* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
#include <GL/freeglut.h>
#include "freeglut_internal.h"
* Remember the current ViewPort location of the screen to be able to
* restore the ViewPort on LeaveGameMode():
*/
- XF86VidModeGetViewPort(
- fgDisplay.Display,
- fgDisplay.Screen,
- &fgDisplay.DisplayViewPortX,
- &fgDisplay.DisplayViewPortY
- );
+ if( !XF86VidModeGetViewPort(
+ fgDisplay.Display,
+ fgDisplay.Screen,
+ &fgDisplay.DisplayViewPortX,
+ &fgDisplay.DisplayViewPortY ) )
+ fgWarning( "XF86VidModeGetViewPort failed" );
/*
* Remember the current pointer location before going fullscreen
);
if( !fgDisplay.DisplayModeValid )
- fgWarning( "Runtime use of XF86VidModeGetModeLine failed." );
+ fgWarning( "XF86VidModeGetModeLine failed" );
# else
/*
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
- XF86VidModeGetAllModeLines(
- fgDisplay.Display,
- fgDisplay.Screen,
- &displayModesCount,
- &displayModes
- );
+ if( !XF86VidModeGetAllModeLines(
+ fgDisplay.Display,
+ fgDisplay.Screen,
+ &displayModesCount,
+ &displayModes ) )
+ {
+ fgWarning( "XF86VidModeGetAllModeLines failed" );
+ return;
+ }
+
/*
* Check every of the modes looking for one that matches our demands.
displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
{
- XF86VidModeSwitchToMode(
- fgDisplay.Display,
- fgDisplay.Screen,
- displayModes[ i ]
- );
- XF86VidModeSetViewPort(
- fgDisplay.Display,
- fgDisplay.Screen,
- fgDisplay.DisplayViewPortX,
- fgDisplay.DisplayViewPortY
- );
+ if( !XF86VidModeSwitchToMode(
+ fgDisplay.Display,
+ fgDisplay.Screen,
+ displayModes[ i ] ) )
+ {
+ fgWarning( "XF86VidModeSwitchToMode failed" );
+ break;
+ }
+
+ if( !XF86VidModeSetViewPort(
+ fgDisplay.Display,
+ fgDisplay.Screen,
+ fgDisplay.DisplayViewPortX,
+ fgDisplay.DisplayViewPortY ) )
+ fgWarning( "XF86VidModeSetViewPort failed" );
+
/*
* For the case this would be the last X11 call the application
*/
XFlush( fgDisplay.Display );
- return;
+ break;
}
}
+ XFree( displayModes );
}
# else
#endif
}
+#if TARGET_HOST_UNIX_X11
+#ifdef X_XF86VidModeGetAllModeLines
+
/*
- * Checks the display mode settings against user's preferences
+ * Checks a single display mode settings against user's preferences.
*/
static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
{
return ( width == fgState.GameModeSize.X ) &&
( height == fgState.GameModeSize.Y ) &&
( depth == fgState.GameModeDepth ) &&
- (refresh == fgState.GameModeRefresh );
+ ( refresh == fgState.GameModeRefresh );
+}
+
+/*
+ * Checks all display modes settings against user's preferences.
+ * Returns the mode number found or -1 if none could be found.
+ */
+static int fghCheckDisplayModes( GLboolean exactMatch, int displayModesCount, XF86VidModeModeInfo** displayModes )
+{
+ int i;
+ for( i = 0; i < displayModesCount; i++ )
+ {
+ /* Compute the displays refresh rate, dotclock comes in kHz. */
+ int refresh = ( displayModes[ i ]->dotclock * 1000 ) /
+ ( displayModes[ i ]->htotal * displayModes[ i ]->vtotal );
+
+ if( fghCheckDisplayMode( displayModes[ i ]->hdisplay,
+ displayModes[ i ]->vdisplay,
+ fgState.GameModeDepth,
+ ( exactMatch ? refresh : fgState.GameModeRefresh ) ) ) {
+ return i;
+ }
+ }
+ return -1;
}
+#endif
+#endif
+
/*
* Changes the current display mode to match user's settings
*/
static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
{
+ GLboolean success = GL_FALSE;
#if TARGET_HOST_UNIX_X11
/*
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
- XF86VidModeGetAllModeLines(
- fgDisplay.Display,
- fgDisplay.Screen,
- &displayModesCount,
- &displayModes
- );
-
- /* Check every of the modes looking for one that matches our demands */
- for( i = 0; i < displayModesCount; i++ )
+ if( !XF86VidModeGetAllModeLines(
+ fgDisplay.Display,
+ fgDisplay.Screen,
+ &displayModesCount,
+ &displayModes ) )
{
- if( fghCheckDisplayMode( displayModes[ i ]->hdisplay,
- displayModes[ i ]->vdisplay,
- fgState.GameModeDepth,
- fgState.GameModeRefresh ) )
- {
- if( haveToTest )
- return GL_TRUE;
- /* OKi, this is the display mode we have been looking for... */
- XF86VidModeSwitchToMode(
- fgDisplay.Display,
- fgDisplay.Screen,
- displayModes[ i ]
- );
- return GL_TRUE;
- }
+ fgWarning( "XF86VidModeGetAllModeLines failed" );
+ return success;
}
- }
- /* Something must have gone wrong */
- return GL_FALSE;
+
+ /*
+ * Check every of the modes looking for one that matches our demands,
+ * ignoring the refresh rate if no exact match could be found.
