4 * The game mode handling code.
6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8 * Creation date: Thu Dec 16 1999
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
24 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
25 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 #include <GL/freeglut.h>
29 #include "freeglut_internal.h"
32 * TODO BEFORE THE STABLE RELEASE:
34 * glutGameModeString() -- missing
35 * glutEnterGameMode() -- X11 version
36 * glutLeaveGameMode() -- is that correct?
37 * glutGameModeGet() -- is that correct?
41 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
44 * Remembers the current visual settings, so that
45 * we can change them and restore later...
47 static void fghRememberState( void )
49 #if TARGET_HOST_UNIX_X11
52 * This highly depends on the XFree86 extensions,
53 * not approved as X Consortium standards
55 # ifdef X_XF86VidModeGetModeLine
59 * Remember the current ViewPort location of the screen to be able to
60 * restore the ViewPort on LeaveGameMode():
62 if( !XF86VidModeGetViewPort(
65 &fgDisplay.DisplayViewPortX,
66 &fgDisplay.DisplayViewPortY ) )
67 fgWarning( "XF86VidModeGetViewPort failed" );
70 * Remember the current pointer location before going fullscreen
71 * for restoring it later:
78 fgDisplay.Display, fgDisplay.RootWindow,
79 &junk_window, &junk_window,
80 &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
81 &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask
85 /* Query the current display settings: */
86 fgDisplay.DisplayModeValid =
87 XF86VidModeGetModeLine(
90 &fgDisplay.DisplayModeClock,
91 &fgDisplay.DisplayMode
94 if( !fgDisplay.DisplayModeValid )
95 fgWarning( "XF86VidModeGetModeLine failed" );
99 * XXX warning fghRememberState: missing XFree86 video mode extensions,
100 * XXX game mode will not change screen resolution when activated
104 #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
106 /* DEVMODE devMode; */
108 /* Grab the current desktop settings... */
110 /* hack to get around my stupid cross-gcc headers */
111 #define FREEGLUT_ENUM_CURRENT_SETTINGS -1
113 EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS,
114 &fgDisplay.DisplayMode );
116 /* Make sure we will be restoring all settings needed */
117 fgDisplay.DisplayMode.dmFields |=
118 DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
124 * Restores the previously remembered visual settings
126 static void fghRestoreState( void )
128 #if TARGET_HOST_UNIX_X11
130 # ifdef X_XF86VidModeGetAllModeLines
131 /* Restore the remembered pointer position: */
133 fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
134 fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
138 * This highly depends on the XFree86 extensions,
139 * not approved as X Consortium standards
142 if( fgDisplay.DisplayModeValid )
144 XF86VidModeModeInfo** displayModes;
145 int i, displayModesCount;
147 if( !XF86VidModeGetAllModeLines(
153 fgWarning( "XF86VidModeGetAllModeLines failed" );
159 * Check every of the modes looking for one that matches our demands.
160 * If we find one, switch to it and restore the remembered viewport.
162 for( i = 0; i < displayModesCount; i++ )
164 if(displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay &&
165 displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
166 displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
168 if( !XF86VidModeSwitchToMode(
171 displayModes[ i ] ) )
173 fgWarning( "XF86VidModeSwitchToMode failed" );
177 if( !XF86VidModeSetViewPort(
180 fgDisplay.DisplayViewPortX,
181 fgDisplay.DisplayViewPortY ) )
182 fgWarning( "XF86VidModeSetViewPort failed" );
186 * For the case this would be the last X11 call the application
187 * calls exit() we've to flush the X11 output queue to have the
188 * commands sent to the X server before the application exits.
