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//! 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.

pub use crate::{c_char, stdinc::*};

macro_rules! c_str {
  ($l:literal) => {
    concat!($l, '\0').as_bytes()
  };
}

/// 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.
pub const SDL_HINT_FRAMEBUFFER_ACCELERATION: &[u8] =
  c_str!("SDL_FRAMEBUFFER_ACCELERATION");

/// A variable specifying which render driver to use.
///
/// If the application doesn't pick a specific renderer to use, this variable
/// specifies the name of the preferred renderer. If the preferred renderer
/// can't be initialized, the normal default renderer is used.
///
/// This variable is case insensitive and can be set to the following values:
/// * "direct3d"
/// * "opengl"
/// * "opengles2"
/// * "opengles"
/// * "metal"
/// * "software"
///
/// The default varies by platform, but it's the first one in the list that is
/// available on the current platform.
pub const SDL_HINT_RENDER_DRIVER: &[u8] = c_str!("SDL_RENDER_DRIVER");

/// 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.
pub const SDL_HINT_RENDER_OPENGL_SHADERS: &[u8] =
  c_str!("SDL_HINT_RENDER_OPENGL_SHADERS");

/// 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.
pub const SDL_HINT_RENDER_DIRECT3D_THREADSAFE: &[u8] =
  c_str!("SDL_RENDER_DIRECT3D_THREADSAFE");

/// 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.
pub const SDL_HINT_RENDER_DIRECT3D11_DEBUG: &[u8] =
  c_str!("SDL_RENDER_DIRECT3D11_DEBUG");

/// 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
pub const SDL_HINT_RENDER_SCALE_QUALITY: &[u8] =
  c_str!("SDL_RENDER_SCALE_QUALITY");

/// 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.
pub const SDL_HINT_RENDER_VSYNC: &[u8] = c_str!("SDL_RENDER_VSYNC");

/// 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.
pub const SDL_HINT_VIDEO_ALLOW_SCREENSAVER: &[u8] =
  c_str!("SDL_VIDEO_ALLOW_SCREENSAVER");

/// 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.
pub const SDL_HINT_VIDEO_EXTERNAL_CONTEXT: &[u8] =
  c_str!("SDL_VIDEO_EXTERNAL_CONTEXT");

/// A variable controlling whether the X11 VidMode extension should be used.
///
/// This variable can be set to the following values:
/// * "0": Disable XVidMode
/// * "1": Enable XVidMode
///
/// By default SDL will use XVidMode if it is available.
pub const SDL_HINT_VIDEO_X11_XVIDMODE: &[u8] = c_str!("SDL_VIDEO_X11_XVIDMODE");

/// A variable controlling whether the X11 Xinerama extension should be used.
///
/// This variable can be set to the following values:
/// * "0": Disable Xinerama
/// * "1": Enable Xinerama
///
/// By default SDL will use Xinerama if it is available.
pub const SDL_HINT_VIDEO_X11_XINERAMA: &[u8] = c_str!("SDL_VIDEO_X11_XINERAMA");

/// A variable controlling whether the X11 XRandR extension should be used.
///
/// This variable can be set to the following values:
/// * "0": Disable XRandR
/// * "1": Enable XRandR
///
/// By default SDL will not use XRandR because of window manager issues.
pub const SDL_HINT_VIDEO_X11_XRANDR: &[u8] = c_str!("SDL_VIDEO_X11_XRANDR");

/// A variable forcing the visual ID chosen for new X11 windows
pub const SDL_HINT_VIDEO_X11_WINDOW_VISUALID: &[u8] =
  c_str!("SDL_VIDEO_X11_WINDOW_VISUALID");

/// 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.
pub const SDL_HINT_VIDEO_X11_NET_WM_PING: &[u8] =
  c_str!("SDL_VIDEO_X11_NET_WM_PING");

/// 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
pub const SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR: &[u8] =
  c_str!("SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR");

/// 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.
pub const SDL_HINT_VIDEO_X11_FORCE_EGL: &[u8] =
  c_str!("SDL_VIDEO_X11_FORCE_EGL");

/// 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
pub const SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN: &[u8] =
  c_str!("SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN");

/// A variable to specify custom icon resource id from RC file on Windows
/// platform
pub const SDL_HINT_WINDOWS_INTRESOURCE_ICON: &[u8] =
  c_str!("SDL_WINDOWS_INTRESOURCE_ICON");

