glfw/src/cocoa_fullscreen.m
2011-07-26 16:50:12 +02:00

105 lines
4.0 KiB
Mathematica

//========================================================================
// GLFW - An OpenGL library
// Platform: Cocoa/NSOpenGL
// API Version: 3.0
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#include "internal.h"
//========================================================================
// Check whether the display mode should be included in enumeration
//========================================================================
static BOOL modeIsGood(NSDictionary* mode)
{
// This is a bit controversial, if you've got something other than an
// LCD computer monitor as an output device you might not want these
// checks. You might also want to reject modes which are interlaced,
// or TV out. There is no one-size-fits-all policy that can work here.
// This seems like a decent compromise, but certain applications may
// wish to patch this...
return [[mode objectForKey:(id)kCGDisplayBitsPerPixel] intValue] >= 15 &&
[mode objectForKey:(id)kCGDisplayModeIsSafeForHardware] != nil &&
[mode objectForKey:(id)kCGDisplayModeIsStretched] == nil;
}
//========================================================================
// Convert Core Graphics display mode to GLFW video mode
//========================================================================
static GLFWvidmode vidmodeFromCGDisplayMode(NSDictionary* mode)
{
unsigned int width =
[[mode objectForKey:(id)kCGDisplayWidth] unsignedIntValue];
unsigned int height =
[[mode objectForKey:(id)kCGDisplayHeight] unsignedIntValue];
unsigned int bps =
[[mode objectForKey:(id)kCGDisplayBitsPerSample] unsignedIntValue];
GLFWvidmode result;
result.width = width;
result.height = height;
result.redBits = bps;
result.greenBits = bps;
result.blueBits = bps;
return result;
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
//========================================================================
// Get a list of available video modes
//========================================================================
int _glfwPlatformGetVideoModes(GLFWvidmode* list, int maxcount)
{
NSArray* modes = (NSArray*) CGDisplayAvailableModes(CGMainDisplayID());
unsigned int i, j = 0, n = [modes count];
for (i = 0; i < n && j < (unsigned)maxcount; i++)
{
NSDictionary *mode = [modes objectAtIndex:i];
if (modeIsGood(mode))
list[j++] = vidmodeFromCGDisplayMode(mode);
}
return j;
}
//========================================================================
// Get the desktop video mode
//========================================================================
void _glfwPlatformGetDesktopMode(GLFWvidmode *mode)
{
*mode = vidmodeFromCGDisplayMode(_glfwLibrary.NS.desktopMode);
}