/*
* Query the current display settings:
*/
- fgDisplay.DisplayModeValid =
+ fgDisplay.DisplayModeValid =
XF86VidModeGetModeLine(
fgDisplay.Display,
fgDisplay.Screen,
*/
# endif
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/* DEVMODE devMode; */
-
+
/*
* Grab the current desktop settings...
*/
*/
# endif
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
* Restore the previously rememebered desktop display settings
*/
# endif
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
unsigned int displayModes = 0, mode = 0xffffffff;
GLboolean success = GL_FALSE;
return FALSE;
}
- fgStructure.GameMode = fgCreateWindow(
+ fgStructure.GameMode = fgCreateWindow(
NULL, "FREEGLUT", 0, 0,
fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
);
/* Move the Pointer to the middle of the fullscreen window */
XWarpPointer(
fgDisplay.Display,
- None,
+ None,
fgDisplay.RootWindow,
0, 0, 0, 0,
fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
GrabModeAsync, GrabModeAsync,
fgStructure.GameMode->Window.Handle, None, CurrentTime) )
usleep( 100 );
-
+
/*
* Change input focus to the new window. This will exit the application
* if the new window is not viewable yet, see the XGrabPointer loop above.
fgAddToWindowDestroyList( fgStructure.GameMode );
+ fgStructure.GameMode = NULL ;
+
#if TARGET_HOST_UNIX_X11
XUngrabPointer( fgDisplay.Display, CurrentTime );