/// A variable to specify custom icon resource id from RC file on Windows
/// platform (small version)
pub const SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL: &[u8] =
  c_str!("SDL_WINDOWS_INTRESOURCE_ICON_SMALL");

/// 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
pub const SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP: &[u8] =
  c_str!("SDL_WINDOWS_ENABLE_MESSAGELOOP");

/// 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.
pub const SDL_HINT_GRAB_KEYBOARD: &[u8] = c_str!("SDL_GRAB_KEYBOARD");

/// A variable setting the double click time, in milliseconds.
pub const SDL_HINT_MOUSE_DOUBLE_CLICK_TIME: &[u8] =
  c_str!("SDL_MOUSE_DOUBLE_CLICK_TIME");

/// A variable setting the double click radius, in pixels.
pub const SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS: &[u8] =
  c_str!("SDL_MOUSE_DOUBLE_CLICK_RADIUS");

/// A variable setting the speed scale for mouse motion, in floating point,
/// when the mouse is not in relative mode
pub const SDL_HINT_MOUSE_NORMAL_SPEED_SCALE: &[u8] =
  c_str!("SDL_MOUSE_NORMAL_SPEED_SCALE");

/// A variable setting the scale for mouse motion, in floating point, when the
/// mouse is in relative mode
pub const SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE: &[u8] =
  c_str!("SDL_MOUSE_RELATIVE_SPEED_SCALE");

/// 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
pub const SDL_HINT_MOUSE_RELATIVE_MODE_WARP: &[u8] =
  c_str!("SDL_MOUSE_RELATIVE_MODE_WARP");

/// 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
pub const SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH: &[u8] =
  c_str!("SDL_MOUSE_FOCUS_CLICKTHROUGH");

/// 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

pub const SDL_HINT_TOUCH_MOUSE_EVENTS: &[u8] = c_str!("SDL_TOUCH_MOUSE_EVENTS");

/// 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)
pub const SDL_HINT_MOUSE_TOUCH_EVENTS: &[u8] = c_str!("SDL_MOUSE_TOUCH_EVENTS");

/// Minimize your SDL_Window if it loses key focus when in fullscreen mode.
/// Defaults to true.
pub const SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS: &[u8] =
  c_str!("SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS");

/// 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

pub const SDL_HINT_IDLE_TIMER_DISABLED: &[u8] =
  c_str!("SDL_IOS_IDLE_TIMER_DISABLED");

/// 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"
pub const SDL_HINT_ORIENTATIONS: &[u8] = c_str!("SDL_IOS_ORIENTATIONS");

/// 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.
pub const SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS: &[u8] =
  c_str!("SDL_APPLE_TV_CONTROLLER_UI_EVENTS");

/// 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.
pub const SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION: &[u8] =
  c_str!("SDL_APPLE_TV_REMOTE_ALLOW_ROTATION");

/// 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)
pub const SDL_HINT_IOS_HIDE_HOME_INDICATOR: &[u8] =
  c_str!("SDL_IOS_HIDE_HOME_INDICATOR");

/// 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).
pub const SDL_HINT_ACCELEROMETER_AS_JOYSTICK: &[u8] =
  c_str!("SDL_ACCELEROMETER_AS_JOYSTICK");

/// 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).
pub const SDL_HINT_TV_REMOTE_AS_JOYSTICK: &[u8] =
  c_str!("SDL_TV_REMOTE_AS_JOYSTICK");

/// 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)
pub const SDL_HINT_XINPUT_ENABLED: &[u8] = c_str!("SDL_XINPUT_ENABLED");

/// 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`].
pub const SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING: &[u8] =
  c_str!("SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING");

/// 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"
/// * "SwitchPro"
///
/// This hint affects what driver is used, and must be set before calling
/// [`SDL_Init`]
pub const SDL_HINT_GAMECONTROLLERTYPE: &[u8] = c_str!("SDL_GAMECONTROLLERTYPE");

/// 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`]. You can update mappings
/// after the system is initialized with [`SDL_GameControllerMappingForGUID`]
/// and [`SDL_GameControllerAddMapping`]
pub const SDL_HINT_GAMECONTROLLERCONFIG: &[u8] =
  c_str!("SDL_GAMECONTROLLERCONFIG");

