SDL3 Environment Variables
SDL3 can be controlled by the user, externally, with environment variables. They are all operate exactly like the hints you can get and set programmatically, but named without the _HINT
part (so "SDL_HINT_A"
would be environment variable "SDL_A"
).
This list matches the latest in SDL3's revision control.
Environment Variable List
- SDL_ALLOW_ALT_TAB_WHILE_GRABBED: Specify the behavior of Alt+Tab while the keyboard is grabbed.
- SDL_ANDROID_ALLOW_RECREATE_ACTIVITY: A variable to control whether the SDL activity is allowed to be re-created.
- SDL_ANDROID_BLOCK_ON_PAUSE: A variable to control whether the event loop will block itself when the app is paused.
- SDL_ANDROID_LOW_LATENCY_AUDIO: A variable to control whether low latency audio should be enabled.
- SDL_ANDROID_TRAP_BACK_BUTTON: A variable to control whether we trap the Android back button to handle it manually.
- SDL_APPLE_TV_CONTROLLER_UI_EVENTS: A variable controlling whether controllers used with the Apple TV generate UI events.
- SDL_APPLE_TV_REMOTE_ALLOW_ROTATION: A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote.
- SDL_APP_ID: A variable setting the app ID string.
- SDL_APP_NAME: A variable setting the application name.
- SDL_ASSERT: A variable controlling response to SDL_assert failures.
- SDL_AUDIO_ALSA_DEFAULT_DEVICE: Specify the default ALSA audio device name.
- SDL_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE: Specify the default ALSA audio playback device name.
- SDL_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE: Specify the default ALSA audio recording device name.
- SDL_AUDIO_CATEGORY: A variable controlling the audio category on iOS and macOS.
- SDL_AUDIO_CHANNELS: A variable controlling the default audio channel count.
- SDL_AUDIO_DEVICE_APP_ICON_NAME: Specify an application icon name for an audio device.
- SDL_AUDIO_DEVICE_SAMPLE_FRAMES: A variable controlling device buffer size.
- SDL_AUDIO_DEVICE_STREAM_NAME: Specify an audio stream name for an audio device.
- SDL_AUDIO_DEVICE_STREAM_ROLE: Specify an application role for an audio device.
- SDL_AUDIO_DISK_INPUT_FILE: Specify the input file when recording audio using the disk audio driver.
- SDL_AUDIO_DISK_OUTPUT_FILE: Specify the output file when playing audio using the disk audio driver.
- SDL_AUDIO_DISK_TIMESCALE: A variable controlling the audio rate when using the disk audio driver.
- SDL_AUDIO_DRIVER: A variable that specifies an audio backend to use.
- SDL_AUDIO_DUMMY_TIMESCALE: A variable controlling the audio rate when using the dummy audio driver.
- SDL_AUDIO_FORMAT: A variable controlling the default audio format.
- SDL_AUDIO_FREQUENCY: A variable controlling the default audio frequency.
- SDL_AUDIO_INCLUDE_MONITORS: A variable that causes SDL to not ignore audio "monitors".
- SDL_AUTO_UPDATE_JOYSTICKS: A variable controlling whether SDL updates joystick state when getting input events.
- SDL_AUTO_UPDATE_SENSORS: A variable controlling whether SDL updates sensor state when getting input events.
- SDL_BMP_SAVE_LEGACY_FORMAT: Prevent SDL from using version 4 of the bitmap header when saving BMPs.
- SDL_CAMERA_DRIVER: A variable that decides what camera backend to use.
- SDL_CPU_FEATURE_MASK: A variable that limits what CPU features are available.
- SDL_DEBUG_LOGGING: A variable controlling whether SDL logs some debug information.
- SDL_DISPLAY_USABLE_BOUNDS: Override for SDL_GetDisplayUsableBounds().
- SDL_EGL_LIBRARY: Specify the EGL library to load.
- SDL_EMSCRIPTEN_ASYNCIFY: Disable giving back control to the browser automatically when running with asyncify.
- SDL_EMSCRIPTEN_CANVAS_SELECTOR: Specify the CSS selector used for the "default" window/canvas.
- SDL_EMSCRIPTEN_KEYBOARD_ELEMENT: Override the binding element for keyboard inputs for Emscripten builds.
- SDL_ENABLE_SCREEN_KEYBOARD: A variable that controls whether the on-screen keyboard should be shown when text input is active.
