" is
+ * probably sufficient in many cases, but this could be useful for something
+ * like "team chat" if you have a headset playing VoIP audio separately).
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "audio stream" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
+
+/**
+ * \brief Specify an application role for an audio device.
+ *
+ * Some audio backends (such as Pipewire) allow you to describe the role of
+ * your audio stream. Among other things, this description might show up in
+ * a system control panel or software for displaying and manipulating media
+ * playback/capture graphs.
+ *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your what your program is playing (Game, Music, Movie,
+ * etc...).
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "Game" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
+
+/**
+ * \brief A variable controlling speed/quality tradeoff of audio resampling.
+ *
+ * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
+ * to handle audio resampling. There are different resampling modes available
+ * that produce different levels of quality, using more CPU.
+ *
+ * If this hint isn't specified to a valid setting, or libsamplerate isn't
+ * available, SDL will use the default, internal resampling algorithm.
+ *
+ * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available.
+ *
+ * This hint is currently only checked at audio subsystem initialization.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
+ * "1" or "fast" - Use fast, slightly higher quality resampling, if available
+ * "2" or "medium" - Use medium quality resampling, if available
+ * "3" or "best" - Use high quality resampling, if available
+ */
+#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
+
+/**
+ * \brief A variable controlling whether SDL updates joystick state when getting input events
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - You'll call SDL_JoystickUpdate() manually
+ * "1" - SDL will automatically call SDL_JoystickUpdate() (default)
+ *
+ * This hint can be toggled on and off at runtime.
+ */
+#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
+
+/**
+ * \brief A variable controlling whether SDL updates sensor state when getting input events
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - You'll call SDL_SensorUpdate() manually
+ * "1" - SDL will automatically call SDL_SensorUpdate() (default)
+ *
+ * This hint can be toggled on and off at runtime.
+ */
+#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
+
+/**
+ * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
+ *
+ * The bitmap header version 4 is required for proper alpha channel support and
+ * SDL will use it when required. Should this not be desired, this hint can
+ * force the use of the 40 byte header version which is supported everywhere.
+ *
+ * The variable can be set to the following values:
+ * "0" - Surfaces with a colorkey or an alpha channel are saved to a
+ * 32-bit BMP file with an alpha mask. SDL will use the bitmap
+ * header version 4 and set the alpha mask accordingly.
+ * "1" - Surfaces with a colorkey or an alpha channel are saved to a
+ * 32-bit BMP file without an alpha mask. The alpha channel data
+ * will be in the file, but applications are going to ignore it.
+ *
+ * The default value is "0".
+ */
+#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
+
+/**
+ * \brief Override for SDL_GetDisplayUsableBounds()
+ *
+ * If set, this hint will override the expected results for
+ * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
+ * to do this, but this allows an embedded system to request that some of the
+ * screen be reserved for other uses when paired with a well-behaved
+ * application.
+ *
+ * The contents of this hint must be 4 comma-separated integers, the first
+ * is the bounds x, then y, width and height, in that order.
+ */
+#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
+
+/**
+ * \brief Disable giving back control to the browser automatically
+ * when running with asyncify
+ *
+ * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
+ * such as refreshing the screen or polling events.
+ *
+ * This hint only applies to the emscripten platform
+ *
+ * The variable can be set to the following values:
+ * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
+ * "1" - Enable emscripten_sleep calls (the default)
+ */
+#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
+
+/**
+ * \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 A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
+ *
+ * The variable can be set to the following values:
+ * "0" - Do not scan for Steam Controllers
+ * "1" - Scan for Steam Controllers (the default)
+ *
+ * The default value is "1". This hint must be set before initializing the joystick subsystem.
+ */
+#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
+
+/**
+ * \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
+ *
+ * This variable can be set to the following values, from least to most verbose:
+ *
+ * "0" - Don't log any events (default)
+ * "1" - Log most events (other than the really spammy ones).
+ * "2" - Include mouse and finger motion events.
+ * "3" - Include SDL_SysWMEvent events.
+ *
+ * This is generally meant to be used to debug SDL itself, but can be useful
+ * for application developers that need better visibility into what is going
+ * on in the event queue. Logged events are sent through SDL_Log(), which
+ * means by default they appear on stdout on most platforms or maybe
+ * OutputDebugString() on Windows, and can be funneled by the app with
+ * SDL_LogSetOutputFunction(), etc.
+ *
+ * This hint can be toggled on and off at runtime, if you only need to log
+ * events for a small subset of program execution.
+ */
+#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
+
+/**
+ * \brief A variable controlling whether raising the window should be done more forcefully
+ *
+ * This variable can be set to the following values:
+ * "0" - No forcing (the default)
+ * "1" - Extra level of forcing
+ *
+ * At present, this is only an issue under MS Windows, which makes it nearly impossible to
+ * programmatically move a window to the foreground, for "security" reasons. See
+ * http://stackoverflow.com/a/34414846 for a discussion.
+ */
+#define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW"
+
+/**
+ * \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 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 provide a file with extra gamecontroller db entries.
+ *
+ * The file should contain lines 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_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
+
+/**
+ * \brief A variable that overrides the automatic controller type detection
+ *
+ * The variable should be comma separated entries, in the form: VID/PID=type
+ *
+ * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
+ *
+ * The type should be one of:
+ * Xbox360
+ * XboxOne
+ * PS3
+ * PS4
+ * PS5
+ * SwitchPro
+ *
+ * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
+ */
+#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
+
+/**
+ * \brief A variable containing a list of devices to skip when scanning for game controllers.
+ *
+ * The format of the string is a comma separated list of USB VID/PID pairs
+ * in hexadecimal form, e.g.
+ *
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
+ *
+ * The variable can also take the form of @file, in which case the named
+ * file will be loaded and interpreted as the value of the variable.
+ */
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
+
+/**
+ * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
+ *
+ * The format of the string is a comma separated list of USB VID/PID pairs
+ * in hexadecimal form, e.g.
