Esempio n. 1
0
        internal void SetFullScreen(CarbonWindowInfo info, out int width, out int height)
        {
            CarbonGLNative wind = GetCarbonWindow(info);

            Debug.Print("Switching to full screen {0}x{1} on context {2}",
                        wind.TargetDisplayDevice.Width, wind.TargetDisplayDevice.Height, ContextHandle);

            CG.CGDisplayCapture(GetQuartzDevice(info));
            byte code = Agl.aglSetFullScreen(ContextHandle, wind.TargetDisplayDevice.Width, wind.TargetDisplayDevice.Height, 0, 0);

            Agl.CheckReturnValue(code, "aglSetFullScreen");
            MakeCurrent(info);

            width  = wind.TargetDisplayDevice.Width;
            height = wind.TargetDisplayDevice.Height;

            // This is a weird hack to workaround a bug where the first time a context
            // is made fullscreen, we just end up with a blank screen.  So we undo it as fullscreen
            // and redo it as fullscreen.
            if (!firstFullScreen)
            {
                firstFullScreen = true;
                UnsetFullScreen(info);
                SetFullScreen(info, out width, out height);
            }

            mIsFullscreen = true;
        }
Esempio n. 2
0
        internal void SetFullScreen(CarbonWindow wind, out int width, out int height)
        {
            int displayWidth  = wind.Display.Bounds.Width;
            int displayHeight = wind.Display.Bounds.Height;

            Debug.Print("Switching to full screen {0}x{1} on context {2}",
                        displayWidth, displayHeight, ContextHandle);

            CG.CGDisplayCapture(CG.CGMainDisplayID());
            byte code = Agl.aglSetFullScreen(ContextHandle, displayWidth, displayHeight, 0, 0);

            Agl.CheckReturnValue(code, "aglSetFullScreen");
            MakeCurrent(wind);

            width  = displayWidth;
            height = displayHeight;

            // This is a weird hack to workaround a bug where the first time a context
            // is made fullscreen, we just end up with a blank screen.  So we undo it as fullscreen
            // and redo it as fullscreen.
            if (!firstFullScreen)
            {
                firstFullScreen = true;
                UnsetFullScreen(wind);
                SetFullScreen(wind, out width, out height);
            }
            mIsFullscreen = true;
        }
Esempio n. 3
0
        public bool TryChangeResolution(DisplayDevice device, DisplayResolution resolution)
        {
            IntPtr display        = displayMap[device];
            IntPtr currentModePtr = CG.CGDisplayCurrentMode(display);

            if (!storedModes.ContainsKey(display))
            {
                storedModes.Add(display, currentModePtr);
            }

            IntPtr  displayModesPtr = CG.CGDisplayAvailableModes(display);
            CFArray displayModes    = new CFArray(displayModesPtr);

            for (int j = 0; j < displayModes.Count; j++)
            {
                CFDictionary dict = new CFDictionary(displayModes[j]);

                int    width  = (int)dict.GetNumberValue("Width");
                int    height = (int)dict.GetNumberValue("Height");
                int    bpp    = (int)dict.GetNumberValue("BitsPerPixel");
                double freq   = dict.GetNumberValue("RefreshRate");

                if (width == resolution.Width && height == resolution.Height &&
                    bpp == resolution.BitsPerPixel && Math.Abs(freq - resolution.RefreshRate) < 1e-6)
                {
                    if (!displaysCaptured.Contains(display))
                    {
                        CG.CGDisplayCapture(display);
                    }

                    Debug.Print("Changing resolution to {0}x{1}x{2}@{3}.", width, height, bpp, freq);
                    CG.CGDisplaySwitchToMode(display, displayModes[j]);
                    return(true);
                }
            }
            return(false);
        }