-/*\r
- * freeglut_gamemode.c\r
- *\r
- * The game mode handling code.\r
- *\r
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.\r
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>\r
- * Creation date: Thu Dec 16 1999\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 "freeglut_internal.h"\r
-\r
-/*\r
- * TODO BEFORE THE STABLE RELEASE:\r
- *\r
- * glutGameModeString() -- missing\r
- * glutEnterGameMode() -- X11 version\r
- * glutLeaveGameMode() -- is that correct?\r
- * glutGameModeGet() -- is that correct?\r
- */\r
-\r
-\r
-/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */\r
-extern void fgPlatformRememberState( void );\r
-extern void fgPlatformRestoreState( void );\r
-extern GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest );\r
-extern void fgPlatformEnterGameMode( void );\r
-extern void fgPlatformLeaveGameMode( void );\r
-\r
-\r
-/* -- INTERFACE FUNCTIONS -------------------------------------------------- */\r
-\r
-/*\r
- * Sets the game mode display string\r
- */\r
-void FGAPIENTRY glutGameModeString( const char* string )\r
-{\r
- int width = -1, height = -1, depth = -1, refresh = -1;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeString" );\r
-\r
- /*\r
- * This one seems a bit easier than glutInitDisplayString. The bad thing\r
- * about it that I was unable to find the game mode string definition, so\r
- * that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which\r
- * appears in all GLUT game mode programs I have seen to date.\r
- */\r
- if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) !=\r
- 4 )\r
- if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )\r
- if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )\r
- if( sscanf( string, "%ix%i", &width, &height ) != 2 )\r
- if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )\r
- if( sscanf( string, ":%i", &depth ) != 1 )\r
- if( sscanf( string, "@%i", &refresh ) != 1 )\r
- fgWarning(\r
- "unable to parse game mode string `%s'",\r
- string\r
- );\r
-\r
- /* All values not specified are now set to -1, which means those\r
- * aspects of the current display mode are not changed in\r
- * fgPlatformChangeDisplayMode() above.\r
- */\r
- fgState.GameModeSize.X = width;\r
- fgState.GameModeSize.Y = height;\r
- fgState.GameModeDepth = depth;\r
- fgState.GameModeRefresh = refresh;\r
-}\r
-\r
-\r
-\r
-/*\r
- * Enters the game mode\r
- */\r
-int FGAPIENTRY glutEnterGameMode( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );\r
-\r
- if( fgStructure.GameModeWindow )\r
- fgAddToWindowDestroyList( fgStructure.GameModeWindow );\r
- else\r
- fgPlatformRememberState( );\r
-\r
- if( ! fgPlatformChangeDisplayMode( GL_FALSE ) )\r
- {\r
- fgWarning( "failed to change screen settings" );\r
- return 0;\r
- }\r
-\r
- fgStructure.GameModeWindow = fgCreateWindow(\r
- NULL, "FREEGLUT", GL_TRUE, 0, 0,\r
- GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,\r
- GL_TRUE, GL_FALSE\r
- );\r
-\r
- fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;\r
- fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;\r
- fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;\r
-\r
- fgPlatformEnterGameMode();\r
-\r
- return fgStructure.GameModeWindow->ID;\r
-}\r
-\r
-/*\r
- * Leaves the game mode\r
- */\r
-void FGAPIENTRY glutLeaveGameMode( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );\r
-\r
- freeglut_return_if_fail( fgStructure.GameModeWindow );\r
-\r
- fgAddToWindowDestroyList( fgStructure.GameModeWindow );\r
- fgStructure.GameModeWindow = NULL;\r
-\r
- fgPlatformLeaveGameMode();\r
-\r
- fgPlatformRestoreState();\r
-}\r
-\r
-/*\r
- * Returns information concerning the freeglut game mode\r
- */\r
-int FGAPIENTRY glutGameModeGet( GLenum eWhat )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );\r
-\r
- switch( eWhat )\r
- {\r
- case GLUT_GAME_MODE_ACTIVE:\r
- return !!fgStructure.GameModeWindow;\r
-\r
- case GLUT_GAME_MODE_POSSIBLE:\r
- return fgPlatformChangeDisplayMode( GL_TRUE );\r
-\r
- case GLUT_GAME_MODE_WIDTH:\r
- return fgState.GameModeSize.X;\r
-\r
- case GLUT_GAME_MODE_HEIGHT:\r
- return fgState.GameModeSize.Y;\r
-\r
- case GLUT_GAME_MODE_PIXEL_DEPTH:\r
- return fgState.GameModeDepth;\r
-\r
- case GLUT_GAME_MODE_REFRESH_RATE:\r
- return fgState.GameModeRefresh;\r
-\r
- case GLUT_GAME_MODE_DISPLAY_CHANGED:\r
- /*\r
- * This is true if the game mode has been activated successfully..\r
- */\r
- return !!fgStructure.GameModeWindow;\r
- }\r
-\r
- fgWarning( "Unknown gamemode get: %d", eWhat );\r
- return -1;\r
-}\r
-\r
-/*** END OF FILE ***/\r
+/*
+ * 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.
