quadrilateralcowboy/sys/osx/PreferencesDialog.h

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2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef PREFERENCESDIALOG_H
#define PREFERENCESDIALOG_H
enum GameDisplayMode
{
kInactive,
kFullScreen,
kWindow
};
typedef long LONG;
typedef struct tagPOINT
{
LONG x;
LONG y;
} POINT;
typedef struct
{
GameDisplayMode mode; // Indicates if the game is in full screen mode or window mode.
CGDirectDisplayID displayID; // Display used for the full screen mode.
short width; // Width of screen and/or window.
short height; // Height of screen and/or window.
short depth; // Screen bit depth used for full screen mode.
Fixed frequency; // Screen refresh rate in MHz for full screen mode. If zero, then a default will be used.
POINT windowLoc; // Device-local coordinate of top left corner for window mode. Expressed as a Win32 POINT. Coordiantes may be CW_USEDEFAULT indicating no location has yet been established.
unsigned long flags; // kBlankingWindow, kDontRepositionWindow, etc.
UInt32 resFlags; // boolean bits to mark special modes for each resolution, e.g. stretched
} GameDisplayInfo;
typedef bool(*ValidModeCallbackProc)(CGDirectDisplayID displayID, int width, int height, int depth, Fixed freq);
OSStatus CreateGameDisplayPreferencesDialog(
const GameDisplayInfo *inGDInfo,
WindowRef *outWindow,
ValidModeCallbackProc inCallback = NULL);
OSStatus RunGameDisplayPreferencesDialog(
GameDisplayInfo *outGDInfo,
WindowRef inWindow);
#endif // PREFERENCESDIALOG_H