* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
-/*
- * Remembers the current visual settings, so that
- * we can change them and restore later...
- */
-void fghRememberState( void )
+#if TARGET_HOST_POSIX_X11
+static int xrandr_resize(int xsz, int ysz, int rate, int just_checking)
{
-#if TARGET_HOST_UNIX_X11
+#ifdef HAVE_X11_EXTENSIONS_XRANDR_H
+ int event_base, error_base, ver_major, ver_minor, use_rate;
+ XRRScreenConfiguration *xrr_config = 0;
+ Status result = -1;
+
+ /* must check at runtime for the availability of the extension */
+ if(!XRRQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
+ return -1;
+ }
- /*
- * This highly depends on the XFree86 extensions,
- * not approved as X Consortium standards
- */
-# ifdef X_XF86VidModeGetModeLine
+ XRRQueryVersion(fgDisplay.Display, &ver_major, &ver_minor);
+ /* we only heed the rate if we CAN actually use it (Xrandr >= 1.1) and
+ * the user actually cares about it (rate > 0)
+ */
+ use_rate = rate > 0 && ver_major >= 1 && ver_minor >= 1;
- /*
- * Remember the current ViewPort location of the screen to be able to
- * restore the ViewPort on LeaveGameMode():
+ /* this loop is only so that the whole thing will be repeated if someone
+ * else changes video mode between our query the current information and
+ * the attempt to change it.
*/
- XF86VidModeGetViewPort(
- fgDisplay.Display,
- fgDisplay.Screen,
- &fgDisplay.DisplayViewPortX,
- &fgDisplay.DisplayViewPortY
- );
+ do {
+ XRRScreenSize *ssizes;
+ short *rates;
+ Rotation rot;
+ int i, ssizes_count, rates_count, curr, res_idx = -1;
+ Time timestamp, cfg_timestamp;
+
+ if(xrr_config) {
+ XRRFreeScreenConfigInfo(xrr_config);
+ }
+
+ if(!(xrr_config = XRRGetScreenInfo(fgDisplay.Display, fgDisplay.RootWindow))) {
+ fgWarning("XRRGetScreenInfo failed");
+ break;
+ }
+ ssizes = XRRConfigSizes(xrr_config, &ssizes_count);
+ curr = XRRConfigCurrentConfiguration(xrr_config, &rot);
+ timestamp = XRRConfigTimes(xrr_config, &cfg_timestamp);
+
+ /* if either of xsz or ysz are unspecified, use the current values */
+ if(xsz <= 0)
+ xsz = fgState.GameModeSize.X = ssizes[curr].width;
+ if(ysz <= 0)
+ ysz = fgState.GameModeSize.Y = ssizes[curr].height;
+
+
+ if(xsz == ssizes[curr].width && ysz == ssizes[curr].height) {
+ /* no need to switch, we're already in the requested resolution */
+ res_idx = curr;
+ } else {
+ for(i=0; i<ssizes_count; i++) {
+ if(ssizes[i].width == xsz && ssizes[i].height == ysz) {
+ res_idx = i;
+ break; /* found it */
+ }
+ }
+ }
+ if(res_idx == -1)
+ break; /* no matching resolution */
+
+#if RANDR_MAJOR >= 1 && RANDR_MINOR >= 1
+ if(rate <= 0) {
+ fgState.GameModeRefresh = XRRConfigCurrentRate(xrr_config);
+ }
+
+ if(use_rate) {
+ rate = fgState.GameModeRefresh;
+
+ /* for the selected resolution, let's find out if there is
+ * a matching refresh rate available.
