Heh.
[freeglut] / src / freeglut_gamemode.c
index 490d2f6..abee9c6 100644 (file)
@@ -65,10 +65,10 @@ void fghRememberState( void )
      * restore the ViewPort on LeaveGameMode():
      */
     XF86VidModeGetViewPort(
-       fgDisplay.Display,
-       fgDisplay.Screen,
-       &fgDisplay.DisplayViewPortX,
-       &fgDisplay.DisplayViewPortY
+        fgDisplay.Display,
+        fgDisplay.Screen,
+        &fgDisplay.DisplayViewPortX,
+        &fgDisplay.DisplayViewPortY
     );
 
     /*
@@ -76,15 +76,15 @@ void fghRememberState( void )
      * for restoring it later:
      */
     {
-       Window junk_window;
-       unsigned int mask;
-
-       XQueryPointer(
-           fgDisplay.Display, fgDisplay.RootWindow,
-           &junk_window, &junk_window,
-           &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
-           &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask
-       );
+        Window junk_window;
+        unsigned int mask;
+
+        XQueryPointer(
+            fgDisplay.Display, fgDisplay.RootWindow,
+            &junk_window, &junk_window,
+            &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
+            &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask
+        );
     }
 
     /*
@@ -99,7 +99,7 @@ void fghRememberState( void )
     );
 
     if (!fgDisplay.DisplayModeValid)
-       fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
+            fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
 
 #   else
 #       warning fghRememberState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
@@ -132,18 +132,19 @@ void fghRememberState( void )
 void fghRestoreState( void )
 {
 #if TARGET_HOST_UNIX_X11
+
+#   ifdef X_XF86VidModeGetAllModeLines
     /*
      * Restore the remembered pointer position:
      */
     XWarpPointer(
-       fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
-       fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
+        fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
+        fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
     );
 
     /*
      * This highly depends on the XFree86 extensions, not approved as X Consortium standards
      */
-#   ifdef X_XF86VidModeGetAllModeLines
 
     if (fgDisplay.DisplayModeValid)
     {
@@ -178,22 +179,22 @@ void fghRestoreState( void )
                     displayModes[ i ]
                 );
 
-               /*
-                * Now we can restore the remembered ViewPort:
-                */
-               XF86VidModeSetViewPort(
-                    fgDisplay.Display,
-                    fgDisplay.Screen,
-                    fgDisplay.DisplayViewPortX,
-                    fgDisplay.DisplayViewPortY
-               );
-
-               /*
-                * For the case this would be the last X11 call the application
-                * calls exit() we've to flush the X11 output queue to have the
-                * commands sent to the X server before the application exists.
-                */
-               XFlush(fgDisplay.Display);
+                /*
+                 * Now we can restore the remembered ViewPort:
+                 */
+                XF86VidModeSetViewPort(
+                     fgDisplay.Display,
+                     fgDisplay.Screen,
+                     fgDisplay.DisplayViewPortX,
+                     fgDisplay.DisplayViewPortY
+                );
+
+                  /*
+                   * For the case this would be the last X11 call the application
+                   * calls exit() we've to flush the X11 output queue to have the
+                   * commands sent to the X server before the application exists.
+                   */
+                  XFlush(fgDisplay.Display);
 
                 return;
             }
@@ -265,8 +266,8 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
             if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, displayModes[ i ]->vdisplay,
                                      fgState.GameModeDepth, fgState.GameModeRefresh ) )
             {
-                   if( haveToTest )
-                               return( TRUE );
+                      if( haveToTest )
+                                return( TRUE );
                 /*
                  * OKi, this is the display mode we have been looking for...
                  */
@@ -345,7 +346,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
           mode = displayModes;
           break;
         }
-       
+        
         /*
          * Switch to the next display mode, if any
          */
@@ -457,7 +458,7 @@ int FGAPIENTRY glutEnterGameMode( void )
      */
     if( fghChangeDisplayMode( FALSE ) == FALSE )
     {
-             fgWarning( "failed to change screen settings" );
+              fgWarning( "failed to change screen settings" );
         return( FALSE );
     }
 
@@ -481,11 +482,11 @@ int FGAPIENTRY glutEnterGameMode( void )
 
     /* Move the Pointer to the middle of the fullscreen window */
     XWarpPointer(
-       fgDisplay.Display,
-       None, 
-       fgDisplay.RootWindow,
-       0, 0, 0, 0,
-       fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
+        fgDisplay.Display,
+        None, 
+        fgDisplay.RootWindow,
+        0, 0, 0, 0,
+        fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
     );
 
     /*
@@ -497,13 +498,13 @@ int FGAPIENTRY glutEnterGameMode( void )
      * (XSetInputFocus) is called with a not yet viewable window, it will exit
      * the application which we have to aviod, so wait until it's viewable:
      */
-    while (GrabSuccess =! XGrabPointer(
-           fgDisplay.Display, fgStructure.GameMode->Window.Handle,
-           TRUE, ButtonPressMask|ButtonReleaseMask|ButtonMotionMask
-               |PointerMotionMask,
-           GrabModeAsync, GrabModeAsync,
-           fgStructure.GameMode->Window.Handle, None, CurrentTime)) {
-       usleep (100);
+    while (GrabSuccess != XGrabPointer(
+            fgDisplay.Display, fgStructure.GameMode->Window.Handle,
+            TRUE, ButtonPressMask|ButtonReleaseMask|ButtonMotionMask
+                |PointerMotionMask,
+            GrabModeAsync, GrabModeAsync,
+            fgStructure.GameMode->Window.Handle, None, CurrentTime)) {
+        usleep (100);
     }
 
     /*
@@ -520,31 +521,31 @@ int FGAPIENTRY glutEnterGameMode( void )
 #   ifdef X_XF86VidModeSetViewPort
 
     if (fgDisplay.DisplayModeValid) {
-       int x, y;
-       Window child;
+        int x, y;
+        Window child;
 
-       /*
-        * Change to viewport to the window topleft edge:
-        */
-       XF86VidModeSetViewPort(fgDisplay.Display, fgDisplay.Screen, 0, 0);
+        /*
+         * Change to viewport to the window topleft edge:
+         */
+        XF86VidModeSetViewPort(fgDisplay.Display, fgDisplay.Screen, 0, 0);
 
-       /*
-        * Final window repositioning: It could be avoided using an undecorated
-        * window using override_redirect, but this * would possily require more
-        * changes and investigation.
-        */
+        /*
+         * Final window repositioning: It could be avoided using an undecorated
+         * window using override_redirect, but this * would possily require more
+         * changes and investigation.
+         */
 
         /* Get the current postion of the drawable area on screen */
-       XTranslateCoordinates(
-           fgDisplay.Display,
-           fgStructure.Window->Window.Handle,
-           fgDisplay.RootWindow,
-           0, 0, &x, &y,
-           &child
-       );
-
-       /* Move the decorataions out of the topleft corner of the display */
-       XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, -x, -y);
+        XTranslateCoordinates(
+            fgDisplay.Display,
+            fgStructure.Window->Window.Handle,
+            fgDisplay.RootWindow,
+            0, 0, &x, &y,
+            &child
+        );
+
+        /* Move the decorataions out of the topleft corner of the display */
+        XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, -x, -y);
     }
 
 #endif