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Excluding 3rd party files.
72 lines
2.9 KiB
C
72 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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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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