&fgDisplay.DisplayMode
);
- if (!fgDisplay.DisplayModeValid)
+ if( !fgDisplay.DisplayModeValid )
fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
# else
* not approved as X Consortium standards
*/
- if (fgDisplay.DisplayModeValid)
+ if( fgDisplay.DisplayModeValid )
{
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
/*
* The desired values should be stored in fgState structure...
*/
- return( (width == fgState.GameModeSize.X) &&
- (height == fgState.GameModeSize.Y) &&
- (depth == fgState.GameModeDepth) &&
- (refresh == fgState.GameModeRefresh) );
+ return ( width == fgState.GameModeSize.X ) &&
+ ( height == fgState.GameModeSize.Y ) &&
+ ( depth == fgState.GameModeDepth ) &&
+ (refresh == fgState.GameModeRefresh );
}
/*
* This is also used by applcations which check modes by calling
* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
*/
- if (haveToTest || fgDisplay.DisplayModeValid)
+ if( haveToTest || fgDisplay.DisplayModeValid )
{
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
fgState.GameModeRefresh ) )
{
if( haveToTest )
- return TRUE;
+ return GL_TRUE;
/*
* OKi, this is the display mode we have been looking for...
*/
fgDisplay.Screen,
displayModes[ i ]
);
- return TRUE;
+ return GL_TRUE;
}
}
}
/*
* Something must have went wrong
*/
- return FALSE;
+ return GL_FALSE;
# else
# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
#elif TARGET_HOST_WIN32
unsigned int displayModes = 0, mode = 0xffffffff;
- GLboolean success = FALSE;
+ GLboolean success = GL_FALSE;
/* HDC desktopDC; */
DEVMODE devMode;
* Enumerate the available display modes
* Try to get a complete match
*/
- while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
+ while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
{
/*
* Does the enumerated display mode match the user's preferences?
displayModes++;
}
- if ( mode == 0xffffffff )
+ if( mode == 0xffffffff )
{
/* then try without Display Frequency */
displayModes = 0;
/*
* Enumerate the available display modes
*/
- while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
+ while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
{
/* then try without Display Frequency */
if( fghCheckDisplayMode( devMode.dmPelsWidth,
int FGAPIENTRY glutEnterGameMode( void )
{
if( fgStructure.GameMode )
- fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
+ fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
else
fghRememberState( );
- if( fghChangeDisplayMode( FALSE ) == FALSE )
+ if( ! fghChangeDisplayMode( GL_FALSE ) )
{
fgWarning( "failed to change screen settings" );
return FALSE;
fgStructure.GameMode = fgCreateWindow(
NULL, "FREEGLUT", 0, 0,
- fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE
+ fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
);
#if TARGET_HOST_UNIX_X11
# ifdef X_XF86VidModeSetViewPort
- if (fgDisplay.DisplayModeValid)
+ if( fgDisplay.DisplayModeValid )
{
int x, y;
Window child;
{
freeglut_return_if_fail( fgStructure.GameMode );
- fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
+ fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
#if TARGET_HOST_UNIX_X11
return !!fgStructure.GameMode;
case GLUT_GAME_MODE_POSSIBLE:
- return fghChangeDisplayMode( TRUE );
+ return fghChangeDisplayMode( GL_TRUE );
case GLUT_GAME_MODE_WIDTH:
return fgState.GameModeSize.X;