+++ /dev/null
-/*
- * freeglut_gamemode.c
- *
- * The game mode handling code.
- *
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>
- * Creation date: Thu Dec 16 1999
- *
- * 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.
- */
-
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#define G_LOG_DOMAIN "freeglut-gamemode"
-
-#include "../include/GL/freeglut.h"
-#include "freeglut_internal.h"
-
-/*
- * TODO BEFORE THE STABLE RELEASE:
- *
- * glutGameModeString() -- missing
- * glutEnterGameMode() -- X11 version
- * glutLeaveGameMode() -- is that correct?
- * glutGameModeGet() -- is that correct?
- */
-
-
-/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
-
-/*
- * Remembers the current visual settings, so that
- * we can change them and restore later...
- */
-void fghRememberState( void )
-{
-#if TARGET_HOST_UNIX_X11
-
- /*
- * This highly depends on the XFree86 extensions, not approved as X Consortium standards
- */
-# ifdef X_XF86VidModeGetModeLine
-
- /*
- * Query the current display settings:
- */
- XF86VidModeGetModeLine(
- fgDisplay.Display,
- fgDisplay.Screen,
- &fgDisplay.DisplayModeClock,
- &fgDisplay.DisplayMode
- );
-
-# else
-# warning fghRememberState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
-# endif
-
-#elif TARGET_HOST_WIN32
-
-/* DEVMODE devMode; */
-
- /*
- * Grab the current desktop settings...
- */
-
-/* hack to get around my stupid cross-gcc headers */
-#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
-
- EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode );
-
- /*
- * Make sure we will be restoring all settings needed
- */
- fgDisplay.DisplayMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
-
-#endif
-}
-
-/*
- * Restores the previously remembered visual settings
- */
-void fghRestoreState( void )
-{
-#if TARGET_HOST_UNIX_X11
-
- /*
- * This highly depends on the XFree86 extensions, not approved as X Consortium standards
- */
-# ifdef X_XF86VidModeGetAllModeLines
-
- XF86VidModeModeInfo** displayModes;
- int i, displayModesCount;
-
- /*
- * Query for all the display available...
- */
- XF86VidModeGetAllModeLines(
- fgDisplay.Display,
- fgDisplay.Screen,
- &displayModesCount,
- &displayModes
- );
-
- /*
- * Check every of the modes looking for one that matches our demands
- */
- for( i=0; i<displayModesCount; i++ )
- {
- if( displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay &&
- displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
- displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
- {
- /*
- * OKi, this is the display mode we have been looking for...
- */
- XF86VidModeSwitchToMode(
- fgDisplay.Display,
- fgDisplay.Screen,
- displayModes[ i ]
- );
-
- /*
- * In case this will be the last X11 call we do before exit,
- * we've to flush the X11 output queue to be sure the command
- * is really brought onto it's way to the X server.
- * The application should not do this because it
- * would not be platform independent then.
- */
- XFlush(fgDisplay.Display);
-
- return;
- }
- }
-
-# else
-# warning fghRestoreState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
-# endif
-
-#elif TARGET_HOST_WIN32
-
- /*
- * Restore the previously rememebered desktop display settings
- */
- ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
-
-#endif
-}
-
-/*
- * Checks the display mode settings against user's preferences
- */
-GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
-{
- /*
- * The desired values should be stored in fgState structure...
- */
- return( (width == fgState.GameModeSize.X) && (height == fgState.GameModeSize.Y) &&
- (depth == fgState.GameModeDepth) && (refresh == fgState.GameModeRefresh) );
-}
-
-/*
- * Changes the current display mode to match user's settings
- */
-GLboolean fghChangeDisplayMode( GLboolean haveToTest )
-{
-#if TARGET_HOST_UNIX_X11
-
- /*
- * This highly depends on the XFree86 extensions, not approved as X Consortium standards
- */
-# ifdef X_XF86VidModeGetAllModeLines
-
- XF86VidModeModeInfo** displayModes;
- int i, displayModesCount;
-
- /*
- * Query for all the display available...
