timers internally now use 64bit unsigned int, if available
[freeglut] / src / x11 / freeglut_gamemode_x11.c
index e69de29..7dd4245 100644 (file)
@@ -0,0 +1,571 @@
+/*
+ * freeglut_gamemode_x11.c
+ *
+ * The game mode handling code.
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Copied for Platform code by Evan Felix <karcaw at gmail.com>
+ * Creation date: Thur Feb 2 2012
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include <GL/freeglut.h>
+#include "../Common/freeglut_internal.h"
+
+static int xrandr_resize(int xsz, int ysz, int rate, int just_checking)
+{
+#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.pDisplay.Display, &event_base, &error_base)) {
+        return -1;
+    }
+
+    XRRQueryVersion(fgDisplay.pDisplay.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_major == 1 ) && ( ver_minor >= 1 ) ) );
+
+    /* this loop is only so that the whole thing will be repeated if someone
+     * else changes video mode between our query of the current information and
+     * the attempt to change it.
+     */
+    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.pDisplay.Display, fgDisplay.pDisplay.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_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) )
+        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_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) )
+        if(use_rate)
+            result = XRRSetScreenConfigAndRate(fgDisplay.pDisplay.Display, xrr_config,
+                    fgDisplay.pDisplay.RootWindow, res_idx, rot, rate, timestamp);
+        else
+#endif
+            result = XRRSetScreenConfig(fgDisplay.pDisplay.Display, xrr_config,
+                    fgDisplay.pDisplay.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;
+}
+
+/*
+ * Remembers the current visual settings, so that
+ * we can change them and restore later...
+ */
+void fgPlatformRememberState( void )
+{
+    int event_base, error_base;
+
+    /*
+     * Remember the current pointer location before going fullscreen
+     * for restoring it later:
+     */
+    Window junk_window;
+    unsigned int junk_mask;
+
+    XQueryPointer(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow,
+            &junk_window, &junk_window,
+            &fgDisplay.pDisplay.DisplayPointerX, &fgDisplay.pDisplay.DisplayPointerY,
+            &fgDisplay.pDisplay.DisplayPointerX, &fgDisplay.pDisplay.DisplayPointerY, &junk_mask);
+
+#   ifdef HAVE_X11_EXTENSIONS_XRANDR_H
+    if(XRRQueryExtension(fgDisplay.pDisplay.Display, &event_base, &error_base)) {
+        XRRScreenConfiguration *xrr_config;
+        XRRScreenSize *ssizes;
+        Rotation rot;
+        int ssize_count, curr;
+
+        if((xrr_config = XRRGetScreenInfo(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow))) {
+            ssizes = XRRConfigSizes(xrr_config, &ssize_count);
+            curr = XRRConfigCurrentConfiguration(xrr_config, &rot);
+
+            fgDisplay.pDisplay.prev_xsz = ssizes[curr].width;
+            fgDisplay.pDisplay.prev_ysz = ssizes[curr].height;
+            fgDisplay.pDisplay.prev_refresh = -1;
+
+#       if ( RANDR_MAJOR >= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) )
+            if(fgState.GameModeRefresh != -1) {
+                fgDisplay.pDisplay.prev_refresh = XRRConfigCurrentRate(xrr_config);
+            }
+#       endif
+
+            fgDisplay.pDisplay.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.pDisplay.Display, &event_base, &error_base)) {
+        return;
+    }
+
+    /*
+     * Remember the current ViewPort location of the screen to be able to
+     * restore the ViewPort on LeaveGameMode():
+     */
+    if( !XF86VidModeGetViewPort(
+             fgDisplay.pDisplay.Display,
