X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_gamemode.c;fp=src%2Ffreeglut_gamemode.c;h=0000000000000000000000000000000000000000;hb=d2f7ea29ea6d946f455f4363c3f058ff2bdfba35;hp=803026b051b6379d7d5e7809c5037b1a16f21ca1;hpb=67e12a9904a16f2765c33dcd75b31926691416f1;p=freeglut diff --git a/src/freeglut_gamemode.c b/src/freeglut_gamemode.c deleted file mode 100644 index 803026b..0000000 --- a/src/freeglut_gamemode.c +++ /dev/null @@ -1,819 +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. - */ - -#include -#include "freeglut_internal.h" - -/* - * TODO BEFORE THE STABLE RELEASE: - * - * glutGameModeString() -- missing - * glutEnterGameMode() -- X11 version - * glutLeaveGameMode() -- is that correct? - * glutGameModeGet() -- is that correct? - */ - - -/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ - -#if TARGET_HOST_POSIX_X11 -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.Display, &event_base, &error_base)) { - return -1; - } - - 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_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.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= 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= 1 ) || ( ( 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 junk_mask; - - XQueryPointer(fgDisplay.Display, fgDisplay.RootWindow, - &junk_window, &junk_window, - &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, - &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_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; - } - - /* - * 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: */ - fgDisplay.DisplayModeValid = - XF86VidModeGetModeLine( - fgDisplay.Display, - fgDisplay.Screen, - &fgDisplay.DisplayModeClock, - &fgDisplay.DisplayMode - ); - - if( !fgDisplay.DisplayModeValid ) - fgWarning( "XF86VidModeGetModeLine failed" ); -# endif - -#elif TARGET_HOST_MS_WINDOWS - -/* DEVMODE devMode; */ - - /* Grab the current desktop settings... */ - -/* hack to get around my stupid cross-gcc headers */ -#define FREEGLUT_ENUM_CURRENT_SETTINGS -1 - - EnumDisplaySettings( fgDisplay.DisplayName, 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 - */ -static void fghRestoreState( void ) -{ -#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 - */ - - if( fgDisplay.DisplayModeValid ) - { - XF86VidModeModeInfo** displayModes; - int i, displayModesCount; - - if( !XF86VidModeGetAllModeLines( - fgDisplay.Display, - fgDisplay.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.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" ); - - - /* - * 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.Display ); - - fgDisplay.DisplayModeValid = 0; -# ifdef HAVE_X11_EXTENSIONS_XRANDR_H - fgDisplay.prev_size_valid = 0; -# endif - - break; - } - } - XFree( displayModes ); - } - -# endif - -#elif TARGET_HOST_MS_WINDOWS - - /* 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 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 -#endif - -/* - * Changes the current display mode to match user's settings - */ -static GLboolean fghChangeDisplayMode( GLboolean haveToTest ) -{ - 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 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.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.DisplayModeValid) { - if(!XF86VidModeGetModeLine(fgDisplay.Display, fgDisplay.Screen, - &fgDisplay.DisplayModeClock, &fgDisplay.DisplayMode)) { - return success; - } - } - - 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 ); - - fgState.GameModeRefresh = refresh; - } - - /* query all possible display modes */ - if( !XF86VidModeGetAllModeLines( - fgDisplay.Display, - fgDisplay.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.Display, - fgDisplay.Screen, - displayModes[ i ] ) ) - fgWarning( "XF86VidModeSwitchToMode failed" ); - } - - XFree( displayModes ); - } - -# endif - - -#elif TARGET_HOST_MS_WINDOWS - - DEVMODE devMode; - char *fggmstr = NULL; - char displayMode[300]; - - 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) - { - /* 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; - } - - 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; -} - - -/* -- INTERFACE FUNCTIONS -------------------------------------------------- */ - -/* - * Sets the game mode display string - */ -void FGAPIENTRY glutGameModeString( const char* string ) -{ - 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 - * 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 - ); - - /* 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.GameModeDepth = depth; - fgState.GameModeRefresh = refresh; -} - - - -/* - * Enters the game mode - */ -int FGAPIENTRY glutEnterGameMode( void ) -{ - 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 0; - } - - fgStructure.GameModeWindow = fgCreateWindow( - NULL, "FREEGLUT", GL_TRUE, 0, 0, - GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y, - GL_TRUE, GL_FALSE - ); - - fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X; - fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y; - fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE; - -#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 ); - /* - * 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.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.Display, - fgStructure.GameModeWindow->Window.Handle, - RevertToNone, - CurrentTime - ); - - /* 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: */ - 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.GameModeWindow->Window.Handle, - FALSE, - GrabModeAsync, GrabModeAsync, - CurrentTime - ); - -#endif - - return fgStructure.GameModeWindow->ID; -} - -/* - * Leaves the game mode - */ -void FGAPIENTRY glutLeaveGameMode( void ) -{ - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" ); - - freeglut_return_if_fail( fgStructure.GameModeWindow ); - - fgAddToWindowDestroyList( fgStructure.GameModeWindow ); - fgStructure.GameModeWindow = NULL; - -#if TARGET_HOST_POSIX_X11 - - XUngrabPointer( fgDisplay.Display, CurrentTime ); - XUngrabKeyboard( fgDisplay.Display, CurrentTime ); - -#endif - - fghRestoreState(); -} - -/* - * Returns information concerning the freeglut game mode - */ -int FGAPIENTRY glutGameModeGet( GLenum eWhat ) -{ - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" ); - - switch( eWhat ) - { - case GLUT_GAME_MODE_ACTIVE: - return !!fgStructure.GameModeWindow; - - case GLUT_GAME_MODE_POSSIBLE: - return fghChangeDisplayMode( GL_TRUE ); - - case GLUT_GAME_MODE_WIDTH: - return fgState.GameModeSize.X; - - case GLUT_GAME_MODE_HEIGHT: - return fgState.GameModeSize.Y; - - case GLUT_GAME_MODE_PIXEL_DEPTH: - return fgState.GameModeDepth; - - case GLUT_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.GameModeWindow; - } - - fgWarning( "Unknown gamemode get: %d", eWhat ); - return -1; -} - -/*** END OF FILE ***/