2 * freeglut_gamemode.c
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4 * The game mode handling code.
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6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
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7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
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8 * Creation date: Thu Dec 16 1999
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10 * Permission is hereby granted, free of charge, to any person obtaining a
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11 * copy of this software and associated documentation files (the "Software"),
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12 * to deal in the Software without restriction, including without limitation
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13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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14 * and/or sell copies of the Software, and to permit persons to whom the
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15 * Software is furnished to do so, subject to the following conditions:
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17 * The above copyright notice and this permission notice shall be included
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18 * in all copies or substantial portions of the Software.
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20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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23 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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24 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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25 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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28 #include <GL/freeglut.h>
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29 #include "freeglut_internal.h"
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32 * TODO BEFORE THE STABLE RELEASE:
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34 * glutGameModeString() -- missing
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35 * glutEnterGameMode() -- X11 version
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36 * glutLeaveGameMode() -- is that correct?
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37 * glutGameModeGet() -- is that correct?
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41 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
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43 #if TARGET_HOST_POSIX_X11
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44 static int xrandr_resize(int xsz, int ysz, int rate, int just_checking)
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46 #ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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47 int event_base, error_base, ver_major, ver_minor, use_rate;
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48 XRRScreenConfiguration *xrr_config = 0;
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51 /* must check at runtime for the availability of the extension */
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52 if(!XRRQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
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56 XRRQueryVersion(fgDisplay.Display, &ver_major, &ver_minor);
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58 /* we only heed the rate if we CAN actually use it (Xrandr >= 1.1) and
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59 * the user actually cares about it (rate > 0)
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61 use_rate = ( rate > 0 ) && ( ( ver_major >= 1 ) ||
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62 ( ( ver_major == 1 ) && ( ver_minor >= 1 ) ) );
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64 /* this loop is only so that the whole thing will be repeated if someone
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65 * else changes video mode between our query of the current information and
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66 * the attempt to change it.
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69 XRRScreenSize *ssizes;
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72 int i, ssizes_count, rates_count, curr, res_idx = -1;
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73 Time timestamp, cfg_timestamp;
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76 XRRFreeScreenConfigInfo(xrr_config);
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79 if(!(xrr_config = XRRGetScreenInfo(fgDisplay.Display, fgDisplay.RootWindow))) {
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80 fgWarning("XRRGetScreenInfo failed");
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83 ssizes = XRRConfigSizes(xrr_config, &ssizes_count);
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84 curr = XRRConfigCurrentConfiguration(xrr_config, &rot);
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85 timestamp = XRRConfigTimes(xrr_config, &cfg_timestamp);
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87 /* if either of xsz or ysz are unspecified, use the current values */
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89 xsz = fgState.GameModeSize.X = ssizes[curr].width;
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91 ysz = fgState.GameModeSize.Y = ssizes[curr].height;
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94 if(xsz == ssizes[curr].width && ysz == ssizes[curr].height) {
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95 /* no need to switch, we're already in the requested resolution */
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98 for(i=0; i<ssizes_count; i++) {
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99 if(ssizes[i].width == xsz && ssizes[i].height == ysz) {
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101 break; /* found it */
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106 break; /* no matching resolution */
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108 #if ( RANDR_MAJOR >= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) )
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110 rate = fgState.GameModeRefresh;
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112 /* for the selected resolution, let's find out if there is
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113 * a matching refresh rate available.
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115 rates = XRRConfigRates(xrr_config, res_idx, &rates_count);
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117 for(i=0; i<rates_count; i++) {
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118 if(rates[i] == rate) {
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122 if(i == rates_count) {
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123 break; /* no matching rate */
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128 if(just_checking) {
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133 #if ( RANDR_MAJOR >= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) )
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135 result = XRRSetScreenConfigAndRate(fgDisplay.Display, xrr_config,
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136 fgDisplay.RootWindow, res_idx, rot, rate, timestamp);
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139 result = XRRSetScreenConfig(fgDisplay.Display, xrr_config,
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140 fgDisplay.RootWindow, res_idx, rot, timestamp);
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142 } while(result == RRSetConfigInvalidTime);
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145 XRRFreeScreenConfigInfo(xrr_config);
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152 #endif /* HAVE_X11_EXTENSIONS_XRANDR_H */
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155 #endif /* TARGET_HOST_POSIX_X11 */
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158 * Remembers the current visual settings, so that
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159 * we can change them and restore later...
