Fixing game mode in Windows so that it doesn't override unspecified settings per...
[freeglut] / src / freeglut_gamemode.c
index 5f8faad..24a8be1 100644 (file)
@@ -46,7 +46,7 @@
  */
 static void fghRememberState( void )
 {
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
 
     /*
      * This highly depends on the XFree86 extensions,
@@ -101,7 +101,7 @@ static void fghRememberState( void )
      */
 #   endif
 
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#elif TARGET_HOST_MS_WINDOWS
 
 /*    DEVMODE devMode; */
 
@@ -110,7 +110,7 @@ static void fghRememberState( void )
 /* 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 */
@@ -125,7 +125,7 @@ static void fghRememberState( void )
  */
 static void fghRestoreState( void )
 {
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
 
 #   ifdef X_XF86VidModeGetAllModeLines
     /* Restore the remembered pointer position: */
@@ -202,15 +202,15 @@ static void fghRestoreState( void )
      */
 #   endif
 
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#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
 }
 
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
 #ifdef X_XF86VidModeGetAllModeLines
 
 /*
@@ -257,7 +257,7 @@ static int fghCheckDisplayModes( GLboolean exactMatch, int displayModesCount, XF
 static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
 {
     GLboolean success = GL_FALSE;
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
 
     /*
      * This highly depends on the XFree86 extensions,
@@ -316,29 +316,44 @@ static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
 
 #   endif
 
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#elif TARGET_HOST_MS_WINDOWS
 
     DEVMODE  devMode;
     char *fggmstr = NULL;
 
     success = GL_FALSE;
 
-    EnumDisplaySettings( NULL, -1, &devMode ); 
-    devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
+    EnumDisplaySettings( fgDisplay.DisplayName, -1, &devMode ); 
+    devMode.dmFields = 0;
 
-    devMode.dmPelsWidth  = fgState.GameModeSize.X;
-    devMode.dmPelsHeight = fgState.GameModeSize.Y;
-    devMode.dmBitsPerPel = fgState.GameModeDepth;
-    devMode.dmDisplayFrequency = fgState.GameModeRefresh;
-    devMode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
+    if (fgState.GameModeSize.X!=-1)
+    {
+        devMode.dmPelsWidth  = fgState.GameModeSize.X;
+        devMode.dmFields |= DM_PELSWIDTH;
+    }
+    if (fgState.GameModeSize.Y!=-1)
+    {
+        devMode.dmPelsHeight  = fgState.GameModeSize.Y;
+        devMode.dmFields |= DM_PELSHEIGHT;
+    }
+    if (fgState.GameModeDepth!=-1)
+    {
+        devMode.dmBitsPerPel  = fgState.GameModeDepth;
+        devMode.dmFields |= DM_BITSPERPEL;
+    }
+    if (fgState.GameModeRefresh!=-1)
+    {
+        devMode.dmDisplayFrequency  = fgState.GameModeRefresh;
+        devMode.dmFields |= 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 */
-        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;
@@ -380,7 +395,7 @@ static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
  */
 void FGAPIENTRY glutGameModeString( const char* string )
 {
-    int width = 640, height = 480, depth = 16, refresh = 72;
+    int width = -1, height = -1, depth = -1, refresh = -1;
 
     FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeString" );
 
@@ -410,6 +425,8 @@ void FGAPIENTRY glutGameModeString( const char* string )
     fgState.GameModeRefresh = refresh;
 }
 
+
+
 /*
  * Enters the game mode
  */
@@ -429,17 +446,16 @@ int FGAPIENTRY glutEnterGameMode( void )
     }
 
     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.IsGameMode = GL_TRUE;
-
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
 
     /*
      * Sync needed to avoid a real race, the Xserver must have really created
@@ -541,12 +557,10 @@ void FGAPIENTRY glutLeaveGameMode( void )
 
     freeglut_return_if_fail( fgStructure.GameModeWindow );
 
-    fgStructure.GameModeWindow->State.IsGameMode = GL_FALSE;
-
     fgAddToWindowDestroyList( fgStructure.GameModeWindow );
     fgStructure.GameModeWindow = NULL;
 
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
 
     XUngrabPointer( fgDisplay.Display, CurrentTime );
     XUngrabKeyboard( fgDisplay.Display, CurrentTime );