mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-04-24 00:47:23 +00:00
@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -604,17 +604,6 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
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/**
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* \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
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/**
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* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
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*
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@@ -630,6 +619,41 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
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/**
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* \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
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*
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* This variable can be set to the following values:
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* "0" - HIDAPI driver is not used
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* "1" - HIDAPI driver is used
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*
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* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
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/**
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* \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
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*
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* This variable can be set to the following values:
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* "0" - extended reports are not enabled (the default)
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* "1" - extended reports
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*
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* Extended input reports allow rumble on Bluetooth PS5 controllers, but
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* break DirectInput handling for applications that don't use SDL.
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*
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* Once extended reports are enabled, they can not be disabled without
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* power cycling the controller.
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
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/**
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* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
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*
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* This variable can be set to the following values:
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* "0" - player LEDs are not enabled
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* "1" - player LEDs are enabled (the default)
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*/
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#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
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/**
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* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
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*
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@@ -1181,6 +1205,59 @@ extern "C" {
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*/
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#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
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/**
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* \brief Force SDL to use Critical Sections for mutexes on Windows.
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* On Windows 7 and newer, Slim Reader/Writer Locks are available.
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* They offer better performance, allocate no kernel ressources and
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* use less memory. SDL will fall back to Critical Sections on older
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* OS versions or if forced to by this hint.
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* This also affects Condition Variables. When SRW mutexes are used,
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* SDL will use Windows Condition Variables as well. Else, a generic
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* SDL_cond implementation will be used that works with all mutexes.
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*
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* This variable can be set to the following values:
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* "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
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* "1" - Force the use of Critical Sections in all cases.
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*
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*/
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#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
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/**
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* \brief Force SDL to use Kernel Semaphores on Windows.
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* Kernel Semaphores are inter-process and require a context
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* switch on every interaction. On Windows 8 and newer, the
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* WaitOnAddress API is available. Using that and atomics to
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* implement semaphores increases performance.
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* SDL will fall back to Kernel Objects on older OS versions
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* or if forced to by this hint.
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*
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* This variable can be set to the following values:
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* "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
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* "1" - Force the use of Kernel Objects in all cases.
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*
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*/
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#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
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/**
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* \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
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* Direct3D 9Ex contains changes to state management that can eliminate device
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* loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
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* some changes to your application to cope with the new behavior, so this
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* is disabled by default.
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*
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* This hint must be set before initializing the video subsystem.
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*
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* For more information on Direct3D 9Ex, see:
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* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
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* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
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*
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* This variable can be set to the following values:
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* "0" - Use the original Direct3D 9 API (default)
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* "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
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*
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*/
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#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
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/**
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* \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
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*
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