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161 static void fghRememberState( void )
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163 #if TARGET_HOST_POSIX_X11
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164 int event_base, error_base;
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167 * Remember the current pointer location before going fullscreen
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168 * for restoring it later:
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170 Window junk_window;
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171 unsigned int junk_mask;
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173 XQueryPointer(fgDisplay.Display, fgDisplay.RootWindow,
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174 &junk_window, &junk_window,
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175 &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
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176 &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &junk_mask);
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178 # ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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179 if(XRRQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
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180 XRRScreenConfiguration *xrr_config;
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181 XRRScreenSize *ssizes;
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183 int ssize_count, curr;
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185 if((xrr_config = XRRGetScreenInfo(fgDisplay.Display, fgDisplay.RootWindow))) {
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186 ssizes = XRRConfigSizes(xrr_config, &ssize_count);
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187 curr = XRRConfigCurrentConfiguration(xrr_config, &rot);
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189 fgDisplay.prev_xsz = ssizes[curr].width;
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190 fgDisplay.prev_ysz = ssizes[curr].height;
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191 fgDisplay.prev_refresh = -1;
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193 # if ( RANDR_MAJOR >= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) )
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194 if(fgState.GameModeRefresh != -1) {
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195 fgDisplay.prev_refresh = XRRConfigCurrentRate(xrr_config);
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199 fgDisplay.prev_size_valid = 1;
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201 XRRFreeScreenConfigInfo(xrr_config);
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207 * This highly depends on the XFree86 extensions,
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208 * not approved as X Consortium standards
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210 # ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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211 if(!XF86VidModeQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
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216 * Remember the current ViewPort location of the screen to be able to
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217 * restore the ViewPort on LeaveGameMode():
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219 if( !XF86VidModeGetViewPort(
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222 &fgDisplay.DisplayViewPortX,
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223 &fgDisplay.DisplayViewPortY ) )
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224 fgWarning( "XF86VidModeGetViewPort failed" );
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227 /* Query the current display settings: */
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228 fgDisplay.DisplayModeValid =
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229 XF86VidModeGetModeLine(
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232 &fgDisplay.DisplayModeClock,
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233 &fgDisplay.DisplayMode
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236 if( !fgDisplay.DisplayModeValid )
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237 fgWarning( "XF86VidModeGetModeLine failed" );
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240 #elif TARGET_HOST_MS_WINDOWS
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242 /* DEVMODE devMode; */
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244 /* Grab the current desktop settings... */
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246 /* hack to get around my stupid cross-gcc headers */
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247 #define FREEGLUT_ENUM_CURRENT_SETTINGS -1
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249 EnumDisplaySettings( fgDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,
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250 &fgDisplay.DisplayMode );
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252 /* Make sure we will be restoring all settings needed */
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253 fgDisplay.DisplayMode.dmFields |=
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254 DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
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260 * Restores the previously remembered visual settings
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262 static void fghRestoreState( void )
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264 #if TARGET_HOST_POSIX_X11
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265 /* Restore the remembered pointer position: */
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267 fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
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268 fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
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272 # ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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273 if(fgDisplay.prev_size_valid) {
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274 if(xrandr_resize(fgDisplay.prev_xsz, fgDisplay.prev_ysz, fgDisplay.prev_refresh, 0) != -1) {
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275 fgDisplay.prev_size_valid = 0;
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276 # ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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277 fgDisplay.DisplayModeValid = 0;
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286 # ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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288 * This highly depends on the XFree86 extensions,
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289 * not approved as X Consortium standards
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292 if( fgDisplay.DisplayModeValid )
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294 XF86VidModeModeInfo** displayModes;
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295 int i, displayModesCount;
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297 if( !XF86VidModeGetAllModeLines(
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300 &displayModesCount,
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303 fgWarning( "XF86VidModeGetAllModeLines failed" );
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309 * Check every of the modes looking for one that matches our demands.
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310 * If we find one, switch to it and restore the remembered viewport.
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312 for( i = 0; i < displayModesCount; i++ )
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314 if(displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay &&
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315 displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
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316 displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
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318 if( !XF86VidModeSwitchToMode(
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321 displayModes[ i ] ) )
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323 fgWarning( "XF86VidModeSwitchToMode failed" );
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327 if( !XF86VidModeSetViewPort(
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330 fgDisplay.DisplayViewPortX,
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331 fgDisplay.DisplayViewPortY ) )
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332 fgWarning( "XF86VidModeSetViewPort failed" );
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336 * For the case this would be the last X11 call the application
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337 * calls exit() we've to flush the X11 output queue to have the
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338 * commands sent to the X server before the application exits.