+ *
+ * 0xAAAA/0xBBBB,0xCCCC/0xDDDD
+ *
+ * The variable can also take the form of @file, in which case the named
+ * file will be loaded and interpreted as the value of the variable.
+ */
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
+
+/**
+ * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
+ *
+ * For example, on Nintendo Switch controllers, normally you'd get:
+ *
+ * (Y)
+ * (X) (B)
+ * (A)
+ *
+ * but if this hint is set, you'll get:
+ *
+ * (X)
+ * (Y) (A)
+ * (B)
+ *
+ * The variable can be set to the following values:
+ * "0" - Report the face buttons by position, as though they were on an Xbox controller.
+ * "1" - Report the face buttons by label instead of position
+ *
+ * The default value is "1". This hint may be set at any time.
+ */
+#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
+
+/**
+ * \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 containing a list of devices to ignore in SDL_hid_enumerate()
+ *
+ * For example, to ignore the Shanwan DS3 controller and any Valve controller, you might
+ * have the string "0x2563/0x0523,0x28de/0x0000"
+ */
+#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
+
+/**
+ * \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 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 certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
+ *
+ * The variable can be set to the following values:
+ * "0" - Native UI components are not display. (default)
+ * "1" - Native UI components are displayed.
+ */
+#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
+
+/**
+ * \brief A variable to control if extended IME text support is enabled.
+ * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise.
+ * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated.
+ *
+ * The variable can be set to the following values:
+ * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default)
+ * "1" - Modern behavior.
+ */
+#define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT"
+
+/**
+ * \brief A variable controlling whether the home indicator bar on iPhone X
+ * should be hidden.
+ *
+ * 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)
+ */
+#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
+
+/**
+ * \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 A variable controlling whether the HIDAPI joystick drivers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI drivers are not used
+ * "1" - HIDAPI drivers are used (the default)
+ *
+ * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
+
+/**
+ * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement
+ * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2)
+ * this is useful for applications that need full compatibility for things like ADSR envelopes.
+ * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0"
+ * Rumble is both at any arbitrary value,
+ * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0"
+ *
+ * This variable can be set to the following values:
+ * "0" - Normal rumble behavior is behavior is used (default)
+ * "1" - Proper GameCube controller rumble behavior is used
+ *
+ */
+#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
+
+/**
+ * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver
+ *
+ * This variable can be set to the following values:
+ * "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad
+ * "1" - Left and right Joy-Con controllers will be combined into a single controller (the default)
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS"
+
+/**
+ * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
+ *
+ * This variable can be set to the following values:
+ * "0" - Left and right Joy-Con controllers will not be in vertical mode (the default)
+ * "1" - Left and right Joy-Con controllers will be in vertical mode
+ *
+ * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms.
+ *
+ * It is not possible to use this driver on Windows, due to limitations in the default drivers
+ * installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
+
+/**
+ * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
+ *
+ * This variable can be set to the following values:
+ * "0" - extended reports are not enabled (the default)
+ * "1" - extended reports
+ *
+ * Extended input reports allow rumble on Bluetooth PS4 controllers, but
+ * break DirectInput handling for applications that don't use SDL.
+ *
+ * Once extended reports are enabled, they can not be disabled without
+ * power cycling the controller.
+ *
+ * For compatibility with applications written for versions of SDL prior
+ * to the introduction of PS5 controller support, this value will also
+ * control the state of extended reports on PS5 controllers when the
+ * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
+
+/**
+ * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
+ *
+ * This variable can be set to the following values:
+ * "0" - player LEDs are not enabled
+ * "1" - player LEDs are enabled (the default)
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
+
+/**
+ * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
+ *
+ * This variable can be set to the following values:
+ * "0" - extended reports are not enabled (the default)
+ * "1" - extended reports
+ *
+ * Extended input reports allow rumble on Bluetooth PS5 controllers, but
+ * break DirectInput handling for applications that don't use SDL.
+ *
+ * Once extended reports are enabled, they can not be disabled without
+ * power cycling the controller.
+ *
+ * For compatibility with applications written for versions of SDL prior
+ * to the introduction of PS5 controller support, this value defaults to
+ * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
+ * and may prompt the user for permission on iOS and Android.
+ *
+ * The default is "0"
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
+
+/**
+ * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened
+ *
+ * This variable can be set to the following values:
+ * "0" - home button LED is turned off
+ * "1" - home button LED is turned on
+ *
+ * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
+
+/**
+ * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened
+ *
+ * This variable can be set to the following values:
+ * "0" - home button LED is turned off
+ * "1" - home button LED is turned on
+ *
+ * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED"
+
+/**
+ * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
+ *
+ * This variable can be set to the following values:
+ * "0" - player LEDs are not enabled
+ * "1" - player LEDs are enabled (the default)
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII"
+
+/**
+ * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
+ *
+ * This variable can be set to the following values:
+ * "0" - player LEDs are not enabled
+ * "1" - player LEDs are enabled (the default)
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360"
+
+/**
+ * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
+ *
+ * This variable can be set to the following values:
+ * "0" - player LEDs are not enabled
+ * "1" - player LEDs are enabled (the default)
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS"
+
+/**
+ * \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - HIDAPI driver is not used
+ * "1" - HIDAPI driver is used
+ *
+ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE"
+
+/**
+ * \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened
+ *
+ * This variable can be set to the following values:
+ * "0" - home button LED is turned off
+ * "1" - home button LED is turned on
+ *
+ * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED"
+
+/**
+ * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
+ *
+ * This variable can be set to the following values:
+ * "0" - RAWINPUT drivers are not used
+ * "1" - RAWINPUT drivers are used (the default)
+ */
+#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
+
+/**
+ * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
+ *
+ * This variable can be set to the following values:
+ * "0" - RAWINPUT driver will only use data from raw input APIs
+ * "1" - RAWINPUT driver will also pull data from XInput, providing
+ * better trigger axes, guide button presses, and rumble support
+ * for Xbox controllers
+ *
+ * The default is "1". This hint applies to any joysticks opened after setting the hint.
