X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_gamemode.c;h=0344525f0a21a5f23f832b19d1b5011fa7272472;hb=65e03872c287ab34ae76bd1831a3786d5e986b72;hp=9df2835bb7bd4e13ffabc3f86801a101b7ec9f12;hpb=b72d1f6bb74b866475328dd4fcfca8938c3e1317;p=freeglut diff --git a/src/freeglut_gamemode.c b/src/freeglut_gamemode.c index 9df2835..0344525 100644 --- a/src/freeglut_gamemode.c +++ b/src/freeglut_gamemode.c @@ -29,9 +29,7 @@ #include "config.h" #endif -#define G_LOG_DOMAIN "freeglut-gamemode" - -#include "../include/GL/freeglut.h" +#include #include "freeglut_internal.h" /* @@ -55,7 +53,8 @@ void fghRememberState( void ) #if TARGET_HOST_UNIX_X11 /* - * This highly depends on the XFree86 extensions, not approved as X Consortium standards + * This highly depends on the XFree86 extensions, + * not approved as X Consortium standards */ # ifdef X_XF86VidModeGetModeLine @@ -65,10 +64,10 @@ void fghRememberState( void ) * restore the ViewPort on LeaveGameMode(): */ XF86VidModeGetViewPort( - fgDisplay.Display, - fgDisplay.Screen, - &fgDisplay.DisplayViewPortX, - &fgDisplay.DisplayViewPortY + fgDisplay.Display, + fgDisplay.Screen, + &fgDisplay.DisplayViewPortX, + &fgDisplay.DisplayViewPortY ); /* @@ -76,15 +75,15 @@ void fghRememberState( void ) * for restoring it later: */ { - Window junk_window; - unsigned int mask; - - XQueryPointer( - fgDisplay.Display, fgDisplay.RootWindow, - &junk_window, &junk_window, - &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, - &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask - ); + Window junk_window; + unsigned int mask; + + XQueryPointer( + fgDisplay.Display, fgDisplay.RootWindow, + &junk_window, &junk_window, + &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, + &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask + ); } /* @@ -98,17 +97,20 @@ void fghRememberState( void ) &fgDisplay.DisplayMode ); - if (!fgDisplay.DisplayModeValid) - fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" ); + 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 + /* + * XXX warning fghRememberState: missing XFree86 video mode extensions, + * XXX game mode will not change screen resolution when activated + */ # endif #elif TARGET_HOST_WIN32 /* DEVMODE devMode; */ - + /* * Grab the current desktop settings... */ @@ -116,12 +118,14 @@ void fghRememberState( void ) /* hack to get around my stupid cross-gcc headers */ #define FREEGLUT_ENUM_CURRENT_SETTINGS -1 - EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode ); + 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; + fgDisplay.DisplayMode.dmFields |= + DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; #endif } @@ -138,22 +142,20 @@ void fghRestoreState( void ) * Restore the remembered pointer position: */ XWarpPointer( - fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0, - fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY + fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0, + fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY ); /* - * This highly depends on the XFree86 extensions, not approved as X Consortium standards + * This highly depends on the XFree86 extensions, + * not approved as X Consortium standards */ - if (fgDisplay.DisplayModeValid) + if( fgDisplay.DisplayModeValid ) { XF86VidModeModeInfo** displayModes; int i, displayModesCount; - /* - * Query for all the display available... - */ XF86VidModeGetAllModeLines( fgDisplay.Display, fgDisplay.Screen, @@ -162,39 +164,33 @@ void fghRestoreState( void ) ); /* - * Check every of the modes looking for one that matches our demands + * 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; ihdisplay == fgDisplay.DisplayMode.hdisplay && - displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay && - displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock ) + if(displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay && + displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay && + displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock ) { - /* - * OK, this is the display mode we have been looking for... - */ XF86VidModeSwitchToMode( fgDisplay.Display, fgDisplay.Screen, displayModes[ i ] ); + XF86VidModeSetViewPort( + fgDisplay.Display, + fgDisplay.Screen, + fgDisplay.DisplayViewPortX, + fgDisplay.DisplayViewPortY + ); - /* - * Now we can restore the remembered ViewPort: - */ - XF86VidModeSetViewPort( - fgDisplay.Display, - fgDisplay.Screen, - fgDisplay.DisplayViewPortX, - fgDisplay.DisplayViewPortY - ); - - /* - * 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 exists. - */ - XFlush(fgDisplay.Display); + /* + * 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 ); return; } @@ -202,7 +198,10 @@ void fghRestoreState( void ) } # else -# warning fghRestoreState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated + /* + * XXX warning fghRestoreState: missing XFree86 video mode extensions, + * XXX game mode will not change screen resolution when activated + */ # endif #elif TARGET_HOST_WIN32 @@ -223,8 +222,10 @@ 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) ); + return ( width == fgState.GameModeSize.X ) && + ( height == fgState.GameModeSize.Y ) && + ( depth == fgState.GameModeDepth ) && + (refresh == fgState.GameModeRefresh ); } /* @@ -235,7 +236,8 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) #if TARGET_HOST_UNIX_X11 /* - * This highly depends on the XFree86 extensions, not approved as X Consortium standards + * This highly depends on the XFree86 extensions, + * not approved as X Consortium standards */ # ifdef X_XF86VidModeGetAllModeLines @@ -243,14 +245,11 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) * This is also used by applcations which check modes by calling * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check: */ - if (haveToTest || fgDisplay.DisplayModeValid) + if( haveToTest || fgDisplay.DisplayModeValid ) { XF86VidModeModeInfo** displayModes; int i, displayModesCount; - /* - * Query for all the display available... - */ XF86VidModeGetAllModeLines( fgDisplay.Display, fgDisplay.Screen, @@ -261,13 +260,15 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) /* * Check every of the modes looking for one that matches our demands */ - for( i=0; ihdisplay, displayModes[ i ]->vdisplay, - fgState.GameModeDepth, fgState.GameModeRefresh ) ) + if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, + displayModes[ i ]->vdisplay, + fgState.GameModeDepth, + fgState.GameModeRefresh ) ) { - if( haveToTest ) - return( TRUE ); + if( haveToTest ) + return GL_TRUE; /* * OKi, this is the display mode we have been looking for... */ @@ -276,10 +277,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) fgDisplay.Screen, displayModes[ i ] ); - /* - * Return successfull... - */ - return( TRUE ); + return GL_TRUE; } } } @@ -287,71 +285,62 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) /* * Something must have went wrong */ - return( FALSE ); + return GL_FALSE; # else -# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated + /* + * XXX warning fghChangeDisplayMode: missing XFree86 video mode extensions, + * XXX 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; */ + GLboolean success = GL_FALSE; + /* HDC desktopDC; */ DEVMODE devMode; /* * Enumerate the available display modes * Try to get a complete match */ - while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE ) + 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 ) ) + 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 ) + 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 */ + displayModes = 0; - 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 + * Enumerate the available display modes */ - displayModes++; - } + while( EnumDisplaySettings( NULL, displayModes, &devMode ) ) + { + /* then try without Display Frequency */ + if( fghCheckDisplayMode( devMode.dmPelsWidth, + devMode.dmPelsHeight, + devMode.dmBitsPerPel, + fgState.GameModeRefresh ) ) + { + mode = displayModes; + break; + } + displayModes++; + } } /* @@ -364,21 +353,17 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) /* * Mark the values we want to modify in the display change call */ - devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; + 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); + 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; @@ -388,10 +373,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) } } - /* - * Otherwise we must have failed somewhere - */ - return( success ); + return success; #endif } @@ -412,14 +394,18 @@ void FGAPIENTRY glutGameModeString( const char* string ) * 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@%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 ); + fgWarning( + "unable to parse