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340 XFlush( fgDisplay.Display );
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342 fgDisplay.DisplayModeValid = 0;
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343 # ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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344 fgDisplay.prev_size_valid = 0;
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350 XFree( displayModes );
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355 #elif TARGET_HOST_MS_WINDOWS
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357 /* Restore the previously remembered desktop display settings */
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358 ChangeDisplaySettingsEx( fgDisplay.DisplayName,&fgDisplay.DisplayMode, 0,0,0 );
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363 #if TARGET_HOST_POSIX_X11
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364 #ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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367 * Checks a single display mode settings against user's preferences.
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369 static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
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371 /* The desired values should be stored in fgState structure... */
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372 return ( width == fgState.GameModeSize.X ) &&
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373 ( height == fgState.GameModeSize.Y ) &&
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374 ( depth == fgState.GameModeDepth ) &&
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375 ( refresh == fgState.GameModeRefresh );
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379 * Checks all display modes settings against user's preferences.
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380 * Returns the mode number found or -1 if none could be found.
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382 static int fghCheckDisplayModes( GLboolean exactMatch, int displayModesCount, XF86VidModeModeInfo** displayModes )
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385 for( i = 0; i < displayModesCount; i++ )
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387 /* Compute the displays refresh rate, dotclock comes in kHz. */
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388 int refresh = ( displayModes[ i ]->dotclock * 1000 ) /
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389 ( displayModes[ i ]->htotal * displayModes[ i ]->vtotal );
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391 if( fghCheckDisplayMode( displayModes[ i ]->hdisplay,
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392 displayModes[ i ]->vdisplay,
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393 fgState.GameModeDepth,
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394 ( exactMatch ? refresh : fgState.GameModeRefresh ) ) ) {
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397 /* Update the chosen refresh rate, otherwise a
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398 * glutGameModeGet(GLUT_GAME_MODE_REFRESH_RATE) would not
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399 * return the right values
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401 fgState.GameModeRefresh = refresh;
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414 * Changes the current display mode to match user's settings
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416 static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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418 GLboolean success = GL_FALSE;
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419 #if TARGET_HOST_POSIX_X11
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421 /* first try to use XRandR, then fallback to XF86VidMode */
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422 # ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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423 if(xrandr_resize(fgState.GameModeSize.X, fgState.GameModeSize.Y,
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424 fgState.GameModeRefresh, haveToTest) != -1) {
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431 * This highly depends on the XFree86 extensions,
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432 * not approved as X Consortium standards
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434 # ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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437 * This is also used by applications which check modes by calling
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438 * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
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440 if( haveToTest || fgDisplay.DisplayModeValid )
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442 XF86VidModeModeInfo** displayModes;
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443 int i, displayModesCount;
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445 /* If we don't have a valid modeline in the display structure, which
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446 * can happen if this is called from glutGameModeGet instead of
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447 * glutEnterGameMode, then we need to query the current mode, to make
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448 * unspecified settings to default to their current values.
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450 if(!fgDisplay.DisplayModeValid) {
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451 if(!XF86VidModeGetModeLine(fgDisplay.Display, fgDisplay.Screen,
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452 &fgDisplay.DisplayModeClock, &fgDisplay.DisplayMode)) {
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457 if (fgState.GameModeSize.X == -1)
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459 fgState.GameModeSize.X = fgDisplay.DisplayMode.hdisplay;
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461 if (fgState.GameModeSize.Y == -1)
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463 fgState.GameModeSize.Y = fgDisplay.DisplayMode.vdisplay;
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465 if (fgState.GameModeDepth == -1)
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467 /* can't get color depth from this, nor can we change it, do nothing
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468 * TODO: get with XGetVisualInfo()? but then how to set?
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471 if (fgState.GameModeRefresh == -1)
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473 /* Compute the displays refresh rate, dotclock comes in kHz. */
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474 int refresh = ( fgDisplay.DisplayModeClock * 1000 ) /
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475 ( fgDisplay.DisplayMode.htotal * fgDisplay.DisplayMode.vtotal );
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477 fgState.GameModeRefresh = refresh;
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480 /* query all possible display modes */
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481 if( !XF86VidModeGetAllModeLines(
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484 &displayModesCount,
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487 fgWarning( "XF86VidModeGetAllModeLines failed" );
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493 * Check every of the modes looking for one that matches our demands,
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494 * ignoring the refresh rate if no exact match could be found.