+ */
+ rates = XRRConfigRates(xrr_config, res_idx, &rates_count);
+
+ for(i=0; i<rates_count; i++) {
+ if(rates[i] == rate) {
+ break;
+ }
+ }
+ if(i == rates_count) {
+ break; /* no matching rate */
+ }
+ }
+#endif
+
+ if(just_checking) {
+ result = 0;
+ break;
+ }
+
+#if RANDR_MAJOR >= 1 && RANDR_MINOR >= 1
+ if(use_rate)
+ result = XRRSetScreenConfigAndRate(fgDisplay.Display, xrr_config,
+ fgDisplay.RootWindow, res_idx, rot, rate, timestamp);
+ else
+#endif
+ result = XRRSetScreenConfig(fgDisplay.Display, xrr_config,
+ fgDisplay.RootWindow, res_idx, rot, timestamp);
+
+ } while(result == RRSetConfigInvalidTime);
+
+ if(xrr_config) {
+ XRRFreeScreenConfigInfo(xrr_config);
+ }
+
+ if(result == 0) {
+ return 0;
+ }
+
+#endif /* HAVE_X11_EXTENSIONS_XRANDR_H */
+ return -1;
+}
+#endif /* TARGET_HOST_POSIX_X11 */
+
+/*
+ * Remembers the current visual settings, so that
+ * we can change them and restore later...
+ */
+static void fghRememberState( void )
+{
+#if TARGET_HOST_POSIX_X11
+ int event_base, error_base;
/*
* Remember the current pointer location before going fullscreen
* for restoring it later:
*/
- {
- Window junk_window;
- unsigned int mask;
+ Window junk_window;
+ unsigned int junk_mask;
- XQueryPointer(
- fgDisplay.Display, fgDisplay.RootWindow,
+ XQueryPointer(fgDisplay.Display, fgDisplay.RootWindow,
&junk_window, &junk_window,
&fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
- &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask
- );
+ &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &junk_mask);
+
+# ifdef HAVE_X11_EXTENSIONS_XRANDR_H
+ if(XRRQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
+ XRRScreenConfiguration *xrr_config;
+ XRRScreenSize *ssizes;
+ Rotation rot;
+ int ssize_count, curr;
+
+ if((xrr_config = XRRGetScreenInfo(fgDisplay.Display, fgDisplay.RootWindow))) {
+ ssizes = XRRConfigSizes(xrr_config, &ssize_count);
+ curr = XRRConfigCurrentConfiguration(xrr_config, &rot);
+
+ fgDisplay.prev_xsz = ssizes[curr].width;
+ fgDisplay.prev_ysz = ssizes[curr].height;
+ fgDisplay.prev_refresh = -1;
+
+# if RANDR_MAJOR >= 1 && RANDR_MINOR >= 1
+ if(fgState.GameModeRefresh != -1) {
+ fgDisplay.prev_refresh = XRRConfigCurrentRate(xrr_config);
+ }
+# endif
+
+ fgDisplay.prev_size_valid = 1;
+
+ XRRFreeScreenConfigInfo(xrr_config);
+ }
+ }
+# endif
+
+ /*
+ * This highly depends on the XFree86 extensions,
+ * not approved as X Consortium standards
+ */
+# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
+ if(!XF86VidModeQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
+ return;
}
/*
- * Query the current display settings:
+ * Remember the current ViewPort location of the screen to be able to
+ * restore the ViewPort on LeaveGameMode():
*/
- fgDisplay.DisplayModeValid =
+ if( !XF86VidModeGetViewPort(
+ fgDisplay.Display,
+ fgDisplay.Screen,
+ &fgDisplay.DisplayViewPortX,
+ &fgDisplay.DisplayViewPortY ) )
+ fgWarning( "XF86VidModeGetViewPort failed" );
+
+
+ /* Query the current display settings: */
+ fgDisplay.DisplayModeValid =
XF86VidModeGetModeLine(
fgDisplay.Display,
fgDisplay.Screen,
);
if( !fgDisplay.DisplayModeValid )
- fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
-
-# else
-# warning fghRememberState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
+ fgWarning( "XF86VidModeGetModeLine failed" );
# endif
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_MS_WINDOWS
/* 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,