- SDL_EVDEV_DEVICES: A variable containing a list of evdev devices to use if udev is not available.
- SDL_EVENT_LOGGING: A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
- SDL_FILE_DIALOG_DRIVER: A variable that specifies a dialog backend to use.
- SDL_FORCE_RAISEWINDOW: A variable controlling whether raising the window should be done more forcefully.
- SDL_FRAMEBUFFER_ACCELERATION: A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
- SDL_GAMECONTROLLERCONFIG: A variable that lets you manually hint extra gamecontroller db entries.
- SDL_GAMECONTROLLERCONFIG_FILE: A variable that lets you provide a file with extra gamecontroller db entries.
- SDL_GAMECONTROLLERTYPE: A variable that overrides the automatic controller type detection.
- SDL_GAMECONTROLLER_IGNORE_DEVICES: A variable containing a list of devices to skip when scanning for game controllers.
- SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT: If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
- SDL_GAMECONTROLLER_SENSOR_FUSION: A variable that controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads.
- SDL_GDK_TEXTINPUT_DEFAULT_TEXT: This variable sets the default text of the TextInput window on GDK platforms.
- SDL_GDK_TEXTINPUT_DESCRIPTION: This variable sets the description of the TextInput window on GDK platforms.
- SDL_GDK_TEXTINPUT_MAX_LENGTH: This variable sets the maximum input length of the TextInput window on GDK platforms.
- SDL_GDK_TEXTINPUT_SCOPE: This variable sets the input scope of the TextInput window on GDK platforms.
- SDL_GDK_TEXTINPUT_TITLE: This variable sets the title of the TextInput window on GDK platforms.
- SDL_GPU_DRIVER: A variable that specifies a GPU backend to use.
- SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS: A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.
- SDL_HIDAPI_IGNORE_DEVICES: A variable containing a list of devices to ignore in SDL_hid_enumerate().
- SDL_HIDAPI_LIBUSB: A variable to control whether HIDAPI uses libusb for device access.
- SDL_HIDAPI_LIBUSB_WHITELIST: A variable to control whether HIDAPI uses libusb only for whitelisted devices.
- SDL_HIDAPI_UDEV: A variable to control whether HIDAPI uses udev for device detection.
- SDL_IME_IMPLEMENTED_UI: A variable describing what IME UI elements the application can display.
- SDL_IOS_HIDE_HOME_INDICATOR: A variable controlling whether the home indicator bar on iPhone X should be hidden.
- SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS: A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
- SDL_JOYSTICK_ARCADESTICK_DEVICES: A variable containing a list of arcade stick style controllers.
- SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED: A variable containing a list of devices that are not arcade stick style controllers.
- SDL_JOYSTICK_BLACKLIST_DEVICES: A variable containing a list of devices that should not be considered joysticks.
- SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED: A variable containing a list of devices that should be considered joysticks.
- SDL_JOYSTICK_DEVICE: A variable containing a comma separated list of devices to open as joysticks.
- SDL_JOYSTICK_DIRECTINPUT: A variable controlling whether DirectInput should be used for controllers.
- SDL_JOYSTICK_ENHANCED_REPORTS: A variable controlling whether enhanced reports should be used for controllers when using the HIDAPI driver.
- SDL_JOYSTICK_FLIGHTSTICK_DEVICES: A variable containing a list of flightstick style controllers.
- SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED: A variable containing a list of devices that are not flightstick style controllers.
- SDL_JOYSTICK_GAMECUBE_DEVICES: A variable containing a list of devices known to have a GameCube form factor.
- SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED: A variable containing a list of devices known not to have a GameCube form factor.
- SDL_JOYSTICK_GAMEINPUT: A variable controlling whether GameInput should be used for controller handling on Windows.
- SDL_JOYSTICK_HAPTIC_AXES: A variable containing a list of devices and their desired number of haptic (force feedback) enabled axis.
- SDL_JOYSTICK_HIDAPI: A variable controlling whether the HIDAPI joystick drivers should be used.
- SDL_JOYSTICK_HIDAPI_8BITDO: A variable controlling whether the HIDAPI driver for 8BitDo controllers should be used.
- SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS: A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver.
- SDL_JOYSTICK_HIDAPI_FLYDIGI: A variable controlling whether the HIDAPI driver for Flydigi controllers should be used.