+ */
+#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
+
+/**
+ * \brief A variable controlling whether the ROG Chakram mice should show up as joysticks
+ *
+ * This variable can be set to the following values:
+ * "0" - ROG Chakram mice do not show up as joysticks (the default)
+ * "1" - ROG Chakram mice show up as joysticks
+ */
+#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM"
+
+/**
+ * \brief A variable controlling whether a separate thread should be used
+ * for handling joystick detection and raw input messages on Windows
+ *
+ * This variable can be set to the following values:
+ * "0" - A separate thread is not used (the default)
+ * "1" - A separate thread is used for handling raw input messages
+ *
+ */
+#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
+
+/**
+ * \brief Determines whether SDL enforces that DRM master is required in order
+ * to initialize the KMSDRM video backend.
+ *
+ * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
+ * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
+ * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
+ * is still able to process input and query attributes of attached displays,
+ * but it cannot change display state or draw to the screen directly.
+ *
+ * In some cases, it can be useful to have the KMSDRM backend even if it cannot
+ * be used for rendering. An app may want to use SDL for input processing while
+ * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
+ * using its own code to render to DRM overlays that SDL doesn't support.
+ *
+ * This hint must be set before initializing the video subsystem.
+ *
+ * This variable can be set to the following values:
+ * "0" - SDL will allow usage of the KMSDRM backend without DRM master
+ * "1" - SDL Will require DRM master to use the KMSDRM backend (default)
+ */
+#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
+
+/**
+ * \brief A comma separated list of devices to open as joysticks
+ *
+ * This variable is currently only used by the Linux joystick driver.
+ */
+#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
+
+/**
+ * \brief 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.
+ *
+ * This variable can be set to the following values:
+ * "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default)
+ * "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats
+ */
+#define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS"
+
+/**
+ * \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
+ *
+ * This variable can be set to the following values:
+ * "0" - Return digital hat values based on unfiltered input axis values
+ * "1" - Return digital hat values with deadzones on the input axes taken into account (the default)
+ */
+#define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES"
+
+/**
+ * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
+ *
+ * This variable can be set to the following values:
+ * "0" - Use /dev/input/event*
+ * "1" - Use /dev/input/js*
+ *
+ * By default the /dev/input/event* interfaces are used
+ */
+#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
+
+/**
+ * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
+ *
+ * This variable can be set to the following values:
+ * "0" - Return unfiltered joystick axis values (the default)
+ * "1" - Return axis values with deadzones taken into account
+ */
+#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
+
+/**
+* \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 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 controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
+ *
+ * This variable can be set to the following values:
+ * "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
+ * "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
+ *
+ * Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
+ * hangs because it's waiting for that background thread, but that background thread is also hanging because it's
+ * waiting for the main thread to do an update, this might fix your issue.
+ *
+ * This hint only applies to macOS.
+ *
+ * This hint is available since SDL 2.24.0.
+ *
+ */
+#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
+
+/**
+ * \brief A variable setting the double click radius, in pixels.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
+
+/**
+ * \brief A variable setting the double click time, in milliseconds.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
+
+/**
+ * \brief Allow mouse click events when clicking to focus an SDL window
+ *
+ * This variable can be set to the following values:
+ * "0" - Ignore mouse clicks that activate a window
+ * "1" - Generate events for mouse clicks that activate a window
+ *
+ * By default SDL will ignore mouse clicks that activate a window
+ */
+#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
+
+/**
+ * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
+ */
+#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
+
+/**
+ * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window
+ *
+ * This variable can be set to the following values:
+ * "0" - Relative mouse mode constrains the mouse to the window
+ * "1" - Relative mouse mode constrains the mouse to the center of the window
+ *
+ * Constraining to the center of the window works better for FPS games and when the
+ * application is running over RDP. Constraining to the whole window works better
+ * for 2D games and increases the chance that the mouse will be in the correct
+ * position when using high DPI mice.
+ *
+ * By default SDL will constrain the mouse to the center of the window
+ */
+#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER"
+
+/**
+ * \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 A variable controlling whether relative mouse motion is affected by renderer scaling
+ *
+ * This variable can be set to the following values:
+ * "0" - Relative motion is unaffected by DPI or renderer's logical size
+ * "1" - Relative motion is scaled according to DPI scaling and logical size
+ *
+ * By default relative mouse deltas are affected by DPI and renderer scaling
+ */
+#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
+
+/**
+ * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
+ */
+#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
+
+/**
+ * \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
+ *
+ * This variable can be set to the following values:
+ * "0" - Relative mouse motion will be unscaled (the default)
+ * "1" - Relative mouse motion will be scaled using the system mouse acceleration curve.
+ *
+ * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale.
+ */
+#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE"
+
+/**
+ * \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
+ *
+ * This variable can be set to the following values:
+ * "0" - Warping the mouse will not generate a motion event in relative mode
+ * "1" - Warping the mouse will generate a motion event in relative mode
+ *
+ * By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
+ */
+#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
+
+/**
+ * \brief A variable controlling whether mouse events should generate synthetic touch events
+ *
+ * This variable can be set to the following values:
+ * "0" - Mouse events will not generate touch events (default for desktop platforms)
+ * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
+ */
+#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
+
+/**
+ * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed
+ *
+ * This variable can be set to the following values:
+ * "0" - The mouse is not captured while mouse buttons are pressed
+ * "1" - The mouse is captured while mouse buttons are pressed
+ *
+ * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged
+ * outside the window, the application continues to receive mouse events until the button is
+ * released.
+ */
+#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
+
+/**
+ * \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
+ *
+ * This hint only applies to Unix-like platforms, and should set before
+ * any calls to SDL_Init()
+ *
+ * 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 A variable controlling what driver to use for OpenGL ES contexts.
