view src/video/gem/SDL_gemmodes.h @ 2960:91708bc14aab

It's probably not worth pushing palettized textures. The memory optimization isn't worth the effort on modern hardware with the sorts of games that would be using the SDL 1.3 texture API.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 02 Jan 2009 09:27:36 +0000
parents 99210400e8b9
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#ifndef _SDL_gemmodes_h
#define _SDL_gemmodes_h

typedef struct
{
    int width;
    int height;
    int depth;
} SDL_DisplayData;

extern void GEM_InitModes(_THIS);
extern void GEM_GetDisplayModes(_THIS);
extern int GEM_SetDisplayMode(_THIS, SDL_DisplayMode * mode);
extern void GEM_QuitModes(_THIS);

#endif /* _SDL_gemmodes_h */

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