- SDL_JOYSTICK_HIDAPI_GAMECUBE: A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
- SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE: A variable controlling whether rumble is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2).
- SDL_JOYSTICK_HIDAPI_GIP: A variable controlling whether the new HIDAPI driver for wired Xbox One (GIP) controllers should be used.
- SDL_JOYSTICK_HIDAPI_GIP_RESET_FOR_METADATA: A variable controlling whether the new HIDAPI driver for wired Xbox One (GIP) controllers should reset the controller if it can't get the metadata from the controller.
- SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED: A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened.
- SDL_JOYSTICK_HIDAPI_JOY_CONS: A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
- SDL_JOYSTICK_HIDAPI_LG4FF: A variable controlling whether the HIDAPI driver for some Logitech wheels should be used.
- SDL_JOYSTICK_HIDAPI_LUNA: A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
- SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC: A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
- SDL_JOYSTICK_HIDAPI_PS3: A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
- SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER: A variable controlling whether the Sony driver (sixaxis.sys) for PS3 controllers (Sixaxis/DualShock 3) should be used.
- SDL_JOYSTICK_HIDAPI_PS4: A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
- SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL: A variable controlling the update rate of the PS4 controller over Bluetooth when using the HIDAPI driver.
- SDL_JOYSTICK_HIDAPI_PS5: A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
- SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED: A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
- SDL_JOYSTICK_HIDAPI_SHIELD: A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
- SDL_JOYSTICK_HIDAPI_SINPUT: A variable controlling whether the HIDAPI driver for SInput controllers should be used.
- SDL_JOYSTICK_HIDAPI_STADIA: A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
- SDL_JOYSTICK_HIDAPI_STEAM: A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
- SDL_JOYSTICK_HIDAPI_STEAMDECK: A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.
- SDL_JOYSTICK_HIDAPI_STEAM_HOME_LED: A variable controlling whether the Steam button LED should be turned on when a Steam controller is opened.
- SDL_JOYSTICK_HIDAPI_STEAM_HORI: A variable controlling whether the HIDAPI driver for HORI licensed Steam controllers should be used.
- SDL_JOYSTICK_HIDAPI_SWITCH: A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
- SDL_JOYSTICK_HIDAPI_SWITCH2: A variable controlling whether the HIDAPI driver for Nintendo Switch 2 controllers should be used.
- SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED: A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened.
- SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED: A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
- SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS: A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver.
- SDL_JOYSTICK_HIDAPI_WII: A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
- SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED: A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
- SDL_JOYSTICK_HIDAPI_XBOX: A variable controlling whether the HIDAPI driver for XBox controllers should be used.
- SDL_JOYSTICK_HIDAPI_XBOX_360: A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
- SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED: A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
- SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS: A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
- SDL_JOYSTICK_HIDAPI_XBOX_ONE: A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
- SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED: A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened.
- SDL_JOYSTICK_IOKIT: A variable controlling whether IOKit should be used for controller handling.
- SDL_JOYSTICK_LINUX_CLASSIC: A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux.
- SDL_JOYSTICK_LINUX_DEADZONES: A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
- SDL_JOYSTICK_LINUX_DIGITAL_HATS: A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
- SDL_JOYSTICK_LINUX_HAT_DEADZONES: A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
- SDL_JOYSTICK_MFI: A variable controlling whether GCController should be used for controller handling.
- SDL_JOYSTICK_RAWINPUT: A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
- SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT: A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
- SDL_JOYSTICK_ROG_CHAKRAM: A variable controlling whether the ROG Chakram mice should show up as joysticks.
- SDL_JOYSTICK_THREAD: A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows.
- SDL_JOYSTICK_THROTTLE_DEVICES: A variable containing a list of throttle style controllers.
- SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED: A variable containing a list of devices that are not throttle style controllers.
- SDL_JOYSTICK_WGI: A variable controlling whether Windows.Gaming.Input should be used for controller handling.
- SDL_JOYSTICK_WHEEL_DEVICES: A variable containing a list of wheel style controllers.
- SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED: A variable containing a list of devices that are not wheel style controllers.
- SDL_JOYSTICK_ZERO_CENTERED_DEVICES: A variable containing a list of devices known to have all axes centered at zero.
