mirror of
https://github.com/glfw/glfw.git
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295 lines
9.2 KiB
C
295 lines
9.2 KiB
C
//========================================================================
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// GLFW - An OpenGL framework
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// Platform: Win32/WGL
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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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#include <stdlib.h>
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#include <limits.h>
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//========================================================================
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// Convert BPP to RGB bits based on "best guess"
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//========================================================================
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static void bpp2rgb(int bpp, int* r, int* g, int* b)
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{
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int delta;
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// We assume that by 32 they really meant 24
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if (bpp == 32)
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bpp = 24;
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// Convert "bits per pixel" to red, green & blue sizes
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*r = *g = *b = bpp / 3;
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delta = bpp - (*r * 3);
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if (delta >= 1)
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*g = *g + 1;
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if (delta == 2)
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*r = *r + 1;
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}
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//========================================================================
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// Return closest video mode by dimensions, refresh rate and bits per pixel
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//========================================================================
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static GLboolean getClosestVideoMode(int* width, int* height,
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int* bpp, int* refreshRate,
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GLboolean exactBPP)
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{
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int mode, bestWidth, bestHeight, bestBPP, bestRate;
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unsigned int sizeDiff, rateDiff, leastSizeDiff, leastRateDiff;
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GLboolean foundMode = GL_FALSE;
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DEVMODE dm;
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leastSizeDiff = leastRateDiff = UINT_MAX;
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for (mode = 0; ; mode++)
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{
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dm.dmSize = sizeof(DEVMODE);
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if (!EnumDisplaySettings(NULL, mode, &dm))
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break;
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if (exactBPP && dm.dmBitsPerPel != *bpp)
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continue;
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sizeDiff = (abs(dm.dmBitsPerPel - *bpp) << 25) |
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((dm.dmPelsWidth - *width) *
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(dm.dmPelsWidth - *width) +
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(dm.dmPelsHeight - *height) *
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(dm.dmPelsHeight - *height));
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if (*refreshRate > 0)
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{
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rateDiff = (dm.dmDisplayFrequency - *refreshRate) *
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(dm.dmDisplayFrequency - *refreshRate);
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}
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else
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{
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// If no refresh rate was specified, then they're all the same
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rateDiff = 0;
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}
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// We match first BPP, then screen area and last refresh rate
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if ((sizeDiff < leastSizeDiff) ||
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(sizeDiff == leastSizeDiff && (rateDiff < leastRateDiff)))
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{
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bestWidth = dm.dmPelsWidth;
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bestHeight = dm.dmPelsHeight;
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bestBPP = dm.dmBitsPerPel;
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bestRate = dm.dmDisplayFrequency;
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leastSizeDiff = sizeDiff;
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leastRateDiff = rateDiff;
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foundMode = GL_TRUE;
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}
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}
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if (!foundMode)
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return GL_FALSE;
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*width = bestWidth;
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*height = bestHeight;
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*bpp = bestBPP;
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// Only save the found refresh rate if the client requested a specific
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// rate; otherwise keep it at zero to let Windows select the best rate
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if (*refreshRate > 0)
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*refreshRate = bestRate;
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return GL_TRUE;
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW internal API //////
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//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Change the current video mode
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//========================================================================
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void _glfwSetVideoMode(int* width, int* height,
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int* bpp, int* refreshRate,
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GLboolean exactBPP)
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{
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DEVMODE dm;
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int closestWidth, closestHeight, closestBPP, closestRate;
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closestWidth = *width;
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closestHeight = *height;
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closestBPP = *bpp;
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closestRate = *refreshRate;
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if (getClosestVideoMode(&closestWidth, &closestHeight,
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&closestBPP, &closestRate, GL_FALSE))
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{
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dm.dmSize = sizeof(DEVMODE);
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dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL;
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dm.dmPelsWidth = closestWidth;
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dm.dmPelsHeight = closestHeight;
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dm.dmBitsPerPel = closestBPP;
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if (*refreshRate > 0)
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{
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dm.dmFields |= DM_DISPLAYFREQUENCY;
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dm.dmDisplayFrequency = closestRate;
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}
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if (ChangeDisplaySettings(&dm, CDS_FULLSCREEN) == DISP_CHANGE_SUCCESSFUL)
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{
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*width = closestWidth;
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*height = closestHeight;
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*bpp = closestBPP;
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*refreshRate = closestRate;
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}
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}
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else
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{
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dm.dmSize = sizeof(DEVMODE);
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EnumDisplaySettings(NULL, ENUM_REGISTRY_SETTINGS, &dm);
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*width = dm.dmPelsWidth;
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*height = dm.dmPelsHeight;
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*bpp = dm.dmBitsPerPel;
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*refreshRate = dm.dmDisplayFrequency;
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}
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}
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//========================================================================
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// Restore the previously saved (original) video mode
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//========================================================================
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void _glfwRestoreVideoMode(void)
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{
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ChangeDisplaySettings(NULL, CDS_FULLSCREEN);
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW platform API //////
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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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int _glfwPlatformGetVideoModes(GLFWvidmode* list, int maxcount)
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{
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int count, success, mode, i, j;
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int m1, m2, bpp, r, g, b;
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DEVMODE dm;
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// Loop through all video modes and extract all the UNIQUE modes
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count = 0;
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mode = 0;
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do
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{
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// Get video mode properties
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dm.dmSize = sizeof(DEVMODE);
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success = EnumDisplaySettings(NULL, mode, &dm);
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// Is it a valid mode? (only list depths >= 15 bpp)
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if (success && dm.dmBitsPerPel >= 15)
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{
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// Convert to RGB, and back to bpp ("mask out" alpha bits etc)
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bpp2rgb(dm.dmBitsPerPel, &r, &g, &b);
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bpp = r + g + b;
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// Mode "code" for this mode
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m1 = (bpp << 25) | (dm.dmPelsWidth * dm.dmPelsHeight);
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// Insert mode in list (sorted), and avoid duplicates
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for (i = 0; i < count; i++)
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{
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// Mode "code" for already listed mode
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bpp = list[i].redBits + list[i].greenBits + list[i].blueBits;
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m2 = (bpp << 25) | (list[i].width * list[i].height);
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if (m1 <= m2)
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break;
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}
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// New entry at the end of the list?
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if (i >= count)
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{
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list[count].width = dm.dmPelsWidth;
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list[count].height = dm.dmPelsHeight;
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list[count].redBits = r;
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list[count].greenBits = g;
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list[count].blueBits = b;
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count ++;
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}
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// Insert new entry in the list?
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else if (m1 < m2)
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{
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for (j = count; j > i; j--)
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list[j] = list[j - 1];
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list[i].width = dm.dmPelsWidth;
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list[i].height = dm.dmPelsHeight;
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list[i].redBits = r;
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list[i].greenBits = g;
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list[i].blueBits = b;
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count++;
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}
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}
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mode++;
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}
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while (success && (count < maxcount));
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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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void _glfwPlatformGetDesktopMode(GLFWvidmode* mode)
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{
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DEVMODE dm;
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// Get desktop display mode
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dm.dmSize = sizeof(DEVMODE);
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EnumDisplaySettings(NULL, ENUM_REGISTRY_SETTINGS, &dm);
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// Return desktop mode parameters
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mode->width = dm.dmPelsWidth;
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mode->height = dm.dmPelsHeight;
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bpp2rgb(dm.dmBitsPerPel, &mode->redBits, &mode->greenBits, &mode->blueBits);
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}
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