view docs/html/sdlvideomodeok.html @ 2847:7d020441fa81

Don't hardcode RECT for fragment program texture targets. Now we can generate what a given system needs when compiling the shader.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 07 Dec 2008 07:06:34 +0000
parents 355632dca928
children
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><H1
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>SDL_VideoModeOK</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1202"
></A
><H2
>Name</H2
>SDL_VideoModeOK&nbsp;--&nbsp;Check to see if a particular video mode is supported.</DIV
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>Synopsis</H2
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><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_VideoModeOK</B
></CODE
>(int width, int height, int bpp, Uint32 flags);</CODE
></P
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><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_VideoModeOK</TT
> returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> 
if the requested mode is not supported under any bit depth, or returns the 
bits-per-pixel of the closest available mode with the given width, height and requested <A
HREF="sdlsurface.html"
>surface</A
> flags (see <A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
>).</P
><P
>The bits-per-pixel value returned is only a suggested mode. You can usually request and bpp you want when <A
HREF="sdlsetvideomode.html"
>setting</A
>  the video mode and SDL will emulate that color depth with a shadow video surface.</P
><P
>The arguments to <TT
CLASS="FUNCTION"
>SDL_VideoModeOK</TT
> are the same ones you 
would pass to <A
HREF="sdlsetvideomode.html"
>SDL_SetVideoMode</A
></P
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><H2
>Example</H2
><PRE
CLASS="PROGRAMLISTING"
>SDL_Surface *screen;
Uint32 bpp;
.
.
.
printf("Checking mode 640x480@16bpp.\n");
bpp=SDL_VideoModeOK(640, 480, 16, SDL_HWSURFACE);

if(!bpp){
  printf("Mode not available.\n");
  exit(-1);
}

printf("SDL Recommends 640x480@%dbpp.\n", bpp);
screen=SDL_SetVideoMode(640, 480, bpp, SDL_HWSURFACE);
.
.</PRE
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><H2
>See Also</H2
><P
><A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
>,
<A
HREF="sdlgetvideoinfo.html"
><TT
CLASS="FUNCTION"
>SDL_GetVideoInfo</TT
></A
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