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glfw/src/cocoa_fullscreen.m

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//========================================================================
// GLFW - An OpenGL library
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// Platform: Cocoa/NSOpenGL
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// API Version: 3.0
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// 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"
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//========================================================================
// Check whether the display mode should be included in enumeration
//========================================================================
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static BOOL modeIsGood(NSDictionary* mode)
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{
// 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 &&
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[mode objectForKey:(id)kCGDisplayModeIsSafeForHardware] != nil &&
[mode objectForKey:(id)kCGDisplayModeIsStretched] == nil;
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}
//========================================================================
// Convert Core Graphics display mode to GLFW video mode
//========================================================================
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static GLFWvidmode vidmodeFromCGDisplayMode(NSDictionary* mode)
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{
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unsigned int width =
[[mode objectForKey:(id)kCGDisplayWidth] unsignedIntValue];
unsigned int height =
[[mode objectForKey:(id)kCGDisplayHeight] unsignedIntValue];
unsigned int bps =
[[mode objectForKey:(id)kCGDisplayBitsPerSample] unsignedIntValue];
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GLFWvidmode result;
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result.width = width;
result.height = height;
result.redBits = bps;
result.greenBits = bps;
result.blueBits = bps;
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return result;
}
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//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
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//========================================================================
// Get a list of available video modes
//========================================================================
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int _glfwPlatformGetVideoModes(GLFWvidmode* list, int maxcount)
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{
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NSArray* modes = (NSArray*) CGDisplayAvailableModes(CGMainDisplayID());
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unsigned int i, j = 0, n = [modes count];
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for (i = 0; i < n && j < (unsigned)maxcount; i++)
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{
NSDictionary *mode = [modes objectAtIndex:i];
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if (modeIsGood(mode))
list[j++] = vidmodeFromCGDisplayMode(mode);
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}
return j;
}
//========================================================================
// Get the desktop video mode
//========================================================================
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void _glfwPlatformGetDesktopMode(GLFWvidmode *mode)
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{
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*mode = vidmodeFromCGDisplayMode(_glfwLibrary.NS.desktopMode);
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}