Build Info: improve refresh rate report

See discussion in #9594
This commit is contained in:
Charles Dang 2024-11-22 12:43:47 -05:00
parent ce6c56adea
commit 335c4943d2
3 changed files with 10 additions and 1 deletions

View file

@ -593,7 +593,8 @@ list_formatter video_settings_report_internal(const std::string& heading = "")
fmt.insert("Window size", geometry_to_string(video::current_resolution()));
fmt.insert("Game canvas size", geometry_to_string(video::game_canvas_size()));
fmt.insert("Final render target size", geometry_to_string(video::output_size()));
fmt.insert("Screen refresh rate", std::to_string(video::current_refresh_rate()));
fmt.insert("Render refresh rate", std::to_string(video::current_refresh_rate()));
fmt.insert("Screen refresh rate", std::to_string(video::native_refresh_rate()));
fmt.insert("Screen dpi", dpi_report);
const auto& renderer_report = video::renderer_report();

View file

@ -483,6 +483,11 @@ int get_pixel_scale()
return pixel_scale_;
}
int native_refresh_rate()
{
return refresh_rate_;
}
int current_refresh_rate()
{
// TODO: this should be more clever, depending on usage

View file

@ -143,6 +143,9 @@ std::vector<std::string> enumerate_drivers();
*/
int current_refresh_rate();
/** The native refresh rate of display, not taking any user preferences into account. */
int native_refresh_rate();
/** True iff the window is not hidden. */
bool window_is_visible();
/** True iff the window has mouse or input focus */