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496 i = fghCheckDisplayModes( GL_TRUE, displayModesCount, displayModes );
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498 i = fghCheckDisplayModes( GL_FALSE, displayModesCount, displayModes );
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500 success = ( i < 0 ) ? GL_FALSE : GL_TRUE;
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502 if( !haveToTest && success ) {
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503 if( !XF86VidModeSwitchToMode(
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506 displayModes[ i ] ) )
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507 fgWarning( "XF86VidModeSwitchToMode failed" );
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510 XFree( displayModes );
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516 #elif TARGET_HOST_MS_WINDOWS
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519 char *fggmstr = NULL;
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520 char displayMode[300];
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522 success = GL_FALSE;
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524 EnumDisplaySettings( fgDisplay.DisplayName, -1, &devMode );
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525 devMode.dmFields = 0;
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527 if (fgState.GameModeSize.X!=-1)
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529 devMode.dmPelsWidth = fgState.GameModeSize.X;
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530 devMode.dmFields |= DM_PELSWIDTH;
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532 if (fgState.GameModeSize.Y!=-1)
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534 devMode.dmPelsHeight = fgState.GameModeSize.Y;
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535 devMode.dmFields |= DM_PELSHEIGHT;
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537 if (fgState.GameModeDepth!=-1)
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539 devMode.dmBitsPerPel = fgState.GameModeDepth;
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540 devMode.dmFields |= DM_BITSPERPEL;
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542 if (fgState.GameModeRefresh!=-1)
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544 devMode.dmDisplayFrequency = fgState.GameModeRefresh;
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545 devMode.dmFields |= DM_DISPLAYFREQUENCY;
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548 switch ( ChangeDisplaySettingsEx(fgDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
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550 case DISP_CHANGE_SUCCESSFUL:
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555 /* update vars in case if windows switched to proper mode */
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556 EnumDisplaySettings( fgDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );
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557 fgState.GameModeSize.X = devMode.dmPelsWidth;
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558 fgState.GameModeSize.Y = devMode.dmPelsHeight;
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559 fgState.GameModeDepth = devMode.dmBitsPerPel;
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560 fgState.GameModeRefresh = devMode.dmDisplayFrequency;
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563 case DISP_CHANGE_RESTART:
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564 fggmstr = "The computer must be restarted for the graphics mode to work.";
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566 case DISP_CHANGE_BADFLAGS:
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567 fggmstr = "An invalid set of flags was passed in.";
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569 case DISP_CHANGE_BADPARAM:
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570 fggmstr = "An invalid parameter was passed in. This can include an invalid flag or combination of flags.";
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572 case DISP_CHANGE_FAILED:
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573 fggmstr = "The display driver failed the specified graphics mode.";
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575 case DISP_CHANGE_BADMODE:
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576 fggmstr = "The graphics mode is not supported.";
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579 fggmstr = "Unknown error in graphics mode???"; /* dunno if it is possible,MSDN does not mention any other error */
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585 /* I'd rather get info whats going on in my program than wonder about */
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586 /* magic happenings behind my back, its lib for devels at last ;) */
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588 /* append display mode to error to make things more informative */
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589 sprintf(displayMode,"%s Problem with requested mode: %ix%i:%i@%i", fggmstr, devMode.dmPelsWidth, devMode.dmPelsHeight, devMode.dmBitsPerPel, devMode.dmDisplayFrequency);
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590 fgWarning(displayMode);
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598 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
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601 * Sets the game mode display string
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603 void FGAPIENTRY glutGameModeString( const char* string )
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605 int width = -1, height = -1, depth = -1, refresh = -1;
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607 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeString" );
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610 * This one seems a bit easier than glutInitDisplayString. The bad thing
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611 * about it that I was unable to find the game mode string definition, so
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612 * that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which
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613 * appears in all GLUT game mode programs I have seen to date.
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615 if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) !=
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617 if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )
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618 if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )
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619 if( sscanf( string, "%ix%i", &width, &height ) != 2 )
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620 if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )
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621 if( sscanf( string, ":%i", &depth ) != 1 )
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622 if( sscanf( string, "@%i", &refresh ) != 1 )
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624 "unable to parse game mode string `%s'",
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628 /* All values not specified are now set to -1, which means those
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629 * aspects of the current display mode are not changed in
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630 * fghChangeDisplayMode() above.
