-/*\r
- * freeglut_gamemode_mswin.c\r
- *\r
- * The Windows-specific mouse cursor related stuff.\r
- *\r
- * Copyright (c) 2012 Stephen J. Baker. All Rights Reserved.\r
- * Written by John F. Fay, <fayjf@sourceforge.net>\r
- * Creation date: Thu Jan 19, 2012\r
- *\r
- * Permission is hereby granted, free of charge, to any person obtaining a\r
- * copy of this software and associated documentation files (the "Software"),\r
- * to deal in the Software without restriction, including without limitation\r
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
- * and/or sell copies of the Software, and to permit persons to whom the\r
- * Software is furnished to do so, subject to the following conditions:\r
- *\r
- * The above copyright notice and this permission notice shall be included\r
- * in all copies or substantial portions of the Software.\r
- *\r
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
- * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER\r
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
- */\r
-\r
-#include <GL/freeglut.h>\r
-#include "../Common/freeglut_internal.h"\r
-\r
-/*\r
- * Remembers the current visual settings, so that\r
- * we can change them and restore later...\r
- */\r
-void fgPlatformRememberState( void )\r
-{\r
-/* DEVMODE devMode; */\r
-\r
- /* Grab the current desktop settings... */\r
-\r
-/* hack to get around my stupid cross-gcc headers */\r
-#define FREEGLUT_ENUM_CURRENT_SETTINGS -1\r
-\r
- EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,\r
- &fgDisplay.pDisplay.DisplayMode );\r
-\r
- /* Make sure we will be restoring all settings needed */\r
- fgDisplay.pDisplay.DisplayMode.dmFields |=\r
- DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;\r
-\r
-}\r
-\r
-/*\r
- * Restores the previously remembered visual settings\r
- */\r
-void fgPlatformRestoreState( void )\r
-{\r
- /* Restore the previously remembered desktop display settings */\r
- ChangeDisplaySettingsEx( fgDisplay.pDisplay.DisplayName,&fgDisplay.pDisplay.DisplayMode, 0,0,0 );\r
-\r
-}\r
-\r
-\r
-\r
-\r
-/*\r
- * Changes the current display mode to match user's settings\r
- */\r
-GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )\r
-{\r
- GLboolean success = GL_FALSE;\r
- DEVMODE devMode;\r
- char *fggmstr = NULL;\r
- char displayMode[300];\r
-\r
- success = GL_FALSE;\r
-\r
- EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, -1, &devMode ); \r
- devMode.dmFields = 0;\r
-\r
- if (fgState.GameModeSize.X!=-1)\r
- {\r
- devMode.dmPelsWidth = fgState.GameModeSize.X;\r
- devMode.dmFields |= DM_PELSWIDTH;\r
- }\r
- if (fgState.GameModeSize.Y!=-1)\r
- {\r
- devMode.dmPelsHeight = fgState.GameModeSize.Y;\r
- devMode.dmFields |= DM_PELSHEIGHT;\r
- }\r
- if (fgState.GameModeDepth!=-1)\r
- {\r
- devMode.dmBitsPerPel = fgState.GameModeDepth;\r
- devMode.dmFields |= DM_BITSPERPEL;\r
- }\r
- if (fgState.GameModeRefresh!=-1)\r
- {\r
- devMode.dmDisplayFrequency = fgState.GameModeRefresh;\r
- devMode.dmFields |= DM_DISPLAYFREQUENCY;\r
- }\r
-\r
- switch ( ChangeDisplaySettingsEx(fgDisplay.pDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )\r
- {\r
- case DISP_CHANGE_SUCCESSFUL:\r
- success = GL_TRUE;\r
-\r
- if (!haveToTest)\r
- {\r
- /* update vars in case if windows switched to proper mode */\r
- EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );\r
- fgState.GameModeSize.X = devMode.dmPelsWidth; \r
- fgState.GameModeSize.Y = devMode.dmPelsHeight;\r
- fgState.GameModeDepth = devMode.dmBitsPerPel;\r
- fgState.GameModeRefresh = devMode.dmDisplayFrequency;\r
- }\r
- break;\r
- case DISP_CHANGE_RESTART:\r
- fggmstr = "The computer must be restarted for the graphics mode to work.";\r
- break;\r
- case DISP_CHANGE_BADFLAGS:\r
- fggmstr = "An invalid set of flags was passed in.";\r
- break;\r
- case DISP_CHANGE_BADPARAM:\r
- fggmstr = "An invalid parameter was passed in. This can include an invalid flag or combination of flags.";\r
- break;\r
- case DISP_CHANGE_FAILED:\r
- fggmstr = "The display driver failed the specified graphics mode.";\r
- break;\r
- case DISP_CHANGE_BADMODE:\r
- fggmstr = "The graphics mode is not supported.";\r
- break;\r
- default:\r
- fggmstr = "Unknown error in graphics mode???"; /* dunno if it is possible,MSDN does not mention any other error */\r
- break;\r
- }\r
-\r
- if ( !success )\r
- {\r
- /* I'd rather get info whats going on in my program than wonder about */\r
- /* magic happenings behind my back, its lib for devels at last ;) */\r
- \r
- /* append display mode to error to make things more informative */\r
- sprintf(displayMode,"%s Problem with requested mode: %ix%i:%i@%i", fggmstr, devMode.dmPelsWidth, devMode.dmPelsHeight, devMode.dmBitsPerPel, devMode.dmDisplayFrequency);\r
- fgWarning(displayMode);\r
- }\r
-\r
- return success;\r
-}\r
-\r
-void fgPlatformEnterGameMode( void ) \r
-{\r
-}\r
-\r
-void fgPlatformLeaveGameMode( void ) \r
-{\r
-}\r
-\r
+/*
+ * freeglut_gamemode_mswin.c
+ *
+ * The Windows-specific mouse cursor related stuff.