/// 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`]. You can update mappings
/// after the system is initialized with [`SDL_GameControllerMappingForGUID`]
/// and [`SDL_GameControllerAddMapping`]
pub const SDL_HINT_GAMECONTROLLERCONFIG_FILE: &[u8] =
  c_str!("SDL_GAMECONTROLLERCONFIG_FILE");

/// 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.
pub const SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES: &[u8] =
  c_str!("SDL_GAMECONTROLLER_IGNORE_DEVICES");

/// 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.
pub const SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT: &[u8] =
  c_str!("SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT");

/// 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:
///
/// ```txt
///    (Y)
/// (X)   (B)
///    (A)
/// ```
///
/// but if this hint is set, you'll get:
///
/// ```txt
///    (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.
pub const SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS: &[u8] =
  c_str!("SDL_GAMECONTROLLER_USE_BUTTON_LABELS");

/// 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.
pub const SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS: &[u8] =
  c_str!("SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS");

/// 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.
pub const SDL_HINT_JOYSTICK_HIDAPI: &[u8] = c_str!("SDL_JOYSTICK_HIDAPI");

/// 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
pub const SDL_HINT_JOYSTICK_HIDAPI_PS4: &[u8] =
  c_str!("SDL_JOYSTICK_HIDAPI_PS4");

/// 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.
pub const SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE: &[u8] =
  c_str!("SDL_JOYSTICK_HIDAPI_PS4_RUMBLE");

/// A variable controlling whether the HIDAPI driver for 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
///
/// The default is the value of SDL_HINT_JOYSTICK_HIDAPI
pub const SDL_HINT_JOYSTICK_HIDAPI_STEAM: &[u8] =
  c_str!("SDL_JOYSTICK_HIDAPI_STEAM");

/// 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
pub const SDL_HINT_JOYSTICK_HIDAPI_SWITCH: &[u8] =
  c_str!("SDL_JOYSTICK_HIDAPI_SWITCH");

/// 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 the value of SDL_HINT_JOYSTICK_HIDAPI
pub const SDL_HINT_JOYSTICK_HIDAPI_XBOX: &[u8] =
  c_str!("SDL_JOYSTICK_HIDAPI_XBOX");

/// 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
pub const SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE: &[u8] =
  c_str!("SDL_JOYSTICK_HIDAPI_GAMECUBE");

/// 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.
pub const SDL_HINT_ENABLE_STEAM_CONTROLLERS: &[u8] =
  c_str!("SDL_ENABLE_STEAM_CONTROLLERS");

/// 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
pub const SDL_HINT_ALLOW_TOPMOST: &[u8] = c_str!("SDL_ALLOW_TOPMOST");

/// A variable that controls the timer resolution, in milliseconds.
///
/// The higher resolution the timer, the more frequently the CPU services
/// timer interrupts, and the more precise delays are, but this takes up
/// power and CPU time. This hint is only used on Windows 7 and earlier.
///
/// See this blog post for more information:
/// http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
///
/// If this variable is set to "0", the system timer resolution is not set.
///
/// The default value is "1". This hint may be set at any time.
pub const SDL_HINT_TIMER_RESOLUTION: &[u8] = c_str!("SDL_TIMER_RESOLUTION");

/// 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"
pub const SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION: &[u8] =
  c_str!("SDL_QTWAYLAND_CONTENT_ORIENTATION");

/// 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"
pub const SDL_HINT_QTWAYLAND_WINDOW_FLAGS: &[u8] =
  c_str!("SDL_QTWAYLAND_WINDOW_FLAGS");

/// 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`].
pub const SDL_HINT_THREAD_STACK_SIZE: &[u8] = c_str!("SDL_THREAD_STACK_SIZE");

/// If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
pub const SDL_HINT_VIDEO_HIGHDPI_DISABLED: &[u8] =
  c_str!("SDL_VIDEO_HIGHDPI_DISABLED");

/// 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.
pub const SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK: &[u8] =
  c_str!("SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK");

/// 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.
pub const SDL_HINT_VIDEO_WIN_D3DCOMPILER: &[u8] =
  c_str!("SDL_VIDEO_WIN_D3DCOMPILER");