+ *
+ * On some platforms, currently Windows and X11, OpenGL drivers may support
+ * creating contexts with an OpenGL ES profile. By default SDL uses these
+ * profiles, when available, otherwise it attempts to load an OpenGL ES
+ * library, e.g. that provided by the ANGLE project. This variable controls
+ * whether SDL follows this default behaviour or will always load an
+ * OpenGL ES library.
+ *
+ * Circumstances where this is useful include
+ * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
+ * or emulator, e.g. those from ARM, Imagination or Qualcomm.
+ * - Resolving OpenGL ES function addresses at link time by linking with
+ * the OpenGL ES library instead of querying them at run time with
+ * SDL_GL_GetProcAddress().
+ *
+ * Caution: for an application to work with the default behaviour across
+ * different OpenGL drivers it must query the OpenGL ES function
+ * addresses at run time using SDL_GL_GetProcAddress().
+ *
+ * This variable is ignored on most platforms because OpenGL ES is native
+ * or not supported.
+ *
+ * This variable can be set to the following values:
+ * "0" - Use ES profile of OpenGL, if available. (Default when not set.)
+ * "1" - Load OpenGL ES library using the default library names.
+ *
+ */
+#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
+
+/**
+ * \brief A variable controlling which orientations are allowed on iOS/Android.
+ *
+ * In some circumstances it is necessary to be able to explicitly control
+ * which UI orientations are allowed.
+ *
+ * This variable is a space delimited list of the following values:
+ * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
+ */
+#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
+
+/**
+ * \brief A variable controlling the use of a sentinel event when polling the event queue
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable poll sentinels
+ * "1" - Enable poll sentinels
+ *
+ * When polling for events, SDL_PumpEvents is used to gather new events from devices.
+ * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
+ * become stuck until the new events stop.
+ * This is most noticeable when moving a high frequency mouse.
+ *
+ * By default, poll sentinels are enabled.
+ */
+#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
+
+/**
+ * \brief Override for SDL_GetPreferredLocales()
+ *
+ * If set, this will be favored over anything the OS might report for the
+ * user's preferred locales. Changing this hint at runtime will not generate
+ * a SDL_LOCALECHANGED event (but if you can change the hint, you can push
+ * your own event, if you want).
+ *
+ * The format of this hint is a comma-separated list of language and locale,
+ * combined with an underscore, as is a common format: "en_GB". Locale is
+ * optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
+ */
+#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
+
+/**
+ * \brief A variable describing the content orientation on QtWayland-based platforms.
+ *
+ * On QtWayland platforms, windows are rotated client-side to allow for custom
+ * transitions. In order to correctly position overlays (e.g. volume bar) and
+ * gestures (e.g. events view, close/minimize gestures), the system needs to
+ * know in which orientation the application is currently drawing its contents.
+ *
+ * This does not cause the window to be rotated or resized, the application
+ * needs to take care of drawing the content in the right orientation (the
+ * framebuffer is always in portrait mode).
+ *
+ * This variable can be one of the following values:
+ * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
+ */
+#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
+
+/**
+ * \brief Flags to set on QtWayland windows to integrate with the native window manager.
+ *
+ * On QtWayland platforms, this hint controls the flags to set on the windows.
+ * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
+ *
+ * This variable is a space-separated list of the following values (empty = no flags):
+ * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
+ */
+#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
+
+/**
+ * \brief A variable controlling whether the 2D render API is compatible or efficient.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - Don't use batching to make rendering more efficient.
+ * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
+ *
+ * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
+ * it batches up draw requests and sends them all to the GPU only when forced
+ * to (during SDL_RenderPresent, when changing render targets, by updating a
+ * texture that the batch needs, etc). This is significantly more efficient,
+ * but it can cause problems for apps that expect to render on top of the
+ * render API's output. As such, SDL will disable batching if a specific
+ * render backend is requested (since this might indicate that the app is
+ * planning to use the underlying graphics API directly). This hint can
+ * be used to explicitly request batching in this instance. It is a contract
+ * that you will either never use the underlying graphics API directly, or
+ * if you do, you will call SDL_RenderFlush() before you do so any current
+ * batch goes to the GPU before your work begins. Not following this contract
+ * will result in undefined behavior.
+ */
+#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
+
+/**
+ * \brief A variable controlling how the 2D render API renders lines
+ *
+ * This variable can be set to the following values:
+ * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
+ * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
+ * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
+ * "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
+ *
+ * This variable should be set when the renderer is created.
+ */
+#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
+
+/**
+ * \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 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 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"
+ * "direct3d11"
+ * "direct3d12"
+ * "opengl"
+ * "opengles2"
+ * "opengles"
+ * "metal"
+ * "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 the scaling policy for SDL_RenderSetLogicalSize.
+ *
+ * This variable can be set to the following values:
+ * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
+ * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
+ *
+ * By default letterbox is used
+ */
+#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
+
+/**
+ * \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 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 if VSYNC is automatically disable if doesn't reach the enough FPS
+ *
+ * This variable can be set to the following values:
+ * "0" - It will be using VSYNC as defined in the main flag. Default
+ * "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
+ *
+ * By default SDL does not enable the automatic VSYNC
+ */
+#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
+
+/**
+ * \brief A variable to control whether the return key on the soft keyboard
+ * should hide the soft keyboard on Android and iOS.
+ *
+ * The variable can be set to the following values:
+ * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
+ * "1" - The return key will hide the keyboard.
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
+
+/**
+ * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
+ *
+ * Also known as Z-order. The variable can take a negative or positive value.
+ * The default is 10000.
+ */
+#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
+
+/**
+ * \brief Specify an "activity name" for screensaver inhibition.
+ *
+ * Some platforms, notably Linux desktops, list the applications which are
+ * inhibiting the screensaver or other power-saving features.