+ *
+ * Copyright (c) 2012 Stephen J. Baker. All Rights Reserved.
+ * Written by John F. Fay, <fayjf@sourceforge.net>
+ * Creation date: Thu Jan 19, 2012
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include <GL/freeglut.h>
+#include "../Common/freeglut_internal.h"
+
+/*
+ * Remembers the current visual settings, so that
+ * we can change them and restore later...
+ */
+void fgPlatformRememberState( void )
+{
+/* DEVMODE devMode; */
+
+ /* Grab the current desktop settings... */
+
+/* hack to get around my stupid cross-gcc headers */
+#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
+
+ EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,
+ &fgDisplay.pDisplay.DisplayMode );
+
+ /* Make sure we will be restoring all settings needed */
+ fgDisplay.pDisplay.DisplayMode.dmFields |=
+ DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
+
+}
+
+/*
+ * Restores the previously remembered visual settings
+ */
+void fgPlatformRestoreState( void )
+{
+ /* Restore the previously remembered desktop display settings */
+ ChangeDisplaySettingsEx( fgDisplay.pDisplay.DisplayName,&fgDisplay.pDisplay.DisplayMode, 0,0,0 );
+
+}
+
+
+
+
+/*
+ * Changes the current display mode to match user's settings
+ */
+GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
+{
+ GLboolean success = GL_FALSE;
+ DEVMODE devMode;
+ char *fggmstr = NULL;
+ char displayMode[300];
+
+ success = GL_FALSE;
+
+ EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, -1, &devMode );
+ devMode.dmFields = 0;
+
+ if (fgState.GameModeSize.X!=-1)
+ {
+ devMode.dmPelsWidth = fgState.GameModeSize.X;
+ devMode.dmFields |= DM_PELSWIDTH;
+ }
+ if (fgState.GameModeSize.Y!=-1)
+ {
+ devMode.dmPelsHeight = fgState.GameModeSize.Y;
+ devMode.dmFields |= DM_PELSHEIGHT;
+ }
+ if (fgState.GameModeDepth!=-1)
+ {
+ devMode.dmBitsPerPel = fgState.GameModeDepth;
+ devMode.dmFields |= DM_BITSPERPEL;
+ }
+ if (fgState.GameModeRefresh!=-1)
+ {
+ devMode.dmDisplayFrequency = fgState.GameModeRefresh;
+ devMode.dmFields |= DM_DISPLAYFREQUENCY;
+ }
+
+ switch ( ChangeDisplaySettingsEx(fgDisplay.pDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
+ {
+ case DISP_CHANGE_SUCCESSFUL:
+ success = GL_TRUE;
+
+ if (!haveToTest)
+ {
+ /* update vars in case if windows switched to proper mode */
+ EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );
+ fgState.GameModeSize.X = devMode.dmPelsWidth;
+ fgState.GameModeSize.Y = devMode.dmPelsHeight;
+ fgState.GameModeDepth = devMode.dmBitsPerPel;
+ fgState.GameModeRefresh = devMode.dmDisplayFrequency;
+ }
+ break;
+ case DISP_CHANGE_RESTART:
+ fggmstr = "The computer must be restarted for the graphics mode to work.";
+ break;
+ case DISP_CHANGE_BADFLAGS:
+ fggmstr = "An invalid set of flags was passed in.";
+ break;
+ case DISP_CHANGE_BADPARAM:
+ fggmstr = "An invalid parameter was passed in. This can include an invalid flag or combination of flags.";
+ break;
+ case DISP_CHANGE_FAILED:
+ fggmstr = "The display driver failed the specified graphics mode.";
+ break;
+ case DISP_CHANGE_BADMODE:
+ fggmstr = "The graphics mode is not supported.";
+ break;
+ default:
+ fggmstr = "Unknown error in graphics mode???"; /* dunno if it is possible,MSDN does not mention any other error */
+ break;
+ }
+
+ if ( !success )
+ {
+ /* I'd rather get info whats going on in my program than wonder about */
+ /* magic happenings behind my back, its lib for devels at last ;) */
+
+ /* append display mode to error to make things more informative */
+ sprintf(displayMode,"%s Problem with requested mode: %ix%i:%i@%i", fggmstr, devMode.dmPelsWidth, devMode.dmPelsHeight, devMode.dmBitsPerPel, devMode.dmDisplayFrequency);
+ fgWarning(displayMode);
+ }
+
+ return success;
+}
+
+void fgPlatformEnterGameMode( void )
+{
+}
+
+void fgPlatformLeaveGameMode( void )
+{
+}
+