- SDL_KEYCODE_OPTIONS: A variable that controls keycode representation in keyboard events.
- SDL_KMSDRM_DEVICE_INDEX: A variable that controls what KMSDRM device to use.
- SDL_KMSDRM_REQUIRE_DRM_MASTER: A variable that controls whether SDL requires DRM master access in order to initialize the KMSDRM video backend.
- SDL_LOGGING: A variable controlling the default SDL log levels.
- SDL_MAC_BACKGROUND_APP: A variable controlling whether to force the application to become the foreground process when launched on macOS.
- SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK: A variable that determines whether Ctrl+Click should generate a right-click event on macOS.
- SDL_MAC_OPENGL_ASYNC_DISPATCH: A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing on macOS.
- SDL_MAC_OPTION_AS_ALT: A variable controlling whether the Option key on macOS should be remapped to act as the Alt key.
- SDL_MAC_SCROLL_MOMENTUM: A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have momentum on macOS.
- SDL_MAIN_CALLBACK_RATE: Request SDL_AppIterate() be called at a specific rate.
- SDL_MOUSE_AUTO_CAPTURE: A variable controlling whether the mouse is captured while mouse buttons are pressed.
- SDL_MOUSE_DEFAULT_SYSTEM_CURSOR: A variable setting which system cursor to use as the default cursor.
- SDL_MOUSE_DOUBLE_CLICK_RADIUS: A variable setting the double click radius, in pixels.
- SDL_MOUSE_DOUBLE_CLICK_TIME: A variable setting the double click time, in milliseconds.
- SDL_MOUSE_EMULATE_WARP_WITH_RELATIVE: A variable controlling whether warping a hidden mouse cursor will activate relative mouse mode.
- SDL_MOUSE_FOCUS_CLICKTHROUGH: Allow mouse click events when clicking to focus an SDL window.
- SDL_MOUSE_NORMAL_SPEED_SCALE: A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode.
- SDL_MOUSE_RELATIVE_CURSOR_VISIBLE: A variable controlling whether the hardware cursor stays visible when relative mode is active.
- SDL_MOUSE_RELATIVE_MODE_CENTER: A variable controlling whether relative mouse mode constrains the mouse to the center of the window.
- SDL_MOUSE_RELATIVE_SPEED_SCALE: A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode.
- SDL_MOUSE_RELATIVE_SYSTEM_SCALE: A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
- SDL_MOUSE_RELATIVE_WARP_MOTION: A variable controlling whether a motion event should be generated for mouse warping in relative mode.
- SDL_MOUSE_TOUCH_EVENTS: A variable controlling whether mouse events should generate synthetic touch events.
- SDL_MUTE_CONSOLE_KEYBOARD: A variable controlling whether the keyboard should be muted on the console.
- SDL_NO_SIGNAL_HANDLERS: Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms.
- SDL_OPENGL_ES_DRIVER: A variable controlling what driver to use for OpenGL ES contexts.
- SDL_OPENGL_LIBRARY: Specify the OpenGL library to load.
- SDL_OPENVR_LIBRARY: Mechanism to specify openvr_api library location
- SDL_ORIENTATIONS: A variable controlling which orientations are allowed on iOS/Android.
- SDL_PEN_MOUSE_EVENTS: A variable controlling whether pen events should generate synthetic mouse events.
- SDL_PEN_TOUCH_EVENTS: A variable controlling whether pen events should generate synthetic touch events.
- SDL_POLL_SENTINEL: A variable controlling the use of a sentinel event when polling the event queue.
- SDL_PREFERRED_LOCALES: Override for SDL_GetPreferredLocales().
- SDL_QUIT_ON_LAST_WINDOW_CLOSE: A variable that decides whether to send SDL_EVENT_QUIT when closing the last window.
- SDL_RENDER_DIRECT3D11_DEBUG: A variable controlling whether to enable Direct3D 11+'s Debug Layer.
- SDL_RENDER_DIRECT3D11_WARP: A variable controlling whether to use the Direct3D 11 WARP software rasterizer.
- SDL_RENDER_DIRECT3D_THREADSAFE: A variable controlling whether the Direct3D device is initialized for thread-safe operations.
- SDL_RENDER_DRIVER: A variable specifying which render driver to use.
- SDL_RENDER_GPU_DEBUG: A variable controlling whether to create the GPU device in debug mode.
