func VideoModeOK(width, height, bitsPerPixel int, flags SurfaceFlags) int { c_width := C.int(width) c_height := C.int(height) c_bpp := C.int(bitsPerPixel) c_flags := C.Uint32(flags) ret := C.SDL_VideoModeOK(c_width, c_height, c_bpp, c_flags) return int(ret) }
// Checks to see if a particular video mode is supported. Returns 0 if not // supported, or the bits-per-pixel of the closest available mode. func VideoModeOK(width int, height int, bpp int, flags uint32) int { GlobalMutex.Lock() status := int(C.SDL_VideoModeOK(C.int(width), C.int(height), C.int(bpp), C.Uint32(flags))) GlobalMutex.Unlock() return status }
// Checks to see if a particular video mode is supported. Returns 0 if not // supported, or the bits-per-pixel of the closest available mode. func VideoModeOK(width int, height int, bpp int, flags uint32) int { return int(C.SDL_VideoModeOK(C.int(width), C.int(height), C.int(bpp), C.Uint32(flags))) }
// Check to see if a particular video mode is supported. // It returns 0 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 and height. If this bits-per-pixel is different from the // one used when setting the video mode, SetVideoMode() will succeed, // but will emulate the requested bits-per-pixel with a shadow surface. // // The arguments to SDL_VideoModeOK() are the same ones you would pass to // SDL_SetVideoMode() func VideoModeOK(width, height, bpp int, flags uint32) bool { return i2b(int(C.SDL_VideoModeOK(C.int(width), C.int(height), C.int(bpp), C.Uint32(flags)))) }