* Remembers the current visual settings, so that
* we can change them and restore later...
*/
-void fghRememberState( void )
+static void fghRememberState( void )
{
#if TARGET_HOST_UNIX_X11
);
}
- /*
- * Query the current display settings:
- */
- fgDisplay.DisplayModeValid =
+ /* Query the current display settings: */
+ fgDisplay.DisplayModeValid =
XF86VidModeGetModeLine(
fgDisplay.Display,
fgDisplay.Screen,
);
if( !fgDisplay.DisplayModeValid )
- fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
+ fgWarning( "Runtime use of XF86VidModeGetModeLine failed." );
# else
/*
*/
# endif
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/* DEVMODE devMode; */
-
- /*
- * Grab the current desktop settings...
- */
+
+ /* 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
- */
+ /* Make sure we will be restoring all settings needed */
fgDisplay.DisplayMode.dmFields |=
DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
/*
* Restores the previously remembered visual settings
*/
-void fghRestoreState( void )
+static void fghRestoreState( void )
{
#if TARGET_HOST_UNIX_X11
# ifdef X_XF86VidModeGetAllModeLines
- /*
- * Restore the remembered pointer position:
- */
+ /* Restore the remembered pointer position: */
XWarpPointer(
fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
*/
# endif
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- /*
- * Restore the previously rememebered desktop display settings
- */
+ /* 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 )
+static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
{
- /*
- * The desired values should be stored in fgState structure...
- */
+ /* The desired values should be stored in fgState structure... */
return ( width == fgState.GameModeSize.X ) &&
( height == fgState.GameModeSize.Y ) &&
( depth == fgState.GameModeDepth ) &&
/*
* Changes the current display mode to match user's settings
*/
-GLboolean fghChangeDisplayMode( GLboolean haveToTest )
+static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
{
#if TARGET_HOST_UNIX_X11
&displayModes
);
- /*
- * Check every of the modes looking for one that matches our demands
- */
+ /* Check every of the modes looking for one that matches our demands */
for( i = 0; i < displayModesCount; i++ )
{
if( fghCheckDisplayMode( displayModes[ i ]->hdisplay,
{
if( haveToTest )
return GL_TRUE;
- /*
- * OKi, this is the display mode we have been looking for...
- */
+ /* OKi, this is the display mode we have been looking for... */
XF86VidModeSwitchToMode(
fgDisplay.Display,
fgDisplay.Screen,
}
}
- /*
- * Something must have went wrong
- */
+ /* Something must have gone wrong */
return GL_FALSE;
# else
*/
# endif
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
unsigned int displayModes = 0, mode = 0xffffffff;
GLboolean success = GL_FALSE;
*/
while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
{
- /*
- * Does the enumerated display mode match the user's preferences?
- */
+ /* Does the enumerated display mode match the user's preferences? */
if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
devMode.dmBitsPerPel,
devMode.dmDisplayFrequency ) )
/* then try without Display Frequency */
displayModes = 0;
- /*
- * Enumerate the available display modes
- */
+ /* Enumerate the available display modes */
while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
{
/* then try without Display Frequency */
}
}
- /*
- * Did we find a matching display mode?
- */
+ /* 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
- */
+ /* Mark the values we want to modify in the display change call */
devMode.dmFields |=
DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
retVal = ChangeDisplaySettings( &devMode, haveToTest ? CDS_TEST : 0 );
- /*
- * I don't know if it's really needed, but looks nice:
- */
+ /* I don't know if it's really needed, but looks nice: */
success = (retVal == DISP_CHANGE_SUCCESSFUL) ||
(retVal == DISP_CHANGE_NOTUPDATED);
{
int width = 640, height = 480, depth = 16, refresh = 72;
+ 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
string
);
- /*
- * Hopefully it worked, and if not, we still have the default values
- */
+ /* Hopefully it worked, and if not, we still have the default values */
fgState.GameModeSize.X = width;
fgState.GameModeSize.Y = height;
fgState.GameModeDepth = depth;
*/
int FGAPIENTRY glutEnterGameMode( void )
{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
+
if( fgStructure.GameMode )
fgAddToWindowDestroyList( fgStructure.GameMode );
else
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.
int x, y;
Window child;
- /*
- * Change to viewport to the window topleft edge:
- */
+ /* Change to viewport to the window topleft edge: */
XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 );
/*
#endif
- /*
- * Grab the keyboard, too
- */
+ /* Grab the keyboard, too */
XGrabKeyboard(
fgDisplay.Display,
fgStructure.GameMode->Window.Handle,
*/
void FGAPIENTRY glutLeaveGameMode( void )
{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
+
freeglut_return_if_fail( fgStructure.GameMode );
fgStructure.GameMode->State.IsGameMode = GL_FALSE;
fgAddToWindowDestroyList( fgStructure.GameMode );
+ fgStructure.GameMode = NULL;
#if TARGET_HOST_UNIX_X11
*/
int FGAPIENTRY glutGameModeGet( GLenum eWhat )
{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
+
switch( eWhat )
{
case GLUT_GAME_MODE_ACTIVE:
return !!fgStructure.GameMode;
}
+ fgWarning( "Unknown gamemode get: %d", eWhat );
return -1;
}