Declared in: add-ons/graphics/GraphicsCard.h
typedef struct { shortbits_per_pixel
; shortbytes_per_row
; shortwidth
; shortheight
; shortdisplay_width
; shortdisplay_height
; shortdisplay_x
; shortdisplay_y
; } frame_buffer_info
This structure is used to report the current configuration of the frame buffer.
See also:
FrameBufferInfo()
Declared in: add-ons/graphics/GraphicsCard.h
typedef void (*graphics_card_hook)(void)
This is the general type declaration for a graphics card hook function. Specific hook functions will in fact declare various sets of arguments and all return a status_t error code rather than void.
See also:
CardHookAt()
,
"Graphics Card Hook Functions"
Declared in: add-ons/graphics/GraphicsCard.h
typedef struct { shortversion
; shortid
; void*frame_buffer
; charrgba_order
[4]; shortflags
; shortbits_per_pixel
; shortbytes_per_row
; shortwidth
; shortheight
; } graphics_card_info
Drivers use this structure to supply information about themselves and the
current configuration of the frame buffer to the Application Server and the
BWindowScreen
class.
See also:
CardInfo()
Declared in: game/GameSoundDefs.h
struct gs_attribute { int32attribute
; bigtime_tduration
; floatvalue
; uint32flags
; };
Defines an attribute. An attribute consists of an attribute number from
gs_attributes, a duration
indicating
the period of time, in microseconds,
over which the attribute's change takes effect, and a target value
.
Additional flags
can be specified for the attribute as well; these vary
depending on the attribute.
Currently, there are no flags defined for any of the predefined attributes.
Declared in: game/GameSoundDefs.h
struct gs_attribute_info { int32attribute
; floatgranularity
; floatminimum
; floatmaximum
; };
Describes the possible values the attribute can take. The granularity field indicates how finely the value of the attribute can be controlled, and minimum and maximum specify the minimum and maximum values the attribute can take on.
Declared in: game/GameSoundDefs.h
struct gs_audio_format { enumformat
{ B_GS_U8 = 0x11, B_GS_S16 = 0x2, B_GS_F = 0x24, B_GS_S32 = 0x4 }; floatframe_rate
; uint32channel_count
; uint32format
; uint32byte_order
; size_tbuffer_size
; };
This structure describes the format of a game sound.
Field | Description |
---|---|
| The format enum lists the possible sound sample formats supported by the Game Kit:
|
| Indicates how many frames per second of audio should be played. |
| Indicates the number of audio channels the sound uses. |
| Specifies the format of the audio data to be played must be one of the values declared in the format enum. |
| Specifies the byte order of the sound to be played. |
| Used to specify how large the audio buffers used to play the sound should be. You can specify zero if you want the Game Kit to determine an appropriate size for you. |