/// A variable that is the address of another [`SDL_Window`] (as a hex string).
///
/// 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 hex string) of the [`SDL_Window`] that new windows
///   created with [`SDL_CreateWindowFrom`] should share a pixel format with.
pub const SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT: &[u8] =
  c_str!("SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT");

/// 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.
pub const SDL_HINT_WINRT_PRIVACY_POLICY_URL: &[u8] =
  c_str!("SDL_WINRT_PRIVACY_POLICY_URL");

/// 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`.
pub const SDL_HINT_WINRT_PRIVACY_POLICY_LABEL: &[u8] =
  c_str!("SDL_WINRT_PRIVACY_POLICY_LABEL");

/// 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
pub const SDL_HINT_WINRT_HANDLE_BACK_BUTTON: &[u8] =
  c_str!("SDL_WINRT_HANDLE_BACK_BUTTON");

/// A variable that dictates policy for fullscreen Spaces on Mac OS X.
///
/// This hint only applies to Mac OS X.
///
/// The variable can be set to the following values:
/// * "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
///   SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their
///   titlebars).
/// * "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and
///   SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their
///   titlebars).
///
/// The default value is "1". Spaces are disabled regardless of this hint if the
/// OS isn't at least Mac OS X Lion (10.7). This hint must be set before any
/// windows are created.
pub const SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES: &[u8] =
  c_str!("SDL_VIDEO_MAC_FULLSCREEN_SPACES");

/// When set don't force the SDL app to become a foreground process
///
/// This hint only applies to Mac OS X.
pub const SDL_HINT_MAC_BACKGROUND_APP: &[u8] = c_str!("SDL_MAC_BACKGROUND_APP");

/// 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.
pub const SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION: &[u8] =
  c_str!("SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION");

/// 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.
pub const SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION: &[u8] =
  c_str!("SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION");

/// 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.
pub const SDL_HINT_IME_INTERNAL_EDITING: &[u8] =
  c_str!("SDL_IME_INTERNAL_EDITING");

/// 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.
pub const SDL_HINT_ANDROID_TRAP_BACK_BUTTON: &[u8] =
  c_str!("SDL_ANDROID_TRAP_BACK_BUTTON");

/// 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.
pub const SDL_HINT_ANDROID_BLOCK_ON_PAUSE: &[u8] =
  c_str!("SDL_ANDROID_BLOCK_ON_PAUSE");

/// 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 behavior
///   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.
pub const SDL_HINT_RETURN_KEY_HIDES_IME: &[u8] =
  c_str!("SDL_RETURN_KEY_HIDES_IME");

/// 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.
pub const SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT: &[u8] =
  c_str!("SDL_EMSCRIPTEN_KEYBOARD_ELEMENT");

/// Tell SDL not to catch the SIGINT or SIGTERM signals.
///
/// This hint only applies to Unix-like platforms.
///
/// The variable can be set to the following values:
/// * "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a
///   signal, convert it into an SDL_QUIT event.
/// * "1": SDL will not install a signal handler at all.
pub const SDL_HINT_NO_SIGNAL_HANDLERS: &[u8] = c_str!("SDL_NO_SIGNAL_HANDLERS");

/// 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.
pub const SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4: &[u8] =
  c_str!("SDL_WINDOWS_NO_CLOSE_ON_ALT_F4");

/// 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".
pub const SDL_HINT_BMP_SAVE_LEGACY_FORMAT: &[u8] =
  c_str!("SDL_BMP_SAVE_LEGACY_FORMAT");

/// 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.
pub const SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING: &[u8] =
  c_str!("SDL_WINDOWS_DISABLE_THREAD_NAMING");

/// 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.
pub const SDL_HINT_RPI_VIDEO_LAYER: &[u8] = c_str!("SDL_RPI_VIDEO_LAYER");

/// 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)
pub const SDL_HINT_VIDEO_DOUBLE_BUFFER: &[u8] =
  c_str!("SDL_VIDEO_DOUBLE_BUFFER");

/// 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 behavior 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 behavior 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.
pub const SDL_HINT_OPENGL_ES_DRIVER: &[u8] = c_str!("SDL_OPENGL_ES_DRIVER");

