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Fixing bug report 3021598 by modifying "glutSetWindow" under Windows so that it only...
[freeglut]
/
src
/
freeglut_gamemode.c
diff --git
a/src/freeglut_gamemode.c
b/src/freeglut_gamemode.c
index
d466156
..
3172dfc
100644
(file)
--- a/
src/freeglut_gamemode.c
+++ b/
src/freeglut_gamemode.c
@@
-110,7
+110,7
@@
static void fghRememberState( void )
/* hack to get around my stupid cross-gcc headers */
#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
/* hack to get around my stupid cross-gcc headers */
#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
- EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS,
+ EnumDisplaySettings( fgDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,
&fgDisplay.DisplayMode );
/* Make sure we will be restoring all settings needed */
&fgDisplay.DisplayMode );
/* Make sure we will be restoring all settings needed */
@@
-205,7
+205,7
@@
static void fghRestoreState( void )
#elif TARGET_HOST_MS_WINDOWS
/* Restore the previously rememebered desktop display settings */
#elif TARGET_HOST_MS_WINDOWS
/* Restore the previously rememebered desktop display settings */
- ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
+ ChangeDisplaySettingsEx( fgDisplay.DisplayName,&fgDisplay.DisplayMode, 0,0,0 );
#endif
}
#endif
}
@@
-323,7
+323,7
@@
static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
success = GL_FALSE;
success = GL_FALSE;
- EnumDisplaySettings( NULL, -1, &devMode );
+ EnumDisplaySettings( fgDisplay.DisplayName, -1, &devMode );
devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
devMode.dmPelsWidth = fgState.GameModeSize.X;
devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
devMode.dmPelsWidth = fgState.GameModeSize.X;
@@
-332,13
+332,13
@@
static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
devMode.dmDisplayFrequency = fgState.GameModeRefresh;
devMode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
devMode.dmDisplayFrequency = fgState.GameModeRefresh;
devMode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
- switch ( ChangeDisplaySettingsEx(NULL, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
+ switch ( ChangeDisplaySettingsEx(fgDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
{
case DISP_CHANGE_SUCCESSFUL:
success = GL_TRUE;
/* update vars in case if windows switched to proper mode */
{
case DISP_CHANGE_SUCCESSFUL:
success = GL_TRUE;
/* update vars in case if windows switched to proper mode */
- EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );
+ EnumDisplaySettings( fgDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );
fgState.GameModeSize.X = devMode.dmPelsWidth;
fgState.GameModeSize.Y = devMode.dmPelsHeight;
fgState.GameModeDepth = devMode.dmBitsPerPel;
fgState.GameModeSize.X = devMode.dmPelsWidth;
fgState.GameModeSize.Y = devMode.dmPelsHeight;
fgState.GameModeDepth = devMode.dmBitsPerPel;
@@
-410,6
+410,8
@@
void FGAPIENTRY glutGameModeString( const char* string )
fgState.GameModeRefresh = refresh;
}
fgState.GameModeRefresh = refresh;
}
+
+
/*
* Enters the game mode
*/
/*
* Enters the game mode
*/
@@
-429,16
+431,15
@@
int FGAPIENTRY glutEnterGameMode( void )
}
fgStructure.GameModeWindow = fgCreateWindow(
}
fgStructure.GameModeWindow = fgCreateWindow(
- NULL, "FREEGLUT", 0, 0,
- fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
+ NULL, "FREEGLUT", GL_TRUE, 0, 0,
+ GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
+ GL_TRUE, GL_FALSE
);
fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
);
fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
- fgStructure.GameModeWindow->State.IsGameMode = GL_TRUE;
-
#if TARGET_HOST_POSIX_X11
/*
#if TARGET_HOST_POSIX_X11
/*
@@
-541,8
+542,6
@@
void FGAPIENTRY glutLeaveGameMode( void )
freeglut_return_if_fail( fgStructure.GameModeWindow );
freeglut_return_if_fail( fgStructure.GameModeWindow );
- fgStructure.GameModeWindow->State.IsGameMode = GL_FALSE;
-
fgAddToWindowDestroyList( fgStructure.GameModeWindow );
fgStructure.GameModeWindow = NULL;
fgAddToWindowDestroyList( fgStructure.GameModeWindow );
fgStructure.GameModeWindow = NULL;