+ */
+
+#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 ---------------------------------------------------- */
+extern void fgPlatformRememberState( void );
+extern void fgPlatformRestoreState( void );
+extern GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest );
+extern void fgPlatformEnterGameMode( void );
+extern void fgPlatformLeaveGameMode( void );
+
+
+/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
+
+/*
+ * Sets the game mode display string
+ */
+void FGAPIENTRY glutGameModeString( const char* string )
+{
+ int width = -1, height = -1, depth = -1, refresh = -1;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeString" );
+
+ /*
+ * 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
+ );
+
+ /* All values not specified are now set to -1, which means those
+ * aspects of the current display mode are not changed in
+ * fgPlatformChangeDisplayMode() above.
+ */
+ fgState.GameModeSize.X = width;
+ fgState.GameModeSize.Y = height;
+ fgState.GameModeDepth = depth;
+ fgState.GameModeRefresh = refresh;
+}
+
+
+
+/*
+ * Enters the game mode
+ */
+int FGAPIENTRY glutEnterGameMode( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
+
+ if( fgStructure.GameModeWindow )
+ fgAddToWindowDestroyList( fgStructure.GameModeWindow );
+ else
+ fgPlatformRememberState( );
+
+ if( ! fgPlatformChangeDisplayMode( GL_FALSE ) )
+ {
+ fgWarning( "failed to change screen settings" );
+ return 0;
+ }
+
+ fgStructure.GameModeWindow = fgCreateWindow(
+ 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;
+
+ fgPlatformEnterGameMode();
+
+ return fgStructure.GameModeWindow->ID;
+}
+
+/*
+ * Leaves the game mode
+ */
+void FGAPIENTRY glutLeaveGameMode( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
+
+ freeglut_return_if_fail( fgStructure.GameModeWindow );
+
+ fgAddToWindowDestroyList( fgStructure.GameModeWindow );
+ fgStructure.GameModeWindow = NULL;
+
+ fgPlatformLeaveGameMode();
+
+ fgPlatformRestoreState();
+}
+
+/*
+ * Returns information concerning the freeglut game mode
+ */
+int FGAPIENTRY glutGameModeGet( GLenum eWhat )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
+
+ switch( eWhat )
+ {
+ case GLUT_GAME_MODE_ACTIVE:
+ return !!fgStructure.GameModeWindow;
+
+ case GLUT_GAME_MODE_POSSIBLE:
+ return fgPlatformChangeDisplayMode( GL_TRUE );
+
+ case GLUT_GAME_MODE_WIDTH:
+ return fgState.GameModeSize.X;
+
+ case GLUT_GAME_MODE_HEIGHT:
+ return fgState.GameModeSize.Y;
+
+ case GLUT_GAME_MODE_PIXEL_DEPTH:
+ return fgState.GameModeDepth;
+
+ case GLUT_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.GameModeWindow;
+ }
+
+ fgWarning( "Unknown gamemode get: %d", eWhat );
+ return -1;
+}
+
+/*** END OF FILE ***/