gremlin/libs/glfw/lib/fullscreen.c
2011-01-04 18:11:59 +01:00

96 lines
3.1 KiB
C

//========================================================================
// GLFW - An OpenGL framework
// File: fullscreen.c
// Platform: Any
// API version: 2.6
// WWW: http://glfw.sourceforge.net
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Camilla Berglund
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#include "internal.h"
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// glfwGetVideoModes() - Get a list of available video modes
//========================================================================
GLFWAPI int GLFWAPIENTRY glfwGetVideoModes( GLFWvidmode *list,
int maxcount )
{
int count, i, swap, res1, res2, depth1, depth2;
GLFWvidmode vm;
if( !_glfwInitialized || maxcount <= 0 || list == (GLFWvidmode*) 0 )
{
return 0;
}
// Get list of video modes
count = _glfwPlatformGetVideoModes( list, maxcount );
// Sort list (bubble sort)
do
{
swap = 0;
for( i = 0; i < count-1; ++ i )
{
res1 = list[i].Width*list[i].Height;
depth1 = list[i].RedBits+list[i].GreenBits+list[i].BlueBits;
res2 = list[i+1].Width*list[i+1].Height;
depth2 = list[i+1].RedBits+list[i+1].GreenBits+
list[i+1].BlueBits;
if( (depth2<depth1) || ((depth2==depth1) && (res2<res1)) )
{
vm = list[i];
list[i] = list[i+1];
list[i+1] = vm;
swap = 1;
}
}
}
while( swap );
return count;
}
//========================================================================
// glfwGetDesktopMode() - Get the desktop video mode
//========================================================================
GLFWAPI void GLFWAPIENTRY glfwGetDesktopMode( GLFWvidmode *mode )
{
if( !_glfwInitialized || mode == (GLFWvidmode*) 0 )
{
return;
}
_glfwPlatformGetDesktopMode( mode );
}