+             fgDisplay.pDisplay.Screen,
+             &fgDisplay.pDisplay.DisplayViewPortX,
+             &fgDisplay.pDisplay.DisplayViewPortY ) )
+        fgWarning( "XF86VidModeGetViewPort failed" );
+
+
+    /* Query the current display settings: */
+    fgDisplay.pDisplay.DisplayModeValid =
+      XF86VidModeGetModeLine(
+        fgDisplay.pDisplay.Display,
+        fgDisplay.pDisplay.Screen,
+        &fgDisplay.pDisplay.DisplayModeClock,
+        &fgDisplay.pDisplay.DisplayMode
+    );
+
+    if( !fgDisplay.pDisplay.DisplayModeValid )
+        fgWarning( "XF86VidModeGetModeLine failed" );
+#   endif
+
+}
+
+/*
+ * Restores the previously remembered visual settings
+ */
+void fgPlatformRestoreState( void )
+{
+    /* Restore the remembered pointer position: */
+    XWarpPointer(
+        fgDisplay.pDisplay.Display, None, fgDisplay.pDisplay.RootWindow, 0, 0, 0, 0,
+        fgDisplay.pDisplay.DisplayPointerX, fgDisplay.pDisplay.DisplayPointerY
+    );
+
+
+#   ifdef HAVE_X11_EXTENSIONS_XRANDR_H
+    if(fgDisplay.pDisplay.prev_size_valid) {
+        if(xrandr_resize(fgDisplay.pDisplay.prev_xsz, fgDisplay.pDisplay.prev_ysz, fgDisplay.pDisplay.prev_refresh, 0) != -1) {
+            fgDisplay.pDisplay.prev_size_valid = 0;
+#       ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
+            fgDisplay.pDisplay.DisplayModeValid = 0;
+#       endif
+            return;
+        }
+    }
+#   endif
+
+
+
+#   ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
+    /*
+     * This highly depends on the XFree86 extensions,
+     * not approved as X Consortium standards
+     */
+
+    if( fgDisplay.pDisplay.DisplayModeValid )
+    {
+        XF86VidModeModeInfo** displayModes;
+        int i, displayModesCount;
+
+        if( !XF86VidModeGetAllModeLines(
+                 fgDisplay.pDisplay.Display,
+                 fgDisplay.pDisplay.Screen,
+                 &displayModesCount,
+                 &displayModes ) )
+        {
+            fgWarning( "XF86VidModeGetAllModeLines failed" );
+            return;
+        }
+
+
+        /*
+         * 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++ )
+        {
+            if(displayModes[ i ]->hdisplay == fgDisplay.pDisplay.DisplayMode.hdisplay &&
+               displayModes[ i ]->vdisplay == fgDisplay.pDisplay.DisplayMode.vdisplay &&
+               displayModes[ i ]->dotclock == fgDisplay.pDisplay.DisplayModeClock )
+            {
+                if( !XF86VidModeSwitchToMode(
+                         fgDisplay.pDisplay.Display,
+                         fgDisplay.pDisplay.Screen,
+                         displayModes[ i ] ) )
+                {
+                    fgWarning( "XF86VidModeSwitchToMode failed" );
+                    break;
+                }
+
+                if( !XF86VidModeSetViewPort(
+                         fgDisplay.pDisplay.Display,
+                         fgDisplay.pDisplay.Screen,
+                         fgDisplay.pDisplay.DisplayViewPortX,
+                         fgDisplay.pDisplay.DisplayViewPortY ) )
+                    fgWarning( "XF86VidModeSetViewPort failed" );
+
+
+                /*
+                 * 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.
+                 */
+                XFlush( fgDisplay.pDisplay.Display );
+
+                fgDisplay.pDisplay.DisplayModeValid = 0;
+#       ifdef HAVE_X11_EXTENSIONS_XRANDR_H
+                fgDisplay.pDisplay.prev_size_valid = 0;
+#       endif
+
+                break;
+            }
+        }
+        XFree( displayModes );
+    }
+
+#   endif
+
+}
+
+#ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
+
+/*
+ * Checks a single display mode settings against user's preferences.