- */
- XF86VidModeGetAllModeLines(
- fgDisplay.Display,
- fgDisplay.Screen,
- &displayModesCount,
- &displayModes
- );
-
- /*
- * Check every of the modes looking for one that matches our demands
- */
- for( i=0; i<displayModesCount; i++ )
- {
- if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, displayModes[ i ]->vdisplay,
- fgState.GameModeDepth, fgState.GameModeRefresh ) )
- {
- if( haveToTest )
- return( TRUE );
- /*
- * OKi, this is the display mode we have been looking for...
- */
- XF86VidModeSwitchToMode(
- fgDisplay.Display,
- fgDisplay.Screen,
- displayModes[ i ]
- );
-
- /*
- * Set the viewport's origin to (0,0) (the game mode window's top-left corner)
- */
- XF86VidModeSetViewPort(
- fgDisplay.Display,
- fgDisplay.Screen,
- 0,
- 0
- );
-
- /*
- * Return successfull...
- */
- return( TRUE );
- }
- }
-
- /*
- * Something must have went wrong
- */
- return( FALSE );
-
-# else
-# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
-# endif
-
-#elif TARGET_HOST_WIN32
-
- unsigned int displayModes = 0, mode = 0xffffffff;
- GLboolean success = FALSE;
-/* HDC desktopDC; */
- DEVMODE devMode;
-
- /*
- * Enumerate the available display modes
- * Try to get a complete match
- */
- while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
- {
- /*
- * Does the enumerated display mode match the user's preferences?
- */
- if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
- devMode.dmBitsPerPel, devMode.dmDisplayFrequency ) )
- {
- /*
- * OKi, we've found a matching display mode, remember its number and break
- */
- mode = displayModes;
- break;
- }
-
- /*
- * Switch to the next display mode, if any
- */
- displayModes++;
- }
-
- if ( mode == 0xffffffff )
- {
- /* then try without Display Frequency */
- displayModes = 0;
-
- /*
- * Enumerate the available display modes
- */
- while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
- {
- /* then try without Display Frequency */
-
- if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
- devMode.dmBitsPerPel, fgState.GameModeRefresh))
- {
- /*
- * OKi, we've found a matching display mode, remember its number and break
- */
- mode = displayModes;
- break;
- }
-
- /*
- * Switch to the next display mode, if any
- */
- displayModes++;
- }
- }
-
- /*
- * Did we find a matching display mode?
- */
- if( mode != 0xffffffff )
- {
- int retVal = DISP_CHANGE_SUCCESSFUL;
-
- /*
- * Mark the values we want to modify in the display change call
- */
- devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
-
- /*
- * Change the current display mode (possibly in test mode only)
- */
- retVal = ChangeDisplaySettings( &devMode, haveToTest ? CDS_TEST : 0 );
-
- /*
- * I don't know if it's really needed, but looks nice:
- */
- success = (retVal == DISP_CHANGE_SUCCESSFUL) || (retVal == DISP_CHANGE_NOTUPDATED);
-
- /*
- * If it was not a test, remember the current screen settings
- */
- if( !haveToTest && success )
- {
- fgState.GameModeSize.X = devMode.dmPelsWidth;
- fgState.GameModeSize.Y = devMode.dmPelsHeight;
- fgState.GameModeDepth = devMode.dmBitsPerPel;
- fgState.GameModeRefresh = devMode.dmDisplayFrequency;
- }
- }
-
- /*
- * Otherwise we must have failed somewhere
- */
- return( success );
-
-#endif
-}
-
-
-/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
-
-/*
- * Sets the game mode display string
- */
-void FGAPIENTRY glutGameModeString( const char* string )
-{
- int width = 640, height = 480, depth = 16, refresh = 72;
-
- /*
- * This one seems a bit easier than glutInitDisplayString. The bad thing
- * about it that I was unable to find the game mode string definition, so
- * that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which
- * appears in all GLUT game mode programs I have seen to date.
- */
- if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) != 4 )
- if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )
- if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )
- if( sscanf( string, "%ix%i", &width, &height ) != 2 )
- if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )
- if( sscanf( string, ":%i", &depth ) != 1 )
- if( sscanf( string, "@%i", &refresh ) != 1 )
- fgWarning( "unable to parse game mode string `%s'", string );
-
- /*
- * Hopefully it worked, and if not, we still have the default values
- */
- fgState.GameModeSize.X = width;
- fgState.GameModeSize.Y = height;
- fgState.GameModeDepth = depth;
- fgState.GameModeRefresh = refresh;
-}
-
-/*
- * Enters the game mode
- */
-int FGAPIENTRY glutEnterGameMode( void )
-{
- /*
- * Check if a game mode window already exists...