+ EnumDisplaySettings( fgDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,
&fgDisplay.DisplayMode );
- /*
- * Make sure we will be restoring all settings needed
- */
+ /* Make sure we will be restoring all settings needed */
fgDisplay.DisplayMode.dmFields |=
DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
/*
* 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:
- */
+#if TARGET_HOST_POSIX_X11
+ /* Restore the remembered pointer position: */
XWarpPointer(
fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
);
+
+# ifdef HAVE_X11_EXTENSIONS_XRANDR_H
+ if(fgDisplay.prev_size_valid) {
+ if(xrandr_resize(fgDisplay.prev_xsz, fgDisplay.prev_ysz, fgDisplay.prev_refresh, 0) != -1) {
+ fgDisplay.prev_size_valid = 0;
+# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
+ fgDisplay.DisplayModeValid = 0;
+# endif
+ return;
+ }
+ }
+# endif
+
+
+
+# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
/*
* This highly depends on the XFree86 extensions,
* not approved as X Consortium standards
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;
+ fgDisplay.DisplayModeValid = 0;
+# ifdef HAVE_X11_EXTENSIONS_XRANDR_H
+ fgDisplay.prev_size_valid = 0;
+# endif
+
+ break;
}
}
+ XFree( displayModes );
}
-# else
-# warning fghRestoreState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
# endif
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_MS_WINDOWS
- /*
- * Restore the previously rememebered desktop display settings
- */
- ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
+ /* Restore the previously remembered desktop display settings */
+ ChangeDisplaySettingsEx( fgDisplay.DisplayName,&fgDisplay.DisplayMode, 0,0,0 );
#endif
}
+#if TARGET_HOST_POSIX_X11
+#ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
+
/*
- * 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...
- */
+ /* The desired values should be stored in fgState structure... */
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 ) ) ) {
+ if (!exactMatch)
+ {
+ /* Update the chosen refresh rate, otherwise a
+ * glutGameModeGet(GLUT_GAME_MODE_REFRESH_RATE) would not
+ * return the right values
+ */
+ fgState.GameModeRefresh = refresh;
+ }
+
+ 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 )
{
-#if TARGET_HOST_UNIX_X11
+ GLboolean success = GL_FALSE;
+#if TARGET_HOST_POSIX_X11
+
+ /* first try to use XRandR, then fallback to XF86VidMode */
+# ifdef HAVE_X11_EXTENSIONS_XRANDR_H
+ if(xrandr_resize(fgState.GameModeSize.X, fgState.GameModeSize.Y,
+ fgState.GameModeRefresh, haveToTest) != -1) {
+ return GL_TRUE;
+ }
+# endif
+
/*
* This highly depends on the XFree86 extensions,
* not approved as X Consortium standards
*/
-# ifdef X_XF86VidModeGetAllModeLines
+# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
/*
- * This is also used by applcations which check modes by calling
+ * This is also used by applications which check modes by calling
* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
*/
if( haveToTest || fgDisplay.DisplayModeValid )
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
- XF86VidModeGetAllModeLines(
- fgDisplay.Display,
- fgDisplay.Screen,
- &displayModesCount,
- &displayModes
- );
-
- /*
- * Check every of the modes looking for one that matches our demands
+ /* If we don't have a valid modeline in the display structure, which
+ * can happen if this is called from glutGameModeGet instead of
+ * glutEnterGameMode, then we need to query the current mode, to make
+ * unspecified settings to default to their current values.