+ */
+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 );
+}
+
+/*
+ * 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
+
+/*
+ * Changes the current display mode to match user's settings
+ */
+GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
+{
+    GLboolean success = GL_FALSE;
+    /* 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 HAVE_X11_EXTENSIONS_XF86VMODE_H
+
+    /*
+     * This is also used by applications which check modes by calling
+     * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
+     */
+    if( haveToTest || fgDisplay.pDisplay.DisplayModeValid )
+    {
+        XF86VidModeModeInfo** displayModes;
+        int i, displayModesCount;
+
+        /* 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.
+         */
+        if(!fgDisplay.pDisplay.DisplayModeValid) {
+            if(!XF86VidModeGetModeLine(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.Screen,
+                    &fgDisplay.pDisplay.DisplayModeClock, &fgDisplay.pDisplay.DisplayMode)) {
+                return success;
+            }
+        }
+
+        if (fgState.GameModeSize.X == -1)
+        {
+            fgState.GameModeSize.X = fgDisplay.pDisplay.DisplayMode.hdisplay;
+        }
+        if (fgState.GameModeSize.Y == -1)
+        {
+            fgState.GameModeSize.Y = fgDisplay.pDisplay.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.pDisplay.DisplayModeClock * 1000 ) /
+                ( fgDisplay.pDisplay.DisplayMode.htotal * fgDisplay.pDisplay.DisplayMode.vtotal );
+
+            fgState.GameModeRefresh = refresh;
+        }
+
+        /* query all possible display modes */
+        if( !XF86VidModeGetAllModeLines(
+                 fgDisplay.pDisplay.Display,
+                 fgDisplay.pDisplay.Screen,
+                 &displayModesCount,
+                 &displayModes ) )
+        {
+            fgWarning( "XF86VidModeGetAllModeLines failed" );
+            return success;
+        }
+
+
+        /*
+         * 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.pDisplay.Display,
+                     fgDisplay.pDisplay.Screen,
+                     displayModes[ i ] ) )
+                fgWarning( "XF86VidModeSwitchToMode failed" );
+        }
+
+        XFree( displayModes );
+    }
+
+#   endif
+
+    return success;
+}
+
+
+void fgPlatformEnterGameMode( void ) 
+{
+
+    /*
+     * 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.pDisplay.Display, False );
+    /*
+     * 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:
+     */
+    while( GrabSuccess != XGrabPointer(
+               fgDisplay.pDisplay.Display, fgStructure.GameModeWindow->Window.Handle,
+               TRUE,
+               ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
+               | PointerMotionMask,
+               GrabModeAsync, GrabModeAsync,
+               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.pDisplay.Display,
+        fgStructure.GameModeWindow->Window.Handle,
+        RevertToNone,
+        CurrentTime
+    );
+
+    /* Move the Pointer to the middle of the fullscreen window */
+    XWarpPointer(
+        fgDisplay.pDisplay.Display,
+        None,
+        fgDisplay.pDisplay.RootWindow,
+        0, 0, 0, 0,
+        fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
+    );
+
+#   ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
+
+    if( fgDisplay.pDisplay.DisplayModeValid )
+    {
+        int x, y;
+        Window child;
+
+        /* Change to viewport to the window topleft edge: */
+        if( !XF86VidModeSetViewPort( fgDisplay.pDisplay.Display, fgDisplay.pDisplay.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.pDisplay.Display,
+            fgStructure.CurrentWindow->Window.Handle,
+            fgDisplay.pDisplay.RootWindow,
+            0, 0, &x, &y,
+            &child
+        );
+
+        /* Move the decorataions out of the topleft corner of the display */
+        XMoveWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
+                     -x, -y);
+    }
+
+#endif
+
+    /* Grab the keyboard, too */
+    XGrabKeyboard(
+        fgDisplay.pDisplay.Display,
+        fgStructure.GameModeWindow->Window.Handle,
+        FALSE,
+        GrabModeAsync, GrabModeAsync,
+        CurrentTime
+    );
+
+}
+
+void fgPlatformLeaveGameMode( void ) 
+{
+    XUngrabPointer( fgDisplay.pDisplay.Display, CurrentTime );
+    XUngrabKeyboard( fgDisplay.pDisplay.Display, CurrentTime );
+}
+