+ *
+ * This hint lets you specify the "activity name" sent to the OS when
+ * SDL_DisableScreenSaver() is used (or the screensaver is automatically
+ * disabled). The contents of this hint are used when the screensaver is
+ * disabled. You should use a string that describes what your program is doing
+ * (and, therefore, why the screensaver is disabled). For example, "Playing a
+ * game" or "Watching a video".
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "Playing a game" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
+
+/**
+ * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
+ *
+ * On some platforms, like Linux, a realtime priority thread may be subject to restrictions
+ * that require special handling by the application. This hint exists to let SDL know that
+ * the app is prepared to handle said restrictions.
+ *
+ * On Linux, SDL will apply the following configuration to any thread that becomes realtime:
+ * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
+ * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
+ * * Exceeding this limit will result in the kernel sending SIGKILL to the app,
+ * * Refer to the man pages for more information.
+ *
+ * This variable can be set to the following values:
+ * "0" - default platform specific behaviour
+ * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
+ */
+#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
+
+/**
+* \brief A string specifying additional information to use with SDL_SetThreadPriority.
+*
+* By default SDL_SetThreadPriority will make appropriate system changes in order to
+* apply a thread priority. For example on systems using pthreads the scheduler policy
+* is changed automatically to a policy that works well with a given priority.
+* Code which has specific requirements can override SDL's default behavior with this hint.
+*
+* pthread hint values are "current", "other", "fifo" and "rr".
+* Currently no other platform hint values are defined but may be in the future.
+*
+* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
+* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
+* after calling SDL_SetThreadPriority().
+*/
+#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
+
+/**
+* \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, Windows, and PSP backend.
+*
+* Instead of this hint, in 2.0.9 and later, you can use
+* SDL_CreateThreadWithStackSize(). This hint only works with the classic
+* SDL_CreateThread().
+*/
+#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
+
+/**
+ * \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.
+ *
+ * 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 variable controlling whether touch events should generate synthetic mouse events
+ *
+ * This variable can be set to the following values:
+ * "0" - Touch events will not generate mouse events
+ * "1" - Touch events will generate mouse events
+ *
+ * By default SDL will generate mouse events for touch events
+ */
+#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
+
+/**
+ * \brief A variable controlling which touchpad should generate synthetic mouse events
+ *
+ * This variable can be set to the following values:
+ * "0" - Only front touchpad should generate mouse events. Default
+ * "1" - Only back touchpad should generate mouse events.
+ * "2" - Both touchpads should generate mouse events.
+ *
+ * By default SDL will generate mouse events for all touch devices
+ */
+#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE"
+
+/**
+ * \brief A variable controlling whether the Android / tvOS remotes
+ * should be listed as joystick devices, instead of sending keyboard events.
+ *
+ * This variable can be set to the following values:
+ * "0" - Remotes send enter/escape/arrow key events
+ * "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
+ */
+#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
+
+/**
+ * \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 Tell the video driver that we only want a double buffer.
+ *
+ * By default, most lowlevel 2D APIs will use a triple buffer scheme that
+ * wastes no CPU time on waiting for vsync after issuing a flip, but
+ * introduces a frame of latency. On the other hand, using a double buffer
+ * scheme instead is recommended for cases where low latency is an important
+ * factor because we save a whole frame of latency.
+ * We do so by waiting for vsync immediately after issuing a flip, usually just
+ * after eglSwapBuffers call in the backend's *_SwapWindow function.
+ *
+ * Since it's driver-specific, it's only supported where possible and
+ * implemented. Currently supported the following drivers:
+ *
+ * - KMSDRM (kmsdrm)
+ * - Raspberry Pi (raspberrypi)
+ */
+#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
+
+/**
+ * \brief A variable controlling whether the EGL window is allowed to be
+ * composited as transparent, rather than opaque.
+ *
+ * Most window systems will always render windows opaque, even if the surface
+ * format has an alpha channel. This is not always true, however, so by default
+ * SDL will try to enforce opaque composition. To override this behavior, you
+ * can set this hint to "1".
+ */
+#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
+
+/**
+ * \brief A variable controlling whether the graphics context is externally managed.
+ *
+ * This variable can be set to the following values:
+ * "0" - SDL will manage graphics contexts that are attached to windows.
+ * "1" - Disable graphics context management on windows.
+ *
+ * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
+ * context will be automatically saved and restored when pausing the application. Additionally, some
+ * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
+ * behavior, which is desireable when the application manages the graphics context, such as
+ * an externally managed OpenGL context or attaching a Vulkan surface to the window.
+ */
+#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
+
+/**
+ * \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 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". This hint must be set before any windows are created.
+ */
+#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
+
+/**
+ * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
+ * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
+ * seeing if "true" causes more problems than it solves in modern times.
+ *
+ */
+#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
+
+/**
+ * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - libdecor use is disabled.
+ * "1" - libdecor use is enabled (default).
+ *
+ * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
+ */
+#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
+
+/**
+ * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations.
+ *
+ * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is
+ * available. (Note that, by default, libdecor will use xdg-decoration itself if available).
+ *
+ * This variable can be set to the following values:
+ * "0" - libdecor is enabled only if server-side decorations are unavailable.
+ * "1" - libdecor is always enabled if available.
+ *
+ * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
+ */
+#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR"
+
+/**
+ * \brief A variable controlling whether video mode emulation is enabled under Wayland.
+ *
+ * When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application.
+ * If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled
+ * desktop, the native display resolution.
+ *
+ * This variable can be set to the following values:
+ * "0" - Video mode emulation is disabled.
+ * "1" - Video mode emulation is enabled.
+ *
+ * By default video mode emulation is enabled.
+ */
+#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
+
+/**
+ * \brief Enable or disable mouse pointer warp emulation, needed by some older games.
+ *
+ * When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
+ * This is required for some older games (such as Source engine games), which warp the
+ * mouse to the centre of the screen rather than using relative mouse motion. Note that
+ * relative mouse mode may have different mouse acceleration behaviour than pointer warps.
