Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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typedef unsigned int uint;
#include "../public/togl/linuxwin/glmdisplay.h"
#include "../public/togl/linuxwin/glmdisplaydb.h"
void GLMDisplayDB::PopulateRenderers( void ) { }
void GLMDisplayDB::PopulateFakeAdapters( uint realRendererIndex ) { } // fake adapters = one real adapter times however many displays are on
void GLMDisplayDB::Populate( void ) { }
int GLMDisplayDB::GetFakeAdapterCount( void ) { return 1; }
bool GLMDisplayDB::GetFakeAdapterInfo( int fakeAdapterIndex, int *rendererOut, int *displayOut, GLMRendererInfoFields *rendererInfoOut, GLMDisplayInfoFields *displayInfoOut ) { return true; }
int GLMDisplayDB::GetRendererCount( void ) { return 1; }
bool GLMDisplayDB::GetRendererInfo( int rendererIndex, GLMRendererInfoFields *infoOut ) { return true; }
int GLMDisplayDB::GetDisplayCount( int rendererIndex ) { return 1; }
bool GLMDisplayDB::GetDisplayInfo( int rendererIndex, int displayIndex, GLMDisplayInfoFields *infoOut ) { return true; }
int GLMDisplayDB::GetModeCount( int rendererIndex, int displayIndex ) { }
bool GLMDisplayDB::GetModeInfo( int rendererIndex, int displayIndex, int modeIndex, GLMDisplayModeInfoFields *infoOut ) { return false; }
void GLMDisplayDB::Dump( void ) { }