//======================================================================== // GLFW - An OpenGL framework // Platform: Any // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // // 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" //************************************************************************ //**** GLFW user functions **** //************************************************************************ //======================================================================== // Get a list of available video modes //======================================================================== GLFWAPI int glfwGetVideoModes(GLFWvidmode* list, int maxcount) { int count, i, swap, res1, res2, depth1, depth2; GLFWvidmode vm; if (!_glfwInitialized || maxcount <= 0 || list == NULL) return 0; // Get list of video modes count = _glfwPlatformGetVideoModes(list, maxcount); // Sort list (bubble sort) do { swap = 0; for (i = 0; i < count - 1; i++) { res1 = list[i].width * list[i].height; depth1 = list[i].redBits + list[i].greenBits + list[i].blueBits; res2 = list[i + 1].width * list[i + 1].height; depth2 = list[i + 1].redBits + list[i + 1].greenBits + list[i + 1].blueBits; if ((depth2 < depth1) || ((depth2 == depth1) && (res2 < res1))) { vm = list[i]; list[i] = list[i + 1]; list[i + 1] = vm; swap = 1; } } } while (swap); return count; } //======================================================================== // Get the desktop video mode //======================================================================== GLFWAPI void glfwGetDesktopMode(GLFWvidmode* mode) { if (!_glfwInitialized || mode == NULL) return; _glfwPlatformGetDesktopMode(mode); }