- SDL_RENDER_GPU_LOW_POWER: A variable controlling whether to prefer a low-power GPU on multi-GPU systems.
- SDL_RENDER_LINE_METHOD: A variable controlling how the 2D render API renders lines.
- SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE: A variable controlling whether the Metal render driver select low power device over default one.
- SDL_RENDER_VSYNC: A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
- SDL_RENDER_VULKAN_DEBUG: A variable controlling whether to enable Vulkan Validation Layers.
- SDL_RETURN_KEY_HIDES_IME: A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS.
- SDL_ROG_GAMEPAD_MICE: A variable containing a list of ROG gamepad capable mice.
- SDL_ROG_GAMEPAD_MICE_EXCLUDED: A variable containing a list of devices that are not ROG gamepad capable mice.
- SDL_RPI_VIDEO_LAYER: A variable controlling which Dispmanx layer to use on a Raspberry PI.
- SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME: Specify an "activity name" for screensaver inhibition.
- SDL_SHUTDOWN_DBUS_ON_QUIT: A variable controlling whether SDL calls dbus_shutdown() on quit.
- SDL_STORAGE_TITLE_DRIVER: A variable that specifies a backend to use for title storage.
- SDL_STORAGE_USER_DRIVER: A variable that specifies a backend to use for user storage.
- SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL: Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
- SDL_THREAD_PRIORITY_POLICY: A string specifying additional information to use with SDL_SetCurrentThreadPriority.
- SDL_TIMER_RESOLUTION: A variable that controls the timer resolution, in milliseconds.
- SDL_TOUCH_MOUSE_EVENTS: A variable controlling whether touch events should generate synthetic mouse events.
- SDL_TRACKPAD_IS_TOUCH_ONLY: A variable controlling whether trackpads should be treated as touch devices.
- SDL_TV_REMOTE_AS_JOYSTICK: A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events.
- SDL_VIDEO_ALLOW_SCREENSAVER: A variable controlling whether the screensaver is enabled.
- SDL_VIDEO_DISPLAY_PRIORITY: A comma separated list containing the names of the displays that SDL should sort to the front of the display list.
- SDL_VIDEO_DOUBLE_BUFFER: Tell the video driver that we only want a double buffer.
- SDL_VIDEO_DRIVER: A variable that specifies a video backend to use.
- SDL_VIDEO_DUMMY_SAVE_FRAMES: A variable controlling whether the dummy video driver saves output frames.
- SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK: If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.
- SDL_VIDEO_FORCE_EGL: A variable controlling whether the OpenGL context should be created with EGL.
- SDL_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY: A variable that specifies the menu visibility when a window is fullscreen in Spaces on macOS.
- SDL_VIDEO_MAC_FULLSCREEN_SPACES: A variable that specifies the policy for fullscreen Spaces on macOS.
- SDL_VIDEO_MATCH_EXCLUSIVE_MODE_ON_MOVE: A variable controlling whether SDL will attempt to automatically set the destination display to a mode most closely matching that of the previous display if an exclusive fullscreen window is moved onto it.
- SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS: A variable controlling whether fullscreen windows are minimized when they lose focus.
- SDL_VIDEO_OFFSCREEN_SAVE_FRAMES: A variable controlling whether the offscreen video driver saves output frames.
- SDL_VIDEO_SYNC_WINDOW_OPERATIONS: A variable controlling whether all window operations will block until complete.
- SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR: A variable controlling whether the libdecor Wayland backend is allowed to be used.
- SDL_VIDEO_WAYLAND_MODE_EMULATION: A variable controlling whether video mode emulation is enabled under Wayland.
- SDL_VIDEO_WAYLAND_MODE_SCALING: A variable controlling how modes with a non-native aspect ratio are displayed under Wayland.
- SDL_VIDEO_WAYLAND_PREFER_LIBDECOR: A variable controlling whether the libdecor Wayland backend is preferred over native decorations.
- SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY: A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling.
- SDL_VIDEO_WIN_D3DCOMPILER: A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries.
- SDL_VIDEO_X11_EXTERNAL_WINDOW_INPUT: A variable controlling whether SDL should call XSelectInput() to enable input events on X11 windows wrapped by SDL windows.
- SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR: A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
- SDL_VIDEO_X11_NET_WM_PING: A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
- SDL_VIDEO_X11_NODIRECTCOLOR: A variable controlling whether SDL uses DirectColor visuals.
- SDL_VIDEO_X11_SCALING_FACTOR: A variable forcing the content scaling factor for X11 displays.
- SDL_VIDEO_X11_VISUALID: A variable forcing the visual ID used for X11 display modes.
- SDL_VIDEO_X11_WINDOW_VISUALID: A variable forcing the visual ID chosen for new X11 windows.
- SDL_VIDEO_X11_XRANDR: A variable controlling whether the X11 XRandR extension should be used.
- SDL_VITA_ENABLE_BACK_TOUCH: A variable controlling whether touch should be enabled on the back panel of the PlayStation Vita.
- SDL_VITA_ENABLE_FRONT_TOUCH: A variable controlling whether touch should be enabled on the front panel of the PlayStation Vita.
- SDL_VITA_MODULE_PATH: A variable controlling the module path on the PlayStation Vita.
- SDL_VITA_PVR_INIT: A variable controlling whether to perform PVR initialization on the PlayStation Vita.
- SDL_VITA_PVR_OPENGL: A variable controlling whether OpenGL should be used instead of OpenGL ES on the PlayStation Vita.
- SDL_VITA_RESOLUTION: A variable overriding the resolution reported on the PlayStation Vita.
- SDL_VITA_TOUCH_MOUSE_DEVICE: A variable controlling which touchpad should generate synthetic mouse events.
- SDL_VULKAN_DISPLAY: A variable overriding the display index used in SDL_Vulkan_CreateSurface()
- SDL_VULKAN_LIBRARY: Specify the Vulkan library to load.
- SDL_WAVE_CHUNK_LIMIT: A variable controlling the maximum number of chunks in a WAVE file.
- SDL_WAVE_FACT_CHUNK: A variable controlling how the fact chunk affects the loading of a WAVE file.
- SDL_WAVE_RIFF_CHUNK_SIZE: A variable controlling how the size of the RIFF chunk affects the loading of a WAVE file.
- SDL_WAVE_TRUNCATION: A variable controlling how a truncated WAVE file is handled.
- SDL_WINDOWS_CLOSE_ON_ALT_F4: A variable controlling whether SDL generates window-close events for Alt+F4 on Windows.
- SDL_WINDOWS_ENABLE_MENU_MNEMONICS: A variable controlling whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
- SDL_WINDOWS_ENABLE_MESSAGELOOP: A variable controlling whether the windows message loop is processed by SDL.
- SDL_WINDOWS_ERASE_BACKGROUND_MODE: A variable controlling whether SDL will clear the window contents when the WM_ERASEBKGND message is received.
- SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL: A variable controlling whether SDL uses Kernel Semaphores on Windows.
- SDL_WINDOWS_GAMEINPUT: A variable controlling whether GameInput is used for raw keyboard and mouse on Windows.
- SDL_WINDOWS_INTRESOURCE_ICON: A variable to specify custom icon resource id from RC file on Windows platform.
- SDL_WINDOWS_INTRESOURCE_ICON_SMALL: A variable to specify custom icon resource id from RC file on Windows platform.
- SDL_WINDOWS_RAW_KEYBOARD: A variable controlling whether raw keyboard events are used on Windows.
- SDL_WINDOWS_USE_D3D9EX: A variable controlling whether SDL uses the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
- SDL_WINDOW_ACTIVATE_WHEN_RAISED: A variable controlling whether the window is activated when the SDL_RaiseWindow function is called.
- SDL_WINDOW_ACTIVATE_WHEN_SHOWN: A variable controlling whether the window is activated when the SDL_ShowWindow function is called.
- SDL_WINDOW_ALLOW_TOPMOST: If set to "0" then never set the top-most flag on an SDL Window even if the application requests it.
- SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN: A variable controlling whether the window frame and title bar are interactive when the cursor is hidden.
- SDL_X11_FORCE_OVERRIDE_REDIRECT: A variable controlling whether X11 windows are marked as override-redirect.
- SDL_X11_WINDOW_TYPE: A variable specifying the type of an X11 window.
- SDL_X11_XCB_LIBRARY: Specify the XCB library to load for the X11 driver.
- SDL_XINPUT_ENABLED: A variable controlling whether XInput should be used for controller handling.