X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=freeglut-1.3%2Ffreeglut_gamemode.c;fp=freeglut-1.3%2Ffreeglut_gamemode.c;h=0000000000000000000000000000000000000000;hb=0f383e3d13b0f62aa4a8e34c2ad5a3a2c8aabd71;hp=d6c6a25642cd13c0c66d4b07c68ff8e0be7ab9af;hpb=9b5ed2940eac112c894bb43f802fbda5b1c8b27a;p=freeglut diff --git a/freeglut-1.3/freeglut_gamemode.c b/freeglut-1.3/freeglut_gamemode.c deleted file mode 100644 index d6c6a25..0000000 --- a/freeglut-1.3/freeglut_gamemode.c +++ /dev/null @@ -1,558 +0,0 @@ -/* - * freeglut_gamemode.c - * - * The game mode handling code. - * - * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved. - * Written by Pawel W. Olszta, - * Creation date: Thu Dec 16 1999 - * - * 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. - */ - -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif - -#define G_LOG_DOMAIN "freeglut-gamemode" - -#include "../include/GL/freeglut.h" -#include "freeglut_internal.h" - -/* - * TODO BEFORE THE STABLE RELEASE: - * - * glutGameModeString() -- missing - * glutEnterGameMode() -- X11 version - * glutLeaveGameMode() -- is that correct? - * glutGameModeGet() -- is that correct? - */ - - -/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ - -/* - * Remembers the current visual settings, so that - * we can change them and restore later... - */ -void fghRememberState( void ) -{ -#if TARGET_HOST_UNIX_X11 - - /* - * This highly depends on the XFree86 extensions, not approved as X Consortium standards - */ -# ifdef X_XF86VidModeGetModeLine - - /* - * Query the current display settings: - */ - XF86VidModeGetModeLine( - fgDisplay.Display, - fgDisplay.Screen, - &fgDisplay.DisplayModeClock, - &fgDisplay.DisplayMode - ); - -# else -# warning fghRememberState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated -# endif - -#elif TARGET_HOST_WIN32 - -/* DEVMODE devMode; */ - - /* - * 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 ); - - /* - * 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 ) -{ -#if TARGET_HOST_UNIX_X11 - - /* - * This highly depends on the XFree86 extensions, not approved as X Consortium standards - */ -# ifdef X_XF86VidModeGetAllModeLines - - 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; ihdisplay == fgDisplay.DisplayMode.hdisplay && - displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay && - displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock ) - { - /* - * OKi, this is the display mode we have been looking for... - */ - 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; - } - } - -# else -# warning fghRestoreState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated -# endif - -#elif TARGET_HOST_WIN32 - - /* - * Restore the previously rememebered desktop display settings - */ - ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 ); - -#endif -} - -/* - * Checks the display mode settings against user's preferences - */ -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) ); -} - -/* - * Changes the current display mode to match user's settings - */ -GLboolean fghChangeDisplayMode( GLboolean haveToTest ) -{ -#if TARGET_HOST_UNIX_X11 - - /* - * This highly depends on the XFree86 extensions, not approved as X Consortium standards - */ -# ifdef X_XF86VidModeGetAllModeLines - - 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; ihdisplay, 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 ] - ); - - /* - * 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 ); - } - } - - /* - * Something must have went wrong - */ - return( FALSE ); - -# else -# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated -# endif - -#elif TARGET_HOST_WIN32 - - unsigned int displayModes = 0, mode = 0xffffffff; - GLboolean success = FALSE; -/* HDC desktopDC; */ - DEVMODE devMode; - - /* - * 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; - } - - /* - * Switch to the next display mode, if any - */ - displayModes++; - } - - 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++; - } - } - - /* - * Did we find a matching display mode? - */ - if( mode != 0xffffffff ) - { - 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; - } - } - - /* - * Otherwise we must have failed somewhere - */ - return( success ); - -#endif -} - - -/* -- INTERFACE FUNCTIONS -------------------------------------------------- */ - -/* - * Sets the game mode display string - */ -void FGAPIENTRY glutGameModeString( const char* string ) -{ - int width = 640, height = 480, depth = 16, refresh = 72; - - /* - * 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", &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 ); - - /* - * Hopefully it worked, and if not, we still have the default values - */ - fgState.GameModeSize.X = width; - fgState.GameModeSize.Y = height; - fgState.GameModeDepth = depth; - fgState.GameModeRefresh = refresh; -} - -/* - * Enters the game mode - */ -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 ); - } - else - { - /* - * ...otherwise remember the current resolution, etc. - */ - fghRememberState(); - } - - /* - * We are ready to change the current screen's resolution now - */ - if( fghChangeDisplayMode( FALSE ) == FALSE ) - { - fgWarning( "failed to change screen settings" ); - return( FALSE ); - } - - /* - * Finally, have the game mode window created - */ - fgStructure.GameMode = fgCreateWindow( - NULL, "FREEGLUT", 0, 0, fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE - ); - -#if TARGET_HOST_UNIX_X11 - - /* - * Move the mouse pointer over the game mode window - */ - XSetInputFocus( - fgDisplay.Display, - fgStructure.GameMode->Window.Handle, - RevertToNone, - CurrentTime - ); - - /* - * Confine the mouse pointer to the window's client area - */ - XGrabPointer( - fgDisplay.Display, - fgStructure.GameMode->Window.Handle, - TRUE, - ButtonPressMask|ButtonReleaseMask|ButtonMotionMask|PointerMotionMask, - GrabModeAsync, GrabModeAsync, - fgStructure.GameMode->Window.Handle, - None, - CurrentTime - ); - - /* - * Grab the keyboard, too - */ - XGrabKeyboard( - fgDisplay.Display, - fgStructure.GameMode->Window.Handle, - FALSE, - GrabModeAsync, GrabModeAsync, - CurrentTime - ); - -#endif - - /* - * Return successfull - */ - return( TRUE ); -} - -/* - * Leaves the game mode - */ -void FGAPIENTRY glutLeaveGameMode( void ) -{ - freeglut_return_if_fail( fgStructure.GameMode != NULL ); - - /* - * First of all, have the game mode window destroyed - */ - fgAddToWindowDestroyList( fgStructure.GameMode, TRUE ); - -#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(); -} - -/* - * Returns information concerning the freeglut game mode - */ -int FGAPIENTRY glutGameModeGet( GLenum eWhat ) -{ - /* - * See why are we bothered - */ - switch( eWhat ) - { - case GLUT_GAME_MODE_ACTIVE: - /* - * Check if the game mode is currently active - */ - return( fgStructure.GameMode != NULL ); - - case GLUT_GAME_MODE_POSSIBLE: - /* - * Check if the current game mode settings are valid - */ - return( fghChangeDisplayMode( TRUE ) ); - - case GLUT_GAME_MODE_WIDTH: - /* - * The game mode screen width - */ - return( fgState.GameModeSize.X ); - - case GLUT_GAME_MODE_HEIGHT: - /* - * The game mode screen height - */ - return( fgState.GameModeSize.Y ); - - case GLUT_GAME_MODE_PIXEL_DEPTH: - /* - * The game mode pixel depth - */ - return( fgState.GameModeDepth ); - - case GLUT_GAME_MODE_REFRESH_RATE: - /* - * The game mode refresh rate - */ - 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( -1 ); -} - -/*** END OF FILE ***/ - - - -