+ */
+ i = fghCheckDisplayModes( GL_TRUE, displayModesCount, displayModes );
+ if( i < 0 ) {
+ i = fghCheckDisplayModes( GL_FALSE, displayModesCount, displayModes );
+ }
+ success = ( i < 0 ) ? GL_FALSE : GL_TRUE;
+
+ if( !haveToTest && success ) {
+ if( !XF86VidModeSwitchToMode(
+ fgDisplay.Display,
+ fgDisplay.Screen,
+ displayModes[ i ] ) )
+ fgWarning( "XF86VidModeSwitchToMode failed" );
+ }
+
+ XFree( displayModes );
+ }
# else
+
/*
* XXX warning fghChangeDisplayMode: missing XFree86 video mode extensions,
* XXX game mode will not change screen resolution when activated
*/
+ success = GL_TRUE;
+
# endif
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- unsigned int displayModes = 0, mode = 0xffffffff;
- GLboolean success = GL_FALSE;
- /* HDC desktopDC; */
DEVMODE devMode;
+ char *fggmstr = NULL;
- /*
- * Enumerate the available display modes
- * Try to get a complete match
- */
- while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
- {
- /* Does the enumerated display mode match the user's preferences? */
- if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
- devMode.dmBitsPerPel,
- devMode.dmDisplayFrequency ) )
- {
- mode = displayModes;
- break;
- }
- displayModes++;
- }
+ success = GL_FALSE;
- if( mode == 0xffffffff )
- {
- /* then try without Display Frequency */
- displayModes = 0;
+ EnumDisplaySettings( NULL, -1, &devMode );
+ devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
- /* Enumerate the available display modes */
- while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
- {
- /* then try without Display Frequency */
- if( fghCheckDisplayMode( devMode.dmPelsWidth,
- devMode.dmPelsHeight,
- devMode.dmBitsPerPel,
- fgState.GameModeRefresh ) )
- {
- mode = displayModes;
- break;
- }
- displayModes++;
- }
- }
+ 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;
- /* Did we find a matching display mode? */
- if( mode != 0xffffffff )
+ switch ( ChangeDisplaySettingsEx(NULL, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
{
- int retVal = DISP_CHANGE_SUCCESSFUL;
-
- /* 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: */
- success = (retVal == DISP_CHANGE_SUCCESSFUL) ||
- (retVal == DISP_CHANGE_NOTUPDATED);
-
- if( !haveToTest && success )
- {
- fgState.GameModeSize.X = devMode.dmPelsWidth;
- fgState.GameModeSize.Y = devMode.dmPelsHeight;
- fgState.GameModeDepth = devMode.dmBitsPerPel;
- fgState.GameModeRefresh = devMode.dmDisplayFrequency;
- }
+ case DISP_CHANGE_SUCCESSFUL:
+ success = GL_TRUE;
+
+ /* update vars in case if windows switched to proper mode */
+ EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );
+ fgState.GameModeSize.X = devMode.dmPelsWidth;
+ fgState.GameModeSize.Y = devMode.dmPelsHeight;
+ fgState.GameModeDepth = devMode.dmBitsPerPel;
+ fgState.GameModeRefresh = devMode.dmDisplayFrequency;
+ break;
+ case DISP_CHANGE_RESTART:
+ fggmstr = "The computer must be restarted for the graphics mode to work.";
+ break;
+ case DISP_CHANGE_BADFLAGS:
+ fggmstr = "An invalid set of flags was passed in.";
+ break;
+ case DISP_CHANGE_BADPARAM:
+ fggmstr = "An invalid parameter was passed in. This can include an invalid flag or combination of flags.";
+ break;
+ case DISP_CHANGE_FAILED:
+ fggmstr = "The display driver failed the specified graphics mode.";
+ break;
+ case DISP_CHANGE_BADMODE:
+ fggmstr = "The graphics mode is not supported.";
+ break;
+ default:
+ fggmstr = "Unknown error in graphics mode???"; /* dunno if it is possible,MSDN does not mention any other error */
+ break;
}
- return success;
-
+ if ( !success )
+ fgWarning(fggmstr); /* I'd rather get info whats going on in my program than wonder about */
+ /* magic happenings behind my back, its lib for devels at last ;) */
#endif
+
+ return success;
}
if( ! fghChangeDisplayMode( GL_FALSE ) )
{
fgWarning( "failed to change screen settings" );
- return FALSE;
+ return 0;
}
fgStructure.GameMode = fgCreateWindow(
fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
);
+ fgStructure.GameMode->State.Width = fgState.GameModeSize.X;
+ fgStructure.GameMode->State.Height = fgState.GameModeSize.Y;
+ fgStructure.GameMode->State.NeedToResize = GL_TRUE;
+
fgStructure.GameMode->State.IsGameMode = GL_TRUE;
#if TARGET_HOST_UNIX_X11
- /* Move the window up to the topleft corner */
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0 );
-
/*
* Sync needed to avoid a real race, the Xserver must have really created
* the window before we can grab the pointer into it:
*/
XSync( fgDisplay.Display, False );
- /* 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
- );
-
/*
* Grab the pointer to confine it into the window after the calls to
* XWrapPointer() which ensure that the pointer really enters the window.
CurrentTime
);
+ /* 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
+ );
+
# ifdef X_XF86VidModeSetViewPort
if( fgDisplay.DisplayModeValid )
Window child;
/* Change to viewport to the window topleft edge: */
- XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 );
+ if( !XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ) )
+ fgWarning( "XF86VidModeSetViewPort failed" );
/*
* Final window repositioning: It could be avoided using an undecorated
/* Get the current postion of the drawable area on screen */
XTranslateCoordinates(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->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,
+ XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
-x, -y);
}
#endif
- return TRUE;
+ return fgStructure.GameMode->ID;
}
/*