*/
static void fghRememberState( void )
{
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
/*
* This highly depends on the XFree86 extensions,
*/
# endif
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#elif TARGET_HOST_MS_WINDOWS
/* DEVMODE devMode; */
*/
static void fghRestoreState( void )
{
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
# ifdef X_XF86VidModeGetAllModeLines
/* Restore the remembered pointer position: */
*/
# endif
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#elif TARGET_HOST_MS_WINDOWS
/* Restore the previously rememebered desktop display settings */
ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
#endif
}
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
#ifdef X_XF86VidModeGetAllModeLines
/*
static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
{
GLboolean success = GL_FALSE;
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
/*
* This highly depends on the XFree86 extensions,
# endif
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#elif TARGET_HOST_MS_WINDOWS
DEVMODE devMode;
char *fggmstr = NULL;
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
- if( fgStructure.GameMode )
- fgAddToWindowDestroyList( fgStructure.GameMode );
+ if( fgStructure.GameModeWindow )
+ fgAddToWindowDestroyList( fgStructure.GameModeWindow );
else
fghRememberState( );
if( ! fghChangeDisplayMode( GL_FALSE ) )
{
fgWarning( "failed to change screen settings" );
- return FALSE;
+ return 0;
}
- fgStructure.GameMode = fgCreateWindow(
- NULL, "FREEGLUT", 0, 0,
- fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
+ fgStructure.GameModeWindow = fgCreateWindow(
+ NULL, "FREEGLUT", GL_TRUE, 0, 0,
+ GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
+ GL_TRUE, GL_FALSE
);
- fgStructure.GameMode->State.Width = fgState.GameModeSize.X;
- fgStructure.GameMode->State.Height = fgState.GameModeSize.Y;
+ fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
+ fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
+ fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
- fgStructure.GameMode->State.IsGameMode = GL_TRUE;
-
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
/*
* Sync needed to avoid a real race, the Xserver must have really created
* the application which we have to aviod, so wait until it's viewable:
*/
while( GrabSuccess != XGrabPointer(
- fgDisplay.Display, fgStructure.GameMode->Window.Handle,
+ fgDisplay.Display, fgStructure.GameModeWindow->Window.Handle,
TRUE,
ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
| PointerMotionMask,
GrabModeAsync, GrabModeAsync,
- fgStructure.GameMode->Window.Handle, None, CurrentTime) )
+ fgStructure.GameModeWindow->Window.Handle, None, CurrentTime) )
usleep( 100 );
/*
*/
XSetInputFocus(
fgDisplay.Display,
- fgStructure.GameMode->Window.Handle,
+ fgStructure.GameModeWindow->Window.Handle,
RevertToNone,
CurrentTime
);
/* Grab the keyboard, too */
XGrabKeyboard(
fgDisplay.Display,
- fgStructure.GameMode->Window.Handle,
+ fgStructure.GameModeWindow->Window.Handle,
FALSE,
GrabModeAsync, GrabModeAsync,
CurrentTime
#endif
- return TRUE;
+ return fgStructure.GameModeWindow->ID;
}
/*
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
- freeglut_return_if_fail( fgStructure.GameMode );
-
- fgStructure.GameMode->State.IsGameMode = GL_FALSE;
+ freeglut_return_if_fail( fgStructure.GameModeWindow );
- fgAddToWindowDestroyList( fgStructure.GameMode );
- fgStructure.GameMode = NULL;
+ fgAddToWindowDestroyList( fgStructure.GameModeWindow );
+ fgStructure.GameModeWindow = NULL;
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
XUngrabPointer( fgDisplay.Display, CurrentTime );
XUngrabKeyboard( fgDisplay.Display, CurrentTime );
switch( eWhat )
{
case GLUT_GAME_MODE_ACTIVE:
- return !!fgStructure.GameMode;
+ return !!fgStructure.GameModeWindow;
case GLUT_GAME_MODE_POSSIBLE:
return fghChangeDisplayMode( GL_TRUE );
/*
* This is true if the game mode has been activated successfully..
*/
- return !!fgStructure.GameMode;
+ return !!fgStructure.GameModeWindow;
}
fgWarning( "Unknown gamemode get: %d", eWhat );