*/\r
\r
#include <GL/freeglut.h>\r
-#include "freeglut_internal_mswin.h"\r
+#include "../Common/freeglut_internal.h"\r
\r
/*\r
* Remembers the current visual settings, so that\r
/* hack to get around my stupid cross-gcc headers */\r
#define FREEGLUT_ENUM_CURRENT_SETTINGS -1\r
\r
- EnumDisplaySettings( fgDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,\r
- &fgDisplay.DisplayMode );\r
+ EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,\r
+ &fgDisplay.pDisplay.DisplayMode );\r
\r
/* Make sure we will be restoring all settings needed */\r
- fgDisplay.DisplayMode.dmFields |=\r
+ fgDisplay.pDisplay.DisplayMode.dmFields |=\r
DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;\r
\r
}\r
void fgPlatformRestoreState( void )\r
{\r
/* Restore the previously remembered desktop display settings */\r
- ChangeDisplaySettingsEx( fgDisplay.DisplayName,&fgDisplay.DisplayMode, 0,0,0 );\r
+ ChangeDisplaySettingsEx( fgDisplay.pDisplay.DisplayName,&fgDisplay.pDisplay.DisplayMode, 0,0,0 );\r
\r
}\r
\r
\r
success = GL_FALSE;\r
\r
- EnumDisplaySettings( fgDisplay.DisplayName, -1, &devMode ); \r
+ EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, -1, &devMode ); \r
devMode.dmFields = 0;\r
\r
if (fgState.GameModeSize.X!=-1)\r
devMode.dmFields |= DM_DISPLAYFREQUENCY;\r
}\r
\r
- switch ( ChangeDisplaySettingsEx(fgDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )\r
+ switch ( ChangeDisplaySettingsEx(fgDisplay.pDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )\r
{\r
case DISP_CHANGE_SUCCESSFUL:\r
success = GL_TRUE;\r
if (!haveToTest)\r
{\r
/* update vars in case if windows switched to proper mode */\r
- EnumDisplaySettings( fgDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );\r
+ EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );\r
fgState.GameModeSize.X = devMode.dmPelsWidth; \r
fgState.GameModeSize.Y = devMode.dmPelsHeight;\r
fgState.GameModeDepth = devMode.dmBitsPerPel;\r