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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
73 lines
2.9 KiB
C
73 lines
2.9 KiB
C
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef PREFERENCESDIALOG_H
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#define PREFERENCESDIALOG_H
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#include <Carbon/Carbon.h>
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enum GameDisplayMode
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{
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kInactive,
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kFullScreen,
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kWindow
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};
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typedef long LONG;
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typedef struct tagPOINT
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{
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LONG x;
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LONG y;
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} POINT;
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typedef struct
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{
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GameDisplayMode mode; // Indicates if the game is in full screen mode or window mode.
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CGDirectDisplayID displayID; // Display used for the full screen mode.
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short width; // Width of screen and/or window.
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short height; // Height of screen and/or window.
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short depth; // Screen bit depth used for full screen mode.
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Fixed frequency; // Screen refresh rate in MHz for full screen mode. If zero, then a default will be used.
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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.
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unsigned long flags; // kBlankingWindow, kDontRepositionWindow, etc.
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UInt32 resFlags; // boolean bits to mark special modes for each resolution, e.g. stretched
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} GameDisplayInfo;
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typedef bool(*ValidModeCallbackProc)(CGDirectDisplayID displayID, int width, int height, int depth, Fixed freq);
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OSStatus CreateGameDisplayPreferencesDialog(
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const GameDisplayInfo *inGDInfo,
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WindowRef *outWindow,
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ValidModeCallbackProc inCallback = NULL);
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OSStatus RunGameDisplayPreferencesDialog(
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GameDisplayInfo *outGDInfo,
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WindowRef inWindow);
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#endif // PREFERENCESDIALOG_H
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