game mode string `%s'", + string + ); /* * Hopefully it worked, and if not, we still have the default values @@ -435,58 +421,42 @@ void FGAPIENTRY glutGameModeString( const char* string ) */ 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 ); - } + if( fgStructure.GameMode ) + fgAddToWindowDestroyList( fgStructure.GameMode ); else - { - /* - * ...otherwise remember the current resolution, etc. - */ - fghRememberState(); - } + fghRememberState( ); - /* - * We are ready to change the current screen's resolution now - */ - if( fghChangeDisplayMode( FALSE ) == FALSE ) + if( ! fghChangeDisplayMode( GL_FALSE ) ) { - fgWarning( "failed to change screen settings" ); - return( 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 + NULL, "FREEGLUT", 0, 0, + fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE ); + fgStructure.GameMode->State.IsGameMode = GL_TRUE; + #if TARGET_HOST_UNIX_X11 /* Move the window up to the topleft corner */ - XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0); + XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0 ); /* * 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); + 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 + fgDisplay.Display, + None, + fgDisplay.RootWindow, + 0, 0, 0, 0, + fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2 ); /* @@ -498,15 +468,15 @@ int FGAPIENTRY glutEnterGameMode( void ) * (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.GameMode->Window.Handle, - TRUE, ButtonPressMask|ButtonReleaseMask|ButtonMotionMask - |PointerMotionMask, - GrabModeAsync, GrabModeAsync, - fgStructure.GameMode->Window.Handle, None, CurrentTime)) { - usleep (100); - } - + while( GrabSuccess != XGrabPointer( + fgDisplay.Display, fgStructure.GameMode->Window.Handle, + TRUE, + ButtonPressMask | ButtonReleaseMask | ButtonMotionMask + | PointerMotionMask, + GrabModeAsync, GrabModeAsync, + fgStructure.GameMode->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. @@ -520,32 +490,34 @@ int FGAPIENTRY glutEnterGameMode( void ) # ifdef X_XF86VidModeSetViewPort - if (fgDisplay.DisplayModeValid) { - int x, y; - Window child; + 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: + */ + XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ); - /* - * Final window repositioning: It could be avoided using an undecorated - * window using override_redirect, but this * would possily require more - * changes and investigation. - */ + /* + * 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.Window->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, -x, -y); + XTranslateCoordinates( + fgDisplay.Display, + fgStructure.Window->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, + -x, -y); } #endif @@ -563,10 +535,7 @@ int FGAPIENTRY glutEnterGameMode( void ) #endif - /* - * Return successfull - */ - return( TRUE ); + return TRUE; } /* @@ -574,26 +543,19 @@ int FGAPIENTRY glutEnterGameMode( void ) */ void FGAPIENTRY glutLeaveGameMode( void ) { - freeglut_return_if_fail( fgStructure.GameMode != NULL ); + freeglut_return_if_fail( fgStructure.GameMode ); - /* - * First of all, have the game mode window destroyed - */ - fgAddToWindowDestroyList( fgStructure.GameMode, TRUE ); + fgStructure.GameMode->State.IsGameMode = GL_FALSE; + + fgAddToWindowDestroyList( fgStructure.GameMode ); #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(); } @@ -602,59 +564,34 @@ void FGAPIENTRY glutLeaveGameMode( void ) */ 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 ); + return !!fgStructure.GameMode; case GLUT_GAME_MODE_POSSIBLE: - /* - * Check if the current game mode settings are valid - */ - return( fghChangeDisplayMode( TRUE ) ); + return fghChangeDisplayMode( GL_TRUE ); case GLUT_GAME_MODE_WIDTH: - /* - * The game mode screen width - */ - return( fgState.GameModeSize.X ); + return fgState.GameModeSize.X; case GLUT_GAME_MODE_HEIGHT: - /* - * The game mode screen height - */ - return( fgState.GameModeSize.Y ); + return fgState.GameModeSize.Y; case GLUT_GAME_MODE_PIXEL_DEPTH: - /* - * The game mode pixel depth - */ - return( fgState.GameModeDepth ); + return fgState.GameModeDepth; case GLUT_GAME_MODE_REFRESH_RATE: - /* - * The game mode refresh rate - */ - return( fgState.GameModeRefresh ); + 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 !!fgStructure.GameMode; } - return( -1 ); + return -1; } /*** END OF FILE ***/ - - - -