* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#define G_LOG_DOMAIN "freeglut-gamemode"
-
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
* 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
/*
- * This highly depends on the XFree86 extensions, not approved as X Consortium standards
+ * This highly depends on the XFree86 extensions,
+ * not approved as X Consortium standards
*/
# ifdef X_XF86VidModeGetModeLine
+
+ /*
+ * Remember the current ViewPort location of the screen to be able to
+ * restore the ViewPort on LeaveGameMode():
+ */
+ if( !XF86VidModeGetViewPort(
+ fgDisplay.Display,
+ fgDisplay.Screen,
+ &fgDisplay.DisplayViewPortX,
+ &fgDisplay.DisplayViewPortY ) )
+ fgWarning( "XF86VidModeGetViewPort failed" );
+
/*
- * Query the current display settings:
+ * Remember the current pointer location before going fullscreen
+ * for restoring it later:
*/
- fgDisplay.DisplayModeValid =
+ {
+ Window junk_window;
+ unsigned int mask;
+
+ XQueryPointer(
+ fgDisplay.Display, fgDisplay.RootWindow,
+ &junk_window, &junk_window,
+ &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
+ &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask
+ );
+ }
+
+ /* Query the current display settings: */
+ fgDisplay.DisplayModeValid =
XF86VidModeGetModeLine(
fgDisplay.Display,
fgDisplay.Screen,
&fgDisplay.DisplayMode
);
- if (!fgDisplay.DisplayModeValid)
- fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
+ if( !fgDisplay.DisplayModeValid )
+ fgWarning( "XF86VidModeGetModeLine failed" );
# else
-# warning fghRememberState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
+ /*
+ * XXX warning fghRememberState: missing XFree86 video mode extensions,
+ * XXX game mode will not change screen resolution when activated
+ */
# 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 );
+ EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS,
+ &fgDisplay.DisplayMode );
- /*
- * Make sure we will be restoring all settings needed
- */
- fgDisplay.DisplayMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
+ /* Make sure we will be restoring all settings needed */
+ fgDisplay.DisplayMode.dmFields |=
+ DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
#endif
}
/*
* 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: */
+ XWarpPointer(
+ 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
+ * This highly depends on the XFree86 extensions,
+ * not approved as X Consortium standards
*/
-# ifdef X_XF86VidModeGetAllModeLines
- if (fgDisplay.DisplayModeValid)
+ if( fgDisplay.DisplayModeValid )
{
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
- /*
- * Query for all the display available...
- */
- 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
+ * Check every of the modes looking for one that matches our demands.
+ * If we find one, switch to it and restore the remembered viewport.
*/
- for( i=0; i<displayModesCount; i++ )
+ for( i = 0; i < displayModesCount; i++ )
{
- if( displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay &&
- displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
- displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
+ if(displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay &&
+ displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
+ displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
{
+ 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" );
+
+
/*
- * OKi, this is the display mode we have been looking for...
+ * 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 exits.
*/
- XF86VidModeSwitchToMode(
- fgDisplay.Display,
- fgDisplay.Screen,
- displayModes[ i ]
- );
-
- /*
- * In case this will be the last X11 call we do before exit,
- * we've to flush the X11 output queue to be sure the command
- * is really brought onto it's way to the X server.
- * The application should not do this because it
- * would not be platform independent then.
- */
- XFlush(fgDisplay.Display);
-
- return;
+ XFlush( fgDisplay.Display );
+
+ break;
}
}
+ XFree( displayModes );
}
# else
-# warning fghRestoreState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
+ /*
+ * XXX warning fghRestoreState: missing XFree86 video mode extensions,
+ * XXX game mode will not change screen resolution when activated
+ */
# 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
}
+#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.
*/
-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...
- */
- return( (width == fgState.GameModeSize.X) && (height == fgState.GameModeSize.Y) &&
- (depth == fgState.GameModeDepth) && (refresh == fgState.GameModeRefresh) );
+ /* The desired values should be stored in fgState structure... */
+ return ( width == fgState.GameModeSize.X ) &&
+ ( height == fgState.GameModeSize.Y ) &&
+ ( depth == fgState.GameModeDepth ) &&
+ ( 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
*/
-GLboolean fghChangeDisplayMode( GLboolean haveToTest )
+static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
{
+ GLboolean success = GL_FALSE;
#if TARGET_HOST_UNIX_X11
/*
- * This highly depends on the XFree86 extensions, not approved as X Consortium standards
+ * This highly depends on the XFree86 extensions,
+ * not approved as X Consortium standards
*/
# ifdef X_XF86VidModeGetAllModeLines
- if (fgDisplay.DisplayModeValid)
+ /*
+ * This is also used by applcations which check modes by calling
+ * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
+ */
+ if( haveToTest || fgDisplay.DisplayModeValid )
{
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
- /*
- * Query for all the display available...