+ *
+ * This variable can be set to the following values:
+ * "0" - All mouse warps fail, as mouse warping is not available under wayland.
+ * "1" - Some mouse warps will be emulated by forcing relative mouse mode.
+ *
+ * If not set, this is automatically enabled unless an application uses relative mouse
+ * mode directly.
+ */
+#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
+
+/**
+* \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 When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
+ *
+ * This variable can be set to the following values:
+ * "0" - Don't add any graphics flags to the SDL_WindowFlags
+ * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
+ *
+ * By default SDL will not make the foreign window compatible with OpenGL.
+ */
+#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
+
+/**
+ * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
+ *
+ * This variable can be set to the following values:
+ * "0" - Don't add any graphics flags to the SDL_WindowFlags
+ * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
+ *
+ * By default SDL will not make the foreign window compatible with Vulkan.
+ */
+#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
+
+/**
+* \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 controlling whether X11 should use GLX or EGL by default
+ *
+ * This variable can be set to the following values:
+ * "0" - Use GLX
+ * "1" - Use EGL
+ *
+ * By default SDL will use GLX when both are present.
+ */
+#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
+
+/**
+ * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
+ * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
+ *
+ * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
+ *
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
+
+/**
+ * \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 forcing the visual ID chosen for new X11 windows
+ *
+ */
+#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
+
+/**
+ * \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used.
+ *
+ * Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11.
+ * Now SDL never uses Xinerama, and does not check for this hint at all.
+ * The preprocessor define is left here for source compatibility.
+ */
+#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 use XRandR.
+ */
+#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
+
+/**
+ * \brief A no-longer-used variable controlling whether the X11 VidMode extension should be used.
+ *
+ * Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11.
+ * Now SDL never uses XVidMode, and does not check for this hint at all.
+ * The preprocessor define is left here for source compatibility.
+ */
+#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
+
+/**
+ * \brief Controls how the fact chunk affects the loading of a WAVE file.
+ *
+ * The fact chunk stores information about the number of samples of a WAVE
+ * file. The Standards Update from Microsoft notes that this value can be used
+ * to 'determine the length of the data in seconds'. This is especially useful
+ * for compressed formats (for which this is a mandatory chunk) if they produce
+ * multiple sample frames per block and truncating the block is not allowed.
+ * The fact chunk can exactly specify how many sample frames there should be
+ * in this case.
+ *
+ * Unfortunately, most application seem to ignore the fact chunk and so SDL
+ * ignores it by default as well.
+ *
+ * This variable can be set to the following values:
+ *
+ * "truncate" - Use the number of samples to truncate the wave data if
+ * the fact chunk is present and valid
+ * "strict" - Like "truncate", but raise an error if the fact chunk
+ * is invalid, not present for non-PCM formats, or if the
+ * data chunk doesn't have that many samples
+ * "ignorezero" - Like "truncate", but ignore fact chunk if the number of
+ * samples is zero
+ * "ignore" - Ignore fact chunk entirely (default)
+ */
+#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
+
+/**
+ * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
+ *
+ * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
+ * file) is not always reliable. In case the size is wrong, it's possible to
+ * just ignore it and step through the chunks until a fixed limit is reached.
+ *
+ * Note that files that have trailing data unrelated to the WAVE file or
+ * corrupt files may slow down the loading process without a reliable boundary.
+ * By default, SDL stops after 10000 chunks to prevent wasting time. Use the
+ * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
+ *
+ * This variable can be set to the following values:
+ *
+ * "force" - Always use the RIFF chunk size as a boundary for the chunk search
+ * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
+ * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
+ * "maximum" - Search for chunks until the end of file (not recommended)
+ */
+#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
+
+/**
+ * \brief Controls how a truncated WAVE file is handled.
+ *
+ * A WAVE file is considered truncated if any of the chunks are incomplete or
+ * the data chunk size is not a multiple of the block size. By default, SDL
+ * decodes until the first incomplete block, as most applications seem to do.
+ *
+ * This variable can be set to the following values:
+ *
+ * "verystrict" - Raise an error if the file is truncated
+ * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
+ * "dropframe" - Decode until the first incomplete sample frame
+ * "dropblock" - Decode until the first incomplete block (default)
+ */
+#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
+
+/**
+ * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
+ * The 0x406D1388 Exception is a trick used to inform Visual Studio of a
+ * thread's name, but it tends to cause problems with other debuggers,
+ * and the .NET runtime. Note that SDL 2.0.6 and later will still use
+ * the (safer) SetThreadDescription API, introduced in the Windows 10
+ * Creators Update, if available.
+ *
+ * The variable can be set to the following values:
+ * "0" - SDL will raise the 0x406D1388 Exception to name threads.
+ * This is the default behavior of SDL <= 2.0.4.
+ * "1" - SDL will not raise this exception, and threads will be unnamed. (default)
+ * This is necessary with .NET languages or debuggers that aren't Visual Studio.
+ */
+#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
+
+/**
+ * \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 Force SDL to use Critical Sections for mutexes on Windows.
+ * On Windows 7 and newer, Slim Reader/Writer Locks are available.
+ * They offer better performance, allocate no kernel ressources and
+ * use less memory. SDL will fall back to Critical Sections on older
+ * OS versions or if forced to by this hint.
+ *
+ * This variable can be set to the following values:
+ * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
+ * "1" - Force the use of Critical Sections in all cases.
+ *
+ */
+#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
+
+/**
+ * \brief Force SDL to use Kernel Semaphores on Windows.
+ * Kernel Semaphores are inter-process and require a context
+ * switch on every interaction. On Windows 8 and newer, the
+ * WaitOnAddress API is available. Using that and atomics to
+ * implement semaphores increases performance.
+ * SDL will fall back to Kernel Objects on older OS versions
+ * or if forced to by this hint.
+ *
+ * This variable can be set to the following values:
+ * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
+ * "1" - Force the use of Kernel Objects in all cases.