190 XFlush( fgDisplay.Display );
195 XFree( displayModes );
200 * XXX warning fghRestoreState: missing XFree86 video mode extensions,
201 * XXX game mode will not change screen resolution when activated
205 #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
207 /* Restore the previously rememebered desktop display settings */
208 ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
214 * Checks the display mode settings against user's preferences
216 static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
218 /* The desired values should be stored in fgState structure... */
219 return ( width == fgState.GameModeSize.X ) &&
220 ( height == fgState.GameModeSize.Y ) &&
221 ( depth == fgState.GameModeDepth ) &&
222 (refresh == fgState.GameModeRefresh );
226 * Changes the current display mode to match user's settings
228 static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
230 GLboolean success = GL_FALSE;
231 #if TARGET_HOST_UNIX_X11
234 * This highly depends on the XFree86 extensions,
235 * not approved as X Consortium standards
237 # ifdef X_XF86VidModeGetAllModeLines
240 * This is also used by applcations which check modes by calling
241 * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
243 if( haveToTest || fgDisplay.DisplayModeValid )
245 XF86VidModeModeInfo** displayModes;
246 int i, ignoreRefreshRate, displayModesCount;
248 if( !XF86VidModeGetAllModeLines(
254 fgWarning( "XF86VidModeGetAllModeLines failed" );
260 * Check every of the modes looking for one that matches our demands,
261 * ignoring the refresh rate if no exact match could be found.
263 for( ignoreRefreshRate = 0;
264 !success && ( ignoreRefreshRate <= 1 );
268 !success && ( i < displayModesCount );
271 /* Compute the displays refresh rate, dotclock comes in kHz. */
272 int refresh = ( displayModes[ i ]->dotclock * 1000 ) /
273 ( displayModes[ i ]->htotal * displayModes[ i ]->vtotal );
275 success = fghCheckDisplayMode( displayModes[ i ]->hdisplay,
276 displayModes[ i ]->vdisplay,
277 fgState.GameModeDepth,
278 ( ignoreRefreshRate ? fgState.GameModeRefresh : refresh ) );
282 if( !haveToTest && success ) {
283 if( !XF86VidModeSwitchToMode(
286 displayModes[ i ] ) )
287 fgWarning( "XF86VidModeSwitchToMode failed" );
290 XFree( displayModes );
296 * XXX warning fghChangeDisplayMode: missing XFree86 video mode extensions,
297 * XXX game mode will not change screen resolution when activated
303 #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
305 unsigned int displayModes = 0, mode = 0xffffffff;
310 * Enumerate the available display modes
311 * Try to get a complete match
313 while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
315 /* Does the enumerated display mode match the user's preferences? */
316 if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
317 devMode.dmBitsPerPel,
318 devMode.dmDisplayFrequency ) )
326 if( mode == 0xffffffff )
328 /* then try without Display Frequency */
331 /* Enumerate the available display modes */
332 while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
334 /* then try without Display Frequency */
335 if( fghCheckDisplayMode( devMode.dmPelsWidth,
336 devMode.dmPelsHeight,
337 devMode.dmBitsPerPel,
338 fgState.GameModeRefresh ) )
347 /* Did we find a matching display mode? */
348 if( mode != 0xffffffff )
350 int retVal = DISP_CHANGE_SUCCESSFUL;
352 /* Mark the values we want to modify in the display change call */
354 DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
356 retVal = ChangeDisplaySettings( &devMode, haveToTest ? CDS_TEST : 0 );
358 /* I don't know if it's really needed, but looks nice: */
359 success = (retVal == DISP_CHANGE_SUCCESSFUL) ||
360 (retVal == DISP_CHANGE_NOTUPDATED);
362 if( !haveToTest && success )
364 fgState.GameModeSize.X = devMode.dmPelsWidth;
365 fgState.GameModeSize.Y = devMode.dmPelsHeight;
366 fgState.GameModeDepth = devMode.dmBitsPerPel;
367 fgState.GameModeRefresh = devMode.dmDisplayFrequency;
377 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
380 * Sets the game mode display string
382 void FGAPIENTRY glutGameModeString( const char* string )
384 int width = 640, height = 480, depth = 16, refresh = 72;
386 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeString" );
389 * This one seems a bit easier than glutInitDisplayString. The bad thing
390 * about it that I was unable to find the game mode string definition, so
391 * that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which
392 * appears in all GLUT game mode programs I have seen to date.