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632 fgState.GameModeSize.X = width;
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633 fgState.GameModeSize.Y = height;
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634 fgState.GameModeDepth = depth;
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635 fgState.GameModeRefresh = refresh;
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641 * Enters the game mode
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643 int FGAPIENTRY glutEnterGameMode( void )
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645 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
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647 if( fgStructure.GameModeWindow )
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648 fgAddToWindowDestroyList( fgStructure.GameModeWindow );
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650 fghRememberState( );
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652 if( ! fghChangeDisplayMode( GL_FALSE ) )
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654 fgWarning( "failed to change screen settings" );
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658 fgStructure.GameModeWindow = fgCreateWindow(
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659 NULL, "FREEGLUT", GL_TRUE, 0, 0,
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660 GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
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664 fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
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665 fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
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666 fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
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668 #if TARGET_HOST_POSIX_X11
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671 * Sync needed to avoid a real race, the Xserver must have really created
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672 * the window before we can grab the pointer into it:
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674 XSync( fgDisplay.Display, False );
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676 * Grab the pointer to confine it into the window after the calls to
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677 * XWrapPointer() which ensure that the pointer really enters the window.
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679 * We also need to wait here until XGrabPointer() returns GrabSuccess,
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680 * otherwise the new window is not viewable yet and if the next function
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681 * (XSetInputFocus) is called with a not yet viewable window, it will exit
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682 * the application which we have to aviod, so wait until it's viewable:
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684 while( GrabSuccess != XGrabPointer(
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685 fgDisplay.Display, fgStructure.GameModeWindow->Window.Handle,
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687 ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
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688 | PointerMotionMask,
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689 GrabModeAsync, GrabModeAsync,
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690 fgStructure.GameModeWindow->Window.Handle, None, CurrentTime) )
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693 * Change input focus to the new window. This will exit the application
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694 * if the new window is not viewable yet, see the XGrabPointer loop above.
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698 fgStructure.GameModeWindow->Window.Handle,
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703 /* Move the Pointer to the middle of the fullscreen window */
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707 fgDisplay.RootWindow,
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709 fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
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712 # ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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714 if( fgDisplay.DisplayModeValid )
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719 /* Change to viewport to the window topleft edge: */
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720 if( !XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ) )
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721 fgWarning( "XF86VidModeSetViewPort failed" );
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724 * Final window repositioning: It could be avoided using an undecorated
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725 * window using override_redirect, but this * would possily require
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726 * more changes and investigation.
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729 /* Get the current postion of the drawable area on screen */
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730 XTranslateCoordinates(
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732 fgStructure.CurrentWindow->Window.Handle,
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733 fgDisplay.RootWindow,
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738 /* Move the decorataions out of the topleft corner of the display */
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739 XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
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745 /* Grab the keyboard, too */
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748 fgStructure.GameModeWindow->Window.Handle,
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750 GrabModeAsync, GrabModeAsync,
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756 return fgStructure.GameModeWindow->ID;
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760 * Leaves the game mode
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762 void FGAPIENTRY glutLeaveGameMode( void )
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764 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
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766 freeglut_return_if_fail( fgStructure.GameModeWindow );
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768 fgAddToWindowDestroyList( fgStructure.GameModeWindow );
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769 fgStructure.GameModeWindow = NULL;
\r
771 #if TARGET_HOST_POSIX_X11
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773 XUngrabPointer( fgDisplay.Display, CurrentTime );
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774 XUngrabKeyboard( fgDisplay.Display, CurrentTime );
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782 * Returns information concerning the freeglut game mode
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784 int FGAPIENTRY glutGameModeGet( GLenum eWhat )
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786 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
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790 case GLUT_GAME_MODE_ACTIVE:
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791 return !!fgStructure.GameModeWindow;
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793 case GLUT_GAME_MODE_POSSIBLE:
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794 return fghChangeDisplayMode( GL_TRUE );
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796 case GLUT_GAME_MODE_WIDTH:
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797 return fgState.GameModeSize.X;
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799 case GLUT_GAME_MODE_HEIGHT:
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800 return fgState.GameModeSize.Y;
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802 case GLUT_GAME_MODE_PIXEL_DEPTH:
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803 return fgState.GameModeDepth;
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805 case GLUT_GAME_MODE_REFRESH_RATE:
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806 return fgState.GameModeRefresh;
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808 case GLUT_GAME_MODE_DISPLAY_CHANGED:
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810 * This is true if the game mode has been activated successfully..
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812 return !!fgStructure.GameModeWindow;
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815 fgWarning( "Unknown gamemode get: %d", eWhat );
\r
819 /*** END OF FILE ***/
\r