+ *
+ */
+#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
+
+/**
+ * \brief A variable to specify custom icon resource id from RC file on Windows platform
+ */
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
+
+/**
+ * \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 Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
+ * Direct3D 9Ex contains changes to state management that can eliminate device
+ * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
+ * some changes to your application to cope with the new behavior, so this
+ * is disabled by default.
+ *
+ * This hint must be set before initializing the video subsystem.
+ *
+ * For more information on Direct3D 9Ex, see:
+ * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
+ * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
+ *
+ * This variable can be set to the following values:
+ * "0" - Use the original Direct3D 9 API (default)
+ * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
+ *
+ */
+#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
+
+/**
+ * \brief Controls whether SDL will declare the process to be DPI aware.
+ *
+ * This hint must be set before initializing the video subsystem.
+ *
+ * The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with
+ * a DPI scale factor.
+ *
+ * This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext)
+ * and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel
+ * even on high-DPI displays.
+ *
+ * For more information, see:
+ * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
+ *
+ * This variable can be set to the following values:
+ * "" - Do not change the DPI awareness (default).
+ * "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later).
+ * "system" - Request system DPI awareness. (Vista and later).
+ * "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later).
+ * "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later).
+ * The most visible difference from "permonitor" is that window title bar will be scaled
+ * to the visually correct size when dragging between monitors with different scale factors.
+ * This is the preferred DPI awareness level.
+ *
+ * If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best
+ * available match.
+ */
+#define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS"
+
+/**
+ * \brief Uses DPI-scaled points as the SDL coordinate system on Windows.
+ *
+ * This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere.
+ * This means windows will be appropriately sized, even when created on high-DPI displays with scaling.
+ *
+ * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings,
+ * will create a window with an 800x600 client area (in pixels).
+ *
+ * Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
+ * and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
+ *
+ * This variable can be set to the following values:
+ * "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging
+ * between monitors with different scale factors (unless this is performed by
+ * Windows itself, which is the case when the process is DPI unaware).
+ * "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on
+ * displays with non-100% scale factors.
+ */
+#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
+
+/**
+ * \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 window is activated when the SDL_ShowWindow function is called
+*
+* This variable can be set to the following values:
+* "0" - The window is activated when the SDL_ShowWindow function is called
+* "1" - The window is not activated when the SDL_ShowWindow function is called
+*
+* By default SDL will activate the window when the SDL_ShowWindow function is called
+*/
+#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
+
+/** \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 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 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 Mark X11 windows as override-redirect.
+ *
+ * If set, this _might_ increase framerate at the expense of the desktop
+ * not working as expected. Override-redirect windows aren't noticed by the
+ * window manager at all.
+ *
+ * You should probably only use this for fullscreen windows, and you probably
+ * shouldn't even use it for that. But it's here if you want to try!
+ */
+#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
+
+/**
+ * \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 lets you disable the detection and use of DirectInput gamepad devices
+ *
+ * The variable can be set to the following values:
+ * "0" - Disable DirectInput detection (only uses XInput)
+ * "1" - Enable DirectInput detection (the default)
+ */
+#define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_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 causes SDL to not ignore audio "monitors"
+ *
+ * This is currently only used for PulseAudio and ignored elsewhere.
+ *
+ * By default, SDL ignores audio devices that aren't associated with physical
+ * hardware. Changing this hint to "1" will expose anything SDL sees that
+ * appears to be an audio source or sink. This will add "devices" to the list
+ * that the user probably doesn't want or need, but it can be useful in
+ * scenarios where you want to hook up SDL to some sort of virtual device,
+ * etc.
+ *
+ * The default value is "0". This hint must be set before SDL_Init().
+ *
+ * This hint is available since SDL 2.0.16. Before then, virtual devices are
+ * always ignored.
+ */
+#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
+
+/**
+ * \brief A variable that forces X11 windows to create as a custom type.
+ *
+ * This is currently only used for X11 and ignored elsewhere.
+ *
+ * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property
+ * to report to the window manager the type of window it wants to create.
+ * This might be set to various things if SDL_WINDOW_TOOLTIP or
+ * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that
+ * haven't set a specific type, this hint can be used to specify a custom
+ * type. For example, a dock window might set this to
+ * "_NET_WM_WINDOW_TYPE_DOCK".
+ *
+ * If not set or set to "", this hint is ignored. This hint must be set
+ * before the SDL_CreateWindow() call that it is intended to affect.
+ *
+ * This hint is available since SDL 2.0.22.
+ */
+#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE"
+
+/**
+ * \brief A variable that decides whether to send SDL_QUIT when closing the final window.
+ *
+ * By default, SDL sends an SDL_QUIT event when there is only one window
+ * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most
+ * apps would also take the loss of this window as a signal to terminate the
+ * program.
+ *
+ * However, it's not unreasonable in some cases to have the program continue
+ * to live on, perhaps to create new windows later.
+ *
+ * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event
+ * when the final window is requesting to close. Note that in this case,
+ * there are still other legitimate reasons one might get an SDL_QUIT
+ * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c)
+ * on Unix, etc.
+ *
+ * The default value is "1". This hint can be changed at any time.
+ *
+ * This hint is available since SDL 2.0.22. Before then, you always get
+ * an SDL_QUIT event when closing the final window.
+ */
+#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE"
+
+
+/**
+ * \brief A variable that decides what video backend to use.
+ *
+ * By default, SDL will try all available video backends in a reasonable
+ * order until it finds one that can work, but this hint allows the app
+ * or user to force a specific target, such as "x11" if, say, you are
+ * on Wayland but want to try talking to the X server instead.
+ *
+ * This functionality has existed since SDL 2.0.0 (indeed, before that)
+ * but before 2.0.22 this was an environment variable only. In 2.0.22,
+ * it was upgraded to a full SDL hint, so you can set the environment
+ * variable as usual or programatically set the hint with SDL_SetHint,
+ * which won't propagate to child processes.
