SDL: Sorted the hints alphabetically

From 2147e7bfea0fc99fc04eef20f3a808ffc0c8865c Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Sat, 24 Jul 2021 11:01:58 -0700
Subject: [PATCH] Sorted the hints alphabetically

---
 include/SDL_hints.h | 2060 +++++++++++++++++++++----------------------
 1 file changed, 1027 insertions(+), 1033 deletions(-)

diff --git a/include/SDL_hints.h b/include/SDL_hints.h
index d6a2507bc..549ed6626 100644
--- a/include/SDL_hints.h
+++ b/include/SDL_hints.h
@@ -48,333 +48,464 @@ extern "C" {
 #endif
 
 /**
- *  \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.
+ *  \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"       - 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.
+ *    "0"       - The accelerometer is not listed as a joystick
+ *    "1"       - The accelerometer is available as a 3 axis joystick (the default).
  */
-#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
+#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
 
 /**
- *  \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.
+ *  \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
  *
- *  This variable is case insensitive and can be set to the following values:
- *    "direct3d"
- *    "opengl"
- *    "opengles2"
- *    "opengles"
- *    "metal"
- *    "software"
+ * 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 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"
+ * 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  A variable controlling whether the OpenGL render driver uses shaders if they are available.
+ *  \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"       - Disable shaders
- *    "1"       - Enable shaders
- *
- *  By default shaders are used if OpenGL supports them.
+ *    "0"       - don't allow topmost
+ *    "1"       - allow topmost
  */
-#define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
+#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
 
 /**
- *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
+ * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
  *
- *  This variable can be set to the following values:
- *    "0"       - Thread-safety is not enabled (faster)
- *    "1"       - Thread-safety is enabled
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
  *
- *  By default the Direct3D device is created with thread-safety disabled.
+ * 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_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
-
+#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
+ 
 /**
- *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
+ * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
  *
- *  This variable does not have any effect on the Direct3D 9 based renderer.
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable Debug Layer use
- *    "1"       - Enable Debug Layer use
+ * 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, SDL does not use Direct3D Debug Layer.
+ * By default this hint is not set and the APK expansion files are not searched.
  */
-#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
+#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
 
 /**
- *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
+ * \brief A variable to control whether the event loop will block itself when the app is paused.
  *
- *  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
+ * The variable can be set to the following values:
+ *   "0"       - Non blocking.
+ *   "1"       - Blocking. (default)
  *
- *  By default letterbox is used
+ * The value should be set before SDL is initialized.
  */
-#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
 
 /**
- *  \brief  A variable controlling the scaling quality
+ * \brief A variable to control whether SDL will pause audio in background
+ *        (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
  *
- *  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"
+ * The variable can be set to the following values:
+ *   "0"       - Non paused.
+ *   "1"       - Paused. (default)
  *
- *  By default nearest pixel sampling is used
+ * The value should be set before SDL is initialized.
  */
-#define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
 
 /**
- *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
+ * \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.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable vsync
- *    "1"       - Enable vsync
+ * 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.)
  *
- *  By default SDL does not sync screen surface updates with vertical refresh.
+ * The value of this hint is used at runtime, so it can be changed at any time.
  */
-#define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
+#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
 
 /**
- *  \brief  A variable controlling whether the screensaver is enabled. 
+ *  \brief  A variable controlling whether controllers used with the Apple TV
+ *  generate UI events.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable screensaver
- *    "1"       - Enable screensaver
+ * 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.
  *
- *  By default SDL will disable the screensaver.
+ * 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_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
+#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
 
 /**
- * \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.
+ * \brief  A variable controlling whether the Apple TV remote's joystick axes
+ *         will automatically match the rotation of the remote.
  *
- * 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.
+ *  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_VIDEO_EXTERNAL_CONTEXT    "SDL_VIDEO_EXTERNAL_CONTEXT"
+#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
 
 /**
- *  \brief  A variable controlling whether the X11 VidMode extension should be used.
+ *  \brief  A variable controlling the audio category on iOS and Mac OS X
  *
  *  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.
+ *    "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_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
+#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
 
 /**
- *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
+ *  \brief Specify an application name for an audio device.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable Xinerama
- *    "1"       - Enable Xinerama
+ * 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.
  *
- *  By default SDL will use Xinerama if it is available.
+ * 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: 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_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
+#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
 
 /**
- *  \brief  A variable controlling whether the X11 XRandR extension should be used.
+ *  \brief Specify an application name for an audio device.
  *
- *  This variable can be set to the following values:
- *    "0"       - Disable XRandR
- *    "1"       - Enable XRandR
+ * 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.
  *
- *  By default SDL will not use XRandR because of window manager issues.
+ * 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_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
+#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
 