394 if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) !=
396 if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )
397 if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )
398 if( sscanf( string, "%ix%i", &width, &height ) != 2 )
399 if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )
400 if( sscanf( string, ":%i", &depth ) != 1 )
401 if( sscanf( string, "@%i", &refresh ) != 1 )
403 "unable to parse game mode string `%s'",
407 /* Hopefully it worked, and if not, we still have the default values */
408 fgState.GameModeSize.X = width;
409 fgState.GameModeSize.Y = height;
410 fgState.GameModeDepth = depth;
411 fgState.GameModeRefresh = refresh;
415 * Enters the game mode
417 int FGAPIENTRY glutEnterGameMode( void )
419 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
421 if( fgStructure.GameMode )
422 fgAddToWindowDestroyList( fgStructure.GameMode );
426 if( ! fghChangeDisplayMode( GL_FALSE ) )
428 fgWarning( "failed to change screen settings" );
432 fgStructure.GameMode = fgCreateWindow(
433 NULL, "FREEGLUT", 0, 0,
434 fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
437 fgStructure.GameMode->State.IsGameMode = GL_TRUE;
439 #if TARGET_HOST_UNIX_X11
442 * Sync needed to avoid a real race, the Xserver must have really created
443 * the window before we can grab the pointer into it:
445 XSync( fgDisplay.Display, False );
448 * Grab the pointer to confine it into the window after the calls to
449 * XWrapPointer() which ensure that the pointer really enters the window.
451 * We also need to wait here until XGrabPointer() returns GrabSuccess,
452 * otherwise the new window is not viewable yet and if the next function
453 * (XSetInputFocus) is called with a not yet viewable window, it will exit
454 * the application which we have to aviod, so wait until it's viewable:
456 while( GrabSuccess != XGrabPointer(
457 fgDisplay.Display, fgStructure.GameMode->Window.Handle,
459 ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
461 GrabModeAsync, GrabModeAsync,
462 fgStructure.GameMode->Window.Handle, None, CurrentTime) )
466 * Change input focus to the new window. This will exit the application
467 * if the new window is not viewable yet, see the XGrabPointer loop above.
471 fgStructure.GameMode->Window.Handle,
476 /* Move the Pointer to the middle of the fullscreen window */
480 fgDisplay.RootWindow,
482 fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
485 # ifdef X_XF86VidModeSetViewPort
487 if( fgDisplay.DisplayModeValid )
492 /* Change to viewport to the window topleft edge: */
493 if( !XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ) )
494 fgWarning( "XF86VidModeSetViewPort failed" );
497 * Final window repositioning: It could be avoided using an undecorated
498 * window using override_redirect, but this * would possily require
499 * more changes and investigation.
502 /* Get the current postion of the drawable area on screen */
503 XTranslateCoordinates(
505 fgStructure.CurrentWindow->Window.Handle,
506 fgDisplay.RootWindow,
511 /* Move the decorataions out of the topleft corner of the display */
512 XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
518 /* Grab the keyboard, too */
521 fgStructure.GameMode->Window.Handle,
523 GrabModeAsync, GrabModeAsync,
533 * Leaves the game mode
535 void FGAPIENTRY glutLeaveGameMode( void )
537 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
539 freeglut_return_if_fail( fgStructure.GameMode );
541 fgStructure.GameMode->State.IsGameMode = GL_FALSE;
543 fgAddToWindowDestroyList( fgStructure.GameMode );
544 fgStructure.GameMode = NULL;
546 #if TARGET_HOST_UNIX_X11
548 XUngrabPointer( fgDisplay.Display, CurrentTime );
549 XUngrabKeyboard( fgDisplay.Display, CurrentTime );
557 * Returns information concerning the freeglut game mode
559 int FGAPIENTRY glutGameModeGet( GLenum eWhat )
561 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
565 case GLUT_GAME_MODE_ACTIVE:
566 return !!fgStructure.GameMode;
568 case GLUT_GAME_MODE_POSSIBLE:
569 return fghChangeDisplayMode( GL_TRUE );
571 case GLUT_GAME_MODE_WIDTH:
572 return fgState.GameModeSize.X;
574 case GLUT_GAME_MODE_HEIGHT:
575 return fgState.GameModeSize.Y;
577 case GLUT_GAME_MODE_PIXEL_DEPTH:
578 return fgState.GameModeDepth;
580 case GLUT_GAME_MODE_REFRESH_RATE:
581 return fgState.GameModeRefresh;
583 case GLUT_GAME_MODE_DISPLAY_CHANGED:
585 * This is true if the game mode has been activated successfully..
587 return !!fgStructure.GameMode;
590 fgWarning( "Unknown gamemode get: %d", eWhat );
594 /*** END OF FILE ***/