Fixing game mode in Windows so that it doesn't override unspecified settings per...
[freeglut] / src / freeglut_gamemode.c
index 67159e1..24a8be1 100644 (file)
@@ -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 */
@@ -205,7 +205,7 @@ static void fghRestoreState( void )
 #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
 }
@@ -323,22 +323,37 @@ static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
 
     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
  */