+ *
+ * The default value is unset, in which case SDL will try to figure out
+ * the best video backend on your behalf. This hint needs to be set
+ * before SDL_Init() is called to be useful.
+ *
+ * This hint is available since SDL 2.0.22. Before then, you could set
+ * the environment variable to get the same effect.
+ */
+#define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER"
+
+/**
+ * \brief A variable that decides what audio backend to use.
+ *
+ * By default, SDL will try all available audio backends in a reasonable
+ * order until it finds one that can work, but this hint allows the app
+ * or user to force a specific target, such as "alsa" if, say, you are
+ * on PulseAudio but want to try talking to the lower level instead.
+ *
+ * This functionality has existed since SDL 2.0.0 (indeed, before that)
+ * but before 2.0.22 this was an environment variable only. In 2.0.22,
+ * it was upgraded to a full SDL hint, so you can set the environment
+ * variable as usual or programatically set the hint with SDL_SetHint,
+ * which won't propagate to child processes.
+ *
+ * The default value is unset, in which case SDL will try to figure out
+ * the best audio backend on your behalf. This hint needs to be set
+ * before SDL_Init() is called to be useful.
+ *
+ * This hint is available since SDL 2.0.22. Before then, you could set
+ * the environment variable to get the same effect.
+ */
+#define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER"
+
+/**
+ * \brief A variable that decides what KMSDRM device to use.
+ *
+ * Internally, SDL might open something like "/dev/dri/cardNN" to
+ * access KMSDRM functionality, where "NN" is a device index number.
+ *
+ * SDL makes a guess at the best index to use (usually zero), but the
+ * app or user can set this hint to a number between 0 and 99 to
+ * force selection.
+ *
+ * This hint is available since SDL 2.24.0.
+ */
+#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX"
+
+
+/**
+ * \brief A variable that treats trackpads as touch devices.
+ *
+ * On macOS (and possibly other platforms in the future), SDL will report
+ * touches on a trackpad as mouse input, which is generally what users
+ * expect from this device; however, these are often actually full
+ * multitouch-capable touch devices, so it might be preferable to some apps
+ * to treat them as such.
+ *
+ * Setting this hint to true will make the trackpad input report as a
+ * multitouch device instead of a mouse. The default is false.
+ *
+ * Note that most platforms don't support this hint. As of 2.24.0, it
+ * only supports MacBooks' trackpads on macOS. Others may follow later.
+ *
+ * This hint is checked during SDL_Init and can not be changed after.
+ *
+ * This hint is available since SDL 2.24.0.
+ */
+#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
+
+
+/**
+ * \brief An enumeration of hint priorities
+ */
+typedef enum
+{
+ SDL_HINT_DEFAULT,
+ SDL_HINT_NORMAL,
+ SDL_HINT_OVERRIDE
+} SDL_HintPriority;
+
+
+/**
+ * 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.
+ *
+ * \param name the hint to set
+ * \param value the value of the hint variable
+ * \param priority the SDL_HintPriority level for the hint
+ * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHint
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
+ const char *value,
+ SDL_HintPriority priority);
+
+/**
+ * Set a hint with normal priority.
+ *
+ * Hints will not be set if there is an existing override hint or environment
+ * variable that takes precedence. You can use SDL_SetHintWithPriority() to
+ * set the hint with override priority instead.
+ *
+ * \param name the hint to set
+ * \param value the value of the hint variable
+ * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHintWithPriority
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
+ const char *value);
+
+/**
+ * Reset a hint to the default value.
+ *
+ * This will reset a hint to the value of the environment variable, or NULL if
+ * the environment isn't set. Callbacks will be called normally with this
+ * change.
+ *
+ * \param name the hint to set
+ * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.24.0.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHint
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name);
+
+/**
+ * Reset all hints to the default values.
+ *
+ * This will reset all hints to the value of the associated environment
+ * variable, or NULL if the environment isn't set. Callbacks will be called
+ * normally with this change.
+ *
+ * \since This function is available since SDL 2.26.0.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHint
+ * \sa SDL_ResetHint
+ */
+extern DECLSPEC void SDLCALL SDL_ResetHints(void);
+
+/**
+ * Get the value of a hint.
+ *
+ * \param name the hint to query
+ * \returns the string value of a hint or NULL if the hint isn't set.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetHint
+ * \sa SDL_SetHintWithPriority
+ */
+extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
+
+/**
+ * Get the boolean value of a hint variable.
+ *
+ * \param name the name of the hint to get the boolean value from
+ * \param default_value the value to return if the hint does not exist
+ * \returns the boolean value of a hint or the provided default value if the
+ * hint does not exist.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHint
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
+
+/**
+ * Type definition of the hint callback function.
+ *
+ * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
+ * \param name what was passed as `name` to SDL_AddHintCallback()
+ * \param oldValue the previous hint value
+ * \param newValue the new value hint is to be set to
+ */
+typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
+
+/**
+ * Add a function to watch a particular hint.
+ *
+ * \param name the hint to watch
+ * \param callback An SDL_HintCallback function that will be called when the
+ * hint value changes
+ * \param userdata a pointer to pass to the callback function
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DelHintCallback
+ */
+extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
+ SDL_HintCallback callback,
+ void *userdata);
+
+/**
+ * Remove a function watching a particular hint.
+ *
+ * \param name the hint being watched
+ * \param callback An SDL_HintCallback function that will be called when the
+ * hint value changes
+ * \param userdata a pointer being passed to the callback function
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddHintCallback
+ */
+extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
+ SDL_HintCallback callback,
+ void *userdata);
+
+/**
+ * Clear all hints.
+ *
+ * This function is automatically called during SDL_Quit(), and deletes all
+ * callbacks without calling them and frees all memory associated with hints.
+ * If you're calling this from application code you probably want to call
+ * SDL_ResetHints() instead.
+ *
+ * This function will be removed from the API the next time we rev the ABI.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ResetHints
+ */
+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: */