X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_gamemode.c;h=137f1ea54e6bb5a6e5553ff76d7bdda657689043;hb=d4846df601fa224353c65fa332f603a85735b5d8;hp=c1764b8926bf1701f27e99f85f33a4db5f6e6dc4;hpb=41e63805080267e9dbd100d30deac6ba0b34678e;p=freeglut diff --git a/src/freeglut_gamemode.c b/src/freeglut_gamemode.c index c1764b8..137f1ea 100644 --- a/src/freeglut_gamemode.c +++ b/src/freeglut_gamemode.c @@ -25,10 +25,6 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif - #include #include "freeglut_internal.h" @@ -44,31 +40,113 @@ /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ +static int xrandr_resize(int xsz, int ysz, int just_checking) +{ + int res = -1; + +#ifdef HAVE_X11_EXTENSIONS_XRANDR_H + int event_base, error_base; + Status st; + XRRScreenConfiguration *xrr_config; + XRRScreenSize *ssizes; + Rotation rot; + int i, ssizes_count, curr; + Time timestamp, cfg_timestamp; + + /* must check at runtime for the availability of the extension */ + if(!XRRQueryExtension(fgDisplay.Display, &event_base, &error_base)) { + return -1; + } + + if(!(xrr_config = XRRGetScreenInfo(fgDisplay.Display, fgDisplay.RootWindow))) { + fgWarning("XRRGetScreenInfo failed"); + return -1; + } + ssizes = XRRConfigSizes(xrr_config, &ssizes_count); + curr = XRRConfigCurrentConfiguration(xrr_config, &rot); + timestamp = XRRConfigTimes(xrr_config, &cfg_timestamp); + + if(xsz == ssizes[curr].width && ysz == ssizes[curr].height) { + /* no need to switch, we're already in the requested mode */ + res = 0; + goto done; + } + + for(i=0; ivdisplay == fgDisplay.DisplayMode.vdisplay && displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock ) { - XF86VidModeSwitchToMode( - fgDisplay.Display, - fgDisplay.Screen, - displayModes[ i ] - ); - XF86VidModeSetViewPort( - fgDisplay.Display, - fgDisplay.Screen, - fgDisplay.DisplayViewPortX, - fgDisplay.DisplayViewPortY - ); + if( !XF86VidModeSwitchToMode( + fgDisplay.Display, + fgDisplay.Screen, + displayModes[ i ] ) ) + { + fgWarning( "XF86VidModeSwitchToMode failed" ); + break; + } + + if( !XF86VidModeSetViewPort( + fgDisplay.Display, + fgDisplay.Screen, + fgDisplay.DisplayViewPortX, + fgDisplay.DisplayViewPortY ) ) + fgWarning( "HAVE_X11_EXTENSIONS_XF86VMODE_H failed" ); + /* * For the case this would be the last X11 call the application @@ -184,28 +275,27 @@ static void fghRestoreState( void ) */ XFlush( fgDisplay.Display ); - return; + break; } } + XFree( displayModes ); } -# else - /* - * XXX warning fghRestoreState: missing XFree86 video mode extensions, - * XXX game mode will not change screen resolution when activated - */ # endif -#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE +#elif TARGET_HOST_MS_WINDOWS - /* Restore the previously rememebered desktop display settings */ - ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 ); + /* 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 the display mode settings against user's preferences + * Checks a single display mode settings against user's preferences. */ static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh ) { @@ -213,21 +303,65 @@ static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refr return ( width == fgState.GameModeSize.X ) && ( height == fgState.GameModeSize.Y ) && ( depth == fgState.GameModeDepth ) && - (refresh == fgState.GameModeRefresh ); + ( 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 ) { -#if TARGET_HOST_UNIX_X11 + 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, haveToTest) != -1) { + return GL_TRUE; + } +# endif + /* * This highly depends on the XFree86 extensions, * not approved as X Consortium standards */ -# ifdef X_XF86VidModeGetAllModeLines +# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H /* * This is also used by applcations which check modes by calling @@ -238,116 +372,117 @@ static GLboolean fghChangeDisplayMode( GLboolean haveToTest ) XF86VidModeModeInfo** displayModes; int i, displayModesCount; - XF86VidModeGetAllModeLines( - fgDisplay.Display, - fgDisplay.Screen, - &displayModesCount, - &displayModes - ); - - /* Check every of the modes looking for one that matches our demands */ - for( i = 0; i < displayModesCount; i++ ) + if( !XF86VidModeGetAllModeLines( + fgDisplay.Display, + fgDisplay.Screen, + &displayModesCount, + &displayModes ) ) { - if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, - displayModes[ i ]->vdisplay, - fgState.GameModeDepth, - fgState.GameModeRefresh ) ) - { - if( haveToTest ) - return GL_TRUE; - /* OKi, this is the display mode we have been looking for... */ - XF86VidModeSwitchToMode( - fgDisplay.Display, - fgDisplay.Screen, - displayModes[ i ] - ); - return GL_TRUE; - } + fgWarning( "XF86VidModeGetAllModeLines failed" ); + return success; } - } - /* Something must have gone wrong */ - return GL_FALSE; + + /* + * 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 ); + } # else + /* * XXX warning fghChangeDisplayMode: missing XFree86 video mode extensions, * XXX game mode will not change screen resolution when activated */ + success = GL_TRUE; + # endif -#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE +#elif TARGET_HOST_MS_WINDOWS - unsigned int displayModes = 0, mode = 0xffffffff; - GLboolean success = GL_FALSE; - /* HDC desktopDC; */ DEVMODE devMode; + char *fggmstr = NULL; - /* - * Enumerate the available display modes - * Try to get a complete match - */ - while( EnumDisplaySettings( NULL, displayModes, &devMode ) ) + success = GL_FALSE; + + EnumDisplaySettings( fgDisplay.DisplayName, -1, &devMode ); + devMode.dmFields = 0; + + if (fgState.GameModeSize.X!=-1) { - /* Does the enumerated display mode match the user's preferences? */ - if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight, - devMode.dmBitsPerPel, - devMode.dmDisplayFrequency ) ) - { - mode = displayModes; - break; - } - displayModes++; + devMode.dmPelsWidth = fgState.GameModeSize.X; + devMode.dmFields |= DM_PELSWIDTH; } - - if( mode == 0xffffffff ) + if (fgState.GameModeSize.Y!=-1) { - /* then try without Display Frequency */ - displayModes = 0; - - /* Enumerate the available display modes */ - while( EnumDisplaySettings( NULL, displayModes, &devMode ) ) - { - /* then try without Display Frequency */ - if( fghCheckDisplayMode( devMode.dmPelsWidth, - devMode.dmPelsHeight, - devMode.dmBitsPerPel, - fgState.GameModeRefresh ) ) - { - mode = displayModes; - break; