###### (This is the legacy documentation for stable SDL2, the current stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current development version.) # SDL_HINT_VIDEO_EXTERNAL_CONTEXT A variable controlling whether the graphics context is externally managed. ## Header File Defined in [SDL_hints.h](https://github.com/libsdl-org/SDL/blob/SDL2/include/SDL_hints.h) ## Syntax ```c #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" ``` ## Remarks 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. ---- [CategoryAPI](CategoryAPI), [CategoryAPIMacro](CategoryAPIMacro), [CategoryHints](CategoryHints)