 /**
- *  \brief  A variable forcing the visual ID chosen for new X11 windows
+ *  \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_VIDEO_X11_WINDOW_VISUALID      "SDL_VIDEO_X11_WINDOW_VISUALID"
+#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
 
 /**
- *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
+ *  \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.
+ *
+ *  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"       - 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.
+ *    "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_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
+#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
 
 /**
- * \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
- * 
+ *  \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_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
+#define SDL_HINT_AUTO_UPDATE_JOYSTICKS  "SDL_AUTO_UPDATE_JOYSTICKS"
 
 /**
- * \brief A variable controlling whether X11 should use GLX or EGL by default
+ *  \brief  A variable controlling whether SDL updates sensor state when getting input events
  *
- * This variable can be set to the following values:
- * "0" - Use GLX
- * "1" - Use EGL
+ *  This variable can be set to the following values:
  *
- * By default SDL will use GLX when both are present.
+ *    "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_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
+#define SDL_HINT_AUTO_UPDATE_SENSORS    "SDL_AUTO_UPDATE_SENSORS"
 
 /**
- *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden 
+ *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
  *
- *  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
+ * 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.
  *
- *  By default SDL will allow interaction with the window frame when the cursor is hidden
+ * 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_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
+#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
 
 /**
- * \brief A variable to specify custom icon resource id from RC file on Windows platform 
+ *  \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_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON"
-#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
+#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
 
 /**
- *  \brief  A variable controlling whether the windows message loop is processed by SDL 
+ *  \brief Disable giving back control to the browser automatically
+ *  when running with asyncify
  *
- *  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()
+ * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
+ * such as refreshing the screen or polling events.
  *
- *  By default SDL will process the windows message loop
+ * 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_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
+#define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"
 
 /**
- *  \brief  A variable controlling whether grabbing input grabs the keyboard
+ *  \brief override the binding element for keyboard inputs for Emscripten builds
  *
- *  This variable can be set to the following values:
- *    "0"       - Grab will affect only the mouse
- *    "1"       - Grab will affect mouse and keyboard
+ * This hint only applies to the emscripten platform
  *
- *  By default SDL will not grab the keyboard so system shortcuts still work.
+ * 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_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
+#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
 
 /**
- *  \brief  A variable setting the double click time, in milliseconds.
+ *  \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_MOUSE_DOUBLE_CLICK_TIME    "SDL_MOUSE_DOUBLE_CLICK_TIME"
+#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
 
 /**
- *  \brief  A variable setting the double click radius, in pixels.
+ *  \brief  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.
  */
-#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS    "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
+#define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"
 
 /**
- *  \brief  A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
+ *  \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_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
+#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
 
 /**
- *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
+ *  \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_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
+#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
 
 /**
- *  \brief  A variable controlling whether relative mouse motion is affected by renderer scaling
+ *  \brief  A variable that lets you provide a file with extra gamecontroller db entries.
  *
- *  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
+ *  The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
  *
- *  By default relative mouse deltas are affected by DPI and renderer scaling
+ *  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_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
+#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
 
 /**
- *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
+ *  \brief  A variable that overrides the automatic controller type detection
  *
- *  This variable can be set to the following values:
- *    "0"       - Relative mouse mode uses raw input
- *    "1"       - Relative mouse mode uses mouse warping
+ *  The variable should be comma separated entries, in the form: VID/PID=type
  *
- *  By default SDL will use raw input for relative mouse mode
+ *  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_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
+#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
 
 /**
- *  \brief Allow mouse click events when clicking to focus an SDL window
+ *  \brief  A variable containing a list of devices to skip when scanning for game controllers.
  *
- *  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
+ *  The format of the string is a comma separated list of USB VID/PID pairs
+ *  in hexadecimal form, e.g.
  *
- *  By default SDL will ignore mouse clicks that activate a window
+ *      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_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
 
 /**
- *  \brief  A variable controlling whether touch events should generate synthetic mouse events
+ *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
  *
- *  This variable can be set to the following values:
- *    "0"       - Touch events will not generate mouse events
- *    "1"       - Touch events will generate mouse events
+ *  The format of the string is a comma separated list of USB VID/PID pairs
+ *  in hexadecimal form, e.g.
  *
- *  By default SDL will generate mouse events for touch events
+ *      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_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS"
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
 
 /**
- *  \brief  A variable controlling whether mouse events should generate synthetic touch events
+ *  \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:
  *
- *  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)
+ *      (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_MOUSE_TOUCH_EVENTS    "SDL_MOUSE_TOUCH_EVENTS"
+#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROL

(Patch may be truncated, please check the link at the top of this post.)