- */
- if( fgStructure.GameMode != NULL )
- {
- /*
- * ...if so, delete it before proceeding...
- */
- fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
- }
- else
- {
- /*
- * ...otherwise remember the current resolution, etc.
- */
- fghRememberState();
- }
-
- /*
- * We are ready to change the current screen's resolution now
- */
- if( fghChangeDisplayMode( FALSE ) == FALSE )
- {
- fgWarning( "failed to change screen settings" );
- return( FALSE );
- }
-
- /*
- * Finally, have the game mode window created
- */
- fgStructure.GameMode = fgCreateWindow(
- NULL, "FREEGLUT", 0, 0, fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE
- );
-
-#if TARGET_HOST_UNIX_X11
-
- /*
- * Move the mouse pointer over the game mode window
- */
- XSetInputFocus(
- fgDisplay.Display,
- fgStructure.GameMode->Window.Handle,
- RevertToNone,
- CurrentTime
- );
-
- /*
- * Confine the mouse pointer to the window's client area
- */
- XGrabPointer(
- fgDisplay.Display,
- fgStructure.GameMode->Window.Handle,
- TRUE,
- ButtonPressMask|ButtonReleaseMask|ButtonMotionMask|PointerMotionMask,
- GrabModeAsync, GrabModeAsync,
- fgStructure.GameMode->Window.Handle,
- None,
- CurrentTime
- );
-
- /*
- * Grab the keyboard, too
- */
- XGrabKeyboard(
- fgDisplay.Display,
- fgStructure.GameMode->Window.Handle,
- FALSE,
- GrabModeAsync, GrabModeAsync,
- CurrentTime
- );
-
-#endif
-
- /*
- * Return successfull
- */
- return( TRUE );
-}
-
-/*
- * Leaves the game mode
- */
-void FGAPIENTRY glutLeaveGameMode( void )
-{
- freeglut_return_if_fail( fgStructure.GameMode != NULL );
-
- /*
- * First of all, have the game mode window destroyed
- */
- fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
-
-#if TARGET_HOST_UNIX_X11
-
- /*
- * Ungrab the mouse and keyboard
- */
- XUngrabPointer( fgDisplay.Display, CurrentTime );
- XUngrabKeyboard( fgDisplay.Display, CurrentTime );
-
-#endif
-
- /*
- * Then, have the desktop visual settings restored
- */
- fghRestoreState();
-}
-
-/*
- * Returns information concerning the freeglut game mode
- */
-int FGAPIENTRY glutGameModeGet( GLenum eWhat )
-{
- /*
- * See why are we bothered
- */
- switch( eWhat )
- {
- case GLUT_GAME_MODE_ACTIVE:
- /*
- * Check if the game mode is currently active
- */
- return( fgStructure.GameMode != NULL );
-
- case GLUT_GAME_MODE_POSSIBLE:
- /*
- * Check if the current game mode settings are valid
- */
- return( fghChangeDisplayMode( TRUE ) );
-
- case GLUT_GAME_MODE_WIDTH:
- /*
- * The game mode screen width
- */
- return( fgState.GameModeSize.X );
-
- case GLUT_GAME_MODE_HEIGHT:
- /*
- * The game mode screen height
- */
- return( fgState.GameModeSize.Y );
-
- case GLUT_GAME_MODE_PIXEL_DEPTH:
- /*
- * The game mode pixel depth
- */
- return( fgState.GameModeDepth );
-
- case GLUT_GAME_MODE_REFRESH_RATE:
- /*
- * The game mode refresh rate
- */
- return( fgState.GameModeRefresh );
-
- case GLUT_GAME_MODE_DISPLAY_CHANGED:
- /*
- * This is true if the game mode has been activated successfully..
- */
- return( fgStructure.GameMode != NULL );
- }
-
- return( -1 );
-}
-
-/*** END OF FILE ***/
-
-
-
-