/* =========================================================================== 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 . 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