- */
- 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( TRUE );
- /*
- * OKi, this is the display mode we have been looking for...
- */
- XF86VidModeSwitchToMode(
- fgDisplay.Display,
- fgDisplay.Screen,
- displayModes[ i ]
- );
+ fgWarning( "XF86VidModeGetAllModeLines failed" );
+ return success;
+ }
- /*
- * Set the viewport's origin to (0,0) (the game mode window's top-left corner)
- */
- XF86VidModeSetViewPort(
- fgDisplay.Display,
- fgDisplay.Screen,
- 0,
- 0
- );
- /*
- * Return successfull...
- */
- return( TRUE );
- }
+ /*
+ * 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
+
/*
- * Something must have went wrong
+ * XXX warning fghChangeDisplayMode: missing XFree86 video mode extensions,
+ * XXX game mode will not change screen resolution when activated
*/
- return( FALSE );
+ success = GL_TRUE;
-# else
-# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
# endif
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- unsigned int displayModes = 0, mode = 0xffffffff;
- GLboolean success = FALSE;
-/* HDC desktopDC; */
DEVMODE devMode;
+ char *fggmstr = NULL;
- /*
- * Enumerate the available display modes
- * Try to get a complete match
- */
- while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
- {
- /*
- * Does the enumerated display mode match the user's preferences?
- */
- if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
- devMode.dmBitsPerPel, devMode.dmDisplayFrequency ) )
- {
- /*
- * OKi, we've found a matching display mode, remember its number and break
- */
- mode = displayModes;
- break;
- }
+ success = GL_FALSE;
- /*
- * Switch to the next display mode, if any
- */
- displayModes++;
- }
+ EnumDisplaySettings( NULL, -1, &devMode );
+ devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
- if ( mode == 0xffffffff )
- {
- /* then try without Display Frequency */
- displayModes = 0;
-
- /*
- * Enumerate the available display modes
- */
- while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
- {
- /* then try without Display Frequency */
-
- if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
- devMode.dmBitsPerPel, fgState.GameModeRefresh))
- {
- /*
- * OKi, we've found a matching display mode, remember its number and break
- */
- mode = displayModes;
- break;
- }
-
- /*
- * Switch to the next display mode, if any
- */
- 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;
-
- /*
- * Change the current display mode (possibly in test mode only)
- */
- 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 it was not a test, remember the current screen settings
- */
- 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;
}
- /*
- * Otherwise we must have failed somewhere
- */
- 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;
}
{
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
* that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which
* appears in all GLUT game mode programs I have seen to date.
*/
- if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) != 4 )
+ if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) !=
+ 4 )
if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )
if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )
if( sscanf( string, "%ix%i", &width, &height ) != 2 )
if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )
if( sscanf( string, ":%i", &depth ) != 1 )
if( sscanf( string, "@%i", &refresh ) != 1 )
- fgWarning( "unable to parse game mode string `%s'", string );
+ fgWarning(
+ "unable to parse game mode string `%s'",
+ 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 )
{
- /*
- * Check if a game mode window already exists...
- */
- if( fgStructure.GameMode != NULL )
- {
- /*
- * ...if so, delete it before proceeding...
- */
- fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
- }
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
+
+ if( fgStructure.GameMode )
+ fgAddToWindowDestroyList( fgStructure.GameMode );
else
+ fghRememberState( );
+
+ if( ! fghChangeDisplayMode( GL_FALSE ) )
{
- /*
- * ...otherwise remember the current resolution, etc.
- */
- fghRememberState();
+ fgWarning( "failed to change screen settings" );
+ return 0;
}
+ fgStructure.GameMode = fgCreateWindow(
+ NULL, "FREEGLUT", 0, 0,
+ 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
+
/*
- * We are ready to change the current screen's resolution now
+ * Sync needed to avoid a real race, the Xserver must have really created
+ * the window before we can grab the pointer into it:
*/
- if( fghChangeDisplayMode( FALSE ) == FALSE )
- {
- fgWarning( "failed to change screen settings" );
- return( FALSE );
- }
+ XSync( fgDisplay.Display, False );
/*
- * Finally, have the game mode window created
+ * Grab the pointer to confine it into the window after the calls to
+ * XWrapPointer() which ensure that the pointer really enters the window.
