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92 lines
3.0 KiB
C
92 lines
3.0 KiB
C
//========================================================================
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// GLFW - An OpenGL framework
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// Platform: Any
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// API version: 3.0
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Marcus Geelnard
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// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
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//
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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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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#include "internal.h"
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//************************************************************************
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//**** GLFW user functions ****
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//************************************************************************
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//========================================================================
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// Get a list of available video modes
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//========================================================================
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GLFWAPI int glfwGetVideoModes(GLFWvidmode* list, int maxcount)
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{
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int count, i, swap, res1, res2, depth1, depth2;
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GLFWvidmode vm;
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if (!_glfwInitialized || maxcount <= 0 || list == NULL)
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return 0;
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// Get list of video modes
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count = _glfwPlatformGetVideoModes(list, maxcount);
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// Sort list (bubble sort)
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do
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{
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swap = 0;
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for (i = 0; i < count - 1; i++)
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{
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res1 = list[i].width * list[i].height;
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depth1 = list[i].redBits + list[i].greenBits + list[i].blueBits;
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res2 = list[i + 1].width * list[i + 1].height;
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depth2 = list[i + 1].redBits + list[i + 1].greenBits +
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list[i + 1].blueBits;
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if ((depth2 < depth1) || ((depth2 == depth1) && (res2 < res1)))
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{
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vm = list[i];
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list[i] = list[i + 1];
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list[i + 1] = vm;
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swap = 1;
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}
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}
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}
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while (swap);
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return count;
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}
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//========================================================================
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// Get the desktop video mode
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//========================================================================
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GLFWAPI void glfwGetDesktopMode(GLFWvidmode* mode)
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{
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if (!_glfwInitialized || mode == NULL)
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return;
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_glfwPlatformGetDesktopMode(mode);
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}
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