/// 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.
///
/// Note that this is currently only applicable to resampling audio that is
/// being written to a device for playback or audio being read from a device for
/// capture. SDL_AudioCVT always uses the default resampler (although this might
/// change for SDL 2.1).
///
/// 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
pub const SDL_HINT_AUDIO_RESAMPLING_MODE: &[u8] =
  c_str!("SDL_AUDIO_RESAMPLING_MODE");

/// 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
pub const SDL_HINT_AUDIO_CATEGORY: &[u8] = c_str!("SDL_AUDIO_CATEGORY");

/// 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.
pub const SDL_HINT_RENDER_BATCHING: &[u8] = c_str!("SDL_RENDER_BATCHING");

/// A variable controlling whether SDL logs all events pushed onto its internal
/// queue.
///
/// This variable can be set to the following values:
/// * "0": Don't log any events (default)
/// * "1": Log all events except mouse and finger motion, which are pretty
///   spammy.
/// * "2": Log all 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.
pub const SDL_HINT_EVENT_LOGGING: &[u8] = c_str!("SDL_EVENT_LOGGING");

/// 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)
pub const SDL_HINT_WAVE_RIFF_CHUNK_SIZE: &[u8] =
  c_str!("SDL_WAVE_RIFF_CHUNK_SIZE");

/// 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)
pub const SDL_HINT_WAVE_TRUNCATION: &[u8] = c_str!("SDL_WAVE_TRUNCATION");

/// 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)
pub const SDL_HINT_WAVE_FACT_CHUNK: &[u8] = c_str!("SDL_WAVE_FACT_CHUNK");

/// 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.
pub const SDL_HINT_DISPLAY_USABLE_BOUNDS: &[u8] =
  c_str!("SDL_DISPLAY_USABLE_BOUNDS");

/// An enumeration of hint priorities.
///
/// See `SDL_HINT_*`
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)]
pub struct SDL_HintPriority(pub i32);

#[allow(missing_docs)]
pub const SDL_HINT_DEFAULT: SDL_HintPriority = SDL_HintPriority(0);
#[allow(missing_docs)]
pub const SDL_HINT_NORMAL: SDL_HintPriority = SDL_HintPriority(1);
#[allow(missing_docs)]
pub const SDL_HINT_OVERRIDE: SDL_HintPriority = SDL_HintPriority(2);

/// See [`SDL_AddHintCallback`] and [`SDL_DelHintCallback`].
pub type SDL_HintCallback = Option<
  unsafe extern "C" fn(
    userdata: *mut c_void,
    name: *const c_char,
    oldValue: *const c_char,
    newValue: *const c_char,
  ),
>;

extern "C" {
  /// 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.
  ///
  /// **Returns:** `SDL_TRUE` if the hint was set, `SDL_FALSE` otherwise
  pub fn SDL_SetHintWithPriority(
    name: *const c_char, value: *const c_char, priority: SDL_HintPriority,
  ) -> SDL_bool;

  /// Set a hint with normal priority
  ///
  /// **Returns:** `SDL_TRUE` if the hint was set, `SDL_FALSE` otherwise.
  pub fn SDL_SetHint(name: *const c_char, value: *const c_char) -> SDL_bool;

  /// Get a hint
  ///
  /// **Returns:** The string value of a hint variable.
  pub fn SDL_GetHint(name: *const c_char) -> *const c_char;

  /// Get a hint
  ///
  /// **Returns:** The boolean value of a hint variable.
  pub fn SDL_GetHintBoolean(
    name: *const c_char, default_value: SDL_bool,
  ) -> SDL_bool;

  /// Add a function to watch a particular hint
  ///
  /// * `name` The hint to watch
  /// * `callback` The function to call when the hint value changes
  /// * `userdata` A pointer to pass to the callback function
  pub fn SDL_AddHintCallback(
    name: *const c_char, callback: SDL_HintCallback, userdata: *mut c_void,
  );

  /// Remove a function watching a particular hint
  ///
  /// * `name` The hint being watched
  /// * `callback` The function being called when the hint value changes
  /// * `userdata` A pointer being passed to the callback function
  pub fn SDL_DelHintCallback(
    name: *const c_char, callback: SDL_HintCallback, userdata: *mut c_void,
  );

  /// Clear all hints
  ///
  /// This function is called during [`SDL_Quit`] to free stored hints.
  pub fn SDL_ClearHints();
}