+ *
+ * We also need to wait here until XGrabPointer() returns GrabSuccess,
+ * otherwise the new window is not viewable yet and if the next function
+ * (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:
*/
- fgStructure.GameMode = fgCreateWindow(
- NULL, "FREEGLUT", 0, 0, fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE
- );
-
-#if TARGET_HOST_UNIX_X11
+ while( GrabSuccess != XGrabPointer(
+ fgDisplay.Display, fgStructure.GameMode->Window.Handle,
+ TRUE,
+ ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
+ | PointerMotionMask,
+ GrabModeAsync, GrabModeAsync,
+ fgStructure.GameMode->Window.Handle, None, CurrentTime) )
+ usleep( 100 );
/*
- * Move the mouse pointer over the game mode window
+ * 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.
*/
XSetInputFocus(
fgDisplay.Display,
CurrentTime
);
- /*
- * Confine the mouse pointer to the window's client area
- */
- XGrabPointer(
+ /* Move the Pointer to the middle of the fullscreen window */
+ XWarpPointer(
fgDisplay.Display,
- fgStructure.GameMode->Window.Handle,
- TRUE,
- ButtonPressMask|ButtonReleaseMask|ButtonMotionMask|PointerMotionMask,
- GrabModeAsync, GrabModeAsync,
- fgStructure.GameMode->Window.Handle,
None,
- CurrentTime
+ fgDisplay.RootWindow,
+ 0, 0, 0, 0,
+ fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
);
- /*
- * Grab the keyboard, too
- */
+# ifdef X_XF86VidModeSetViewPort
+
+ if( fgDisplay.DisplayModeValid )
+ {
+ int x, y;
+ Window child;
+
+ /* Change to viewport to the window topleft edge: */
+ if( !XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ) )
+ fgWarning( "XF86VidModeSetViewPort failed" );
+
+ /*
+ * 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.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.CurrentWindow->Window.Handle,
+ -x, -y);
+ }
+
+#endif
+
+ /* Grab the keyboard, too */
XGrabKeyboard(
fgDisplay.Display,
fgStructure.GameMode->Window.Handle,
#endif
- /*
- * Return successfull
- */
- return( TRUE );
+ return fgStructure.GameMode->ID;
}
/*
*/
void FGAPIENTRY glutLeaveGameMode( void )
{
- freeglut_return_if_fail( fgStructure.GameMode != NULL );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
- /*
- * First of all, have the game mode window destroyed
- */
- fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
+ freeglut_return_if_fail( fgStructure.GameMode );
+
+ fgStructure.GameMode->State.IsGameMode = GL_FALSE;
+
+ fgAddToWindowDestroyList( fgStructure.GameMode );
+ fgStructure.GameMode = NULL;
#if TARGET_HOST_UNIX_X11
- /*
- * Ungrab the mouse and keyboard
- */
XUngrabPointer( fgDisplay.Display, CurrentTime );
XUngrabKeyboard( fgDisplay.Display, CurrentTime );
#endif
- /*
- * Then, have the desktop visual settings restored
- */
fghRestoreState();
}
*/
int FGAPIENTRY glutGameModeGet( GLenum eWhat )
{
- /*
- * See why are we bothered
- */
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
+
switch( eWhat )
{
case GLUT_GAME_MODE_ACTIVE:
- /*
- * Check if the game mode is currently active
- */
- return( fgStructure.GameMode != NULL );
+ return !!fgStructure.GameMode;
case GLUT_GAME_MODE_POSSIBLE:
- /*
- * Check if the current game mode settings are valid
- */
- return( fghChangeDisplayMode( TRUE ) );
+ return fghChangeDisplayMode( GL_TRUE );
case GLUT_GAME_MODE_WIDTH:
- /*
- * The game mode screen width
- */
- return( fgState.GameModeSize.X );
+ return fgState.GameModeSize.X;
case GLUT_GAME_MODE_HEIGHT:
- /*
- * The game mode screen height
- */
- return( fgState.GameModeSize.Y );
+ return fgState.GameModeSize.Y;
case GLUT_GAME_MODE_PIXEL_DEPTH:
- /*
- * The game mode pixel depth
- */
- return( fgState.GameModeDepth );
+ return fgState.GameModeDepth;
case GLUT_GAME_MODE_REFRESH_RATE:
- /*
- * The game mode refresh rate
- */
- return( fgState.GameModeRefresh );
+ return fgState.GameModeRefresh;
case GLUT_GAME_MODE_DISPLAY_CHANGED:
/*
* This is true if the game mode has been activated successfully..
*/
- return( fgStructure.GameMode != NULL );
+ return !!fgStructure.GameMode;
}
- return( -1 );
+ fgWarning( "Unknown gamemode get: %d", eWhat );
+ return -1;
}
/*** END OF FILE ***/
-
-
-
-