*/
- for( i = 0; i < displayModesCount; i++ )
- {
- 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;
+ if(!fgDisplay.DisplayModeValid) {
+ if(!XF86VidModeGetModeLine(fgDisplay.Display, fgDisplay.Screen,
+ &fgDisplay.DisplayModeClock, &fgDisplay.DisplayMode)) {
+ return success;
}
}
- }
- /*
- * Something must have went wrong
- */
- return GL_FALSE;
-
-# else
-# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
-# endif
-
-#elif TARGET_HOST_WIN32
+ if (fgState.GameModeSize.X == -1)
+ {
+ fgState.GameModeSize.X = fgDisplay.DisplayMode.hdisplay;
+ }
+ if (fgState.GameModeSize.Y == -1)
+ {
+ fgState.GameModeSize.Y = fgDisplay.DisplayMode.vdisplay;
+ }
+ if (fgState.GameModeDepth == -1)
+ {
+ /* can't get color depth from this, nor can we change it, do nothing
+ * TODO: get with XGetVisualInfo()? but then how to set?
+ */
+ }
+ if (fgState.GameModeRefresh == -1)
+ {
+ /* Compute the displays refresh rate, dotclock comes in kHz. */
+ int refresh = ( fgDisplay.DisplayModeClock * 1000 ) /
+ ( fgDisplay.DisplayMode.htotal * fgDisplay.DisplayMode.vtotal );
- unsigned int displayModes = 0, mode = 0xffffffff;
- GLboolean success = GL_FALSE;
- /* HDC desktopDC; */
- DEVMODE devMode;
+ fgState.GameModeRefresh = refresh;
+ }
- /*
- * 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 ) )
+ /* query all possible display modes */
+ if( !XF86VidModeGetAllModeLines(
+ fgDisplay.Display,
+ fgDisplay.Screen,
+ &displayModesCount,
+ &displayModes ) )
{
- mode = displayModes;
- break;
+ fgWarning( "XF86VidModeGetAllModeLines failed" );
+ return success;
}
- displayModes++;
- }
- if( mode == 0xffffffff )
- {
- /* then try without Display Frequency */
- displayModes = 0;
/*
- * Enumerate the available display modes
+ * Check every of the modes looking for one that matches our demands,
+ * ignoring the refresh rate if no exact match could be found.
*/
- while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
- {
- /* then try without Display Frequency */
- if( fghCheckDisplayMode( devMode.dmPelsWidth,
- devMode.dmPelsHeight,
- devMode.dmBitsPerPel,
- fgState.GameModeRefresh ) )
- {
- mode = displayModes;
- break;
- }
- displayModes++;
+ 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 );
}
- /*
- * Did we find a matching display mode?
- */
- if( mode != 0xffffffff )
- {
- int retVal = DISP_CHANGE_SUCCESSFUL;
+# endif
- /*
- * 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 );
+#elif TARGET_HOST_MS_WINDOWS
- /*
- * I don't know if it's really needed, but looks nice:
- */
- success = (retVal == DISP_CHANGE_SUCCESSFUL) ||
- (retVal == DISP_CHANGE_NOTUPDATED);
+ DEVMODE devMode;
+ char *fggmstr = NULL;
+ char displayMode[300];
- if( !haveToTest && success )
+ success = GL_FALSE;
+
+ EnumDisplaySettings( fgDisplay.DisplayName, -1, &devMode );
+ devMode.dmFields = 0;
+
+ 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(fgDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
+ {
+ case DISP_CHANGE_SUCCESSFUL:
+ success = GL_TRUE;
+
+ if (!haveToTest)
{
- fgState.GameModeSize.X = devMode.dmPelsWidth;
+ /* update vars in case if windows switched to proper mode */
+ EnumDisplaySettings( fgDisplay.DisplayName, 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 )
+ {
+ /* 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 ;) */
+
+ /* append display mode to error to make things more informative */
+ sprintf(displayMode,"%s Problem with requested mode: %ix%i:%i@%i", fggmstr, devMode.dmPelsWidth, devMode.dmPelsHeight, devMode.dmBitsPerPel, devMode.dmDisplayFrequency);
+ fgWarning(displayMode);
+ }
#endif
+
+ return success;
}
*/
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" );
/*
* This one seems a bit easier than glutInitDisplayString. The bad thing
string
);
- /*
- * Hopefully it worked, and if not, we still have the default values
+ /* All values not specified are now set to -1, which means those
+ * aspects of the current display mode are not changed in
+ * fghChangeDisplayMode() above.
*/
fgState.GameModeSize.X = width;
fgState.GameModeSize.Y = height;
fgState.GameModeRefresh = refresh;
}
+
+
/*
* Enters the game mode
*/
int FGAPIENTRY glutEnterGameMode( void )
{
- if( fgStructure.GameMode )
- fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
+
+ if( fgStructure.GameModeWindow )
+ fgAddToWindowDestroyList( fgStructure.GameModeWindow );
else
fghRememberState( );
if( ! fghChangeDisplayMode( GL_FALSE ) )
{
fgWarning( "failed to change screen settings" );
- return FALSE;
+ return 0;
}
- fgStructure.GameMode = fgCreateWindow(
- NULL, "FREEGLUT", 0, 0,
- fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE
+ fgStructure.GameModeWindow = fgCreateWindow(
+ NULL, "FREEGLUT", GL_TRUE, 0, 0,
+ GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
+ GL_TRUE, GL_FALSE
);
-#if TARGET_HOST_UNIX_X11
+ fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
+ fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
+ fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
- /* Move the window up to the topleft corner */
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0 );
+#if TARGET_HOST_POSIX_X11
/*
* 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.
* the application which we have to aviod, so wait until it's viewable:
*/
while( GrabSuccess != XGrabPointer(
- fgDisplay.Display, fgStructure.GameMode->Window.Handle,
+ fgDisplay.Display, fgStructure.GameModeWindow->Window.Handle,
TRUE,
ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
| PointerMotionMask,
GrabModeAsync, GrabModeAsync,
- fgStructure.GameMode->Window.Handle, None, CurrentTime) )
+ fgStructure.GameModeWindow->Window.Handle, None, CurrentTime) )
usleep( 100 );
-
/*
* 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,
- fgStructure.GameMode->Window.Handle,
+ fgStructure.GameModeWindow->Window.Handle,
RevertToNone,
CurrentTime
);
-# ifdef X_XF86VidModeSetViewPort
+ /* 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 HAVE_X11_EXTENSIONS_XF86VMODE_H
if( fgDisplay.DisplayModeValid )
{
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: */
+ 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
- /*
- * Grab the keyboard, too
- */
+ /* Grab the keyboard, too */
XGrabKeyboard(
fgDisplay.Display,
- fgStructure.GameMode->Window.Handle,
+ fgStructure.GameModeWindow->Window.Handle,
FALSE,
GrabModeAsync, GrabModeAsync,
CurrentTime
#endif
- return TRUE;
+ return fgStructure.GameModeWindow->ID;
}
/*
*/
void FGAPIENTRY glutLeaveGameMode( void )
{
- freeglut_return_if_fail( fgStructure.GameMode );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
+
+ freeglut_return_if_fail( fgStructure.GameModeWindow );
- fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
+ fgAddToWindowDestroyList( fgStructure.GameModeWindow );
+ fgStructure.GameModeWindow = NULL;
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
XUngrabPointer( fgDisplay.Display, CurrentTime );
XUngrabKeyboard( fgDisplay.Display, CurrentTime );
*/
int FGAPIENTRY glutGameModeGet( GLenum eWhat )
{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
+
switch( eWhat )
{
case GLUT_GAME_MODE_ACTIVE:
- return !!fgStructure.GameMode;
+ return !!fgStructure.GameModeWindow;
case GLUT_GAME_MODE_POSSIBLE:
return fghChangeDisplayMode( GL_TRUE );
/*
* This is true if the game mode has been activated successfully..
*/
- return !!fgStructure.GameMode;
+ return !!fgStructure.GameModeWindow;
}
+ fgWarning( "Unknown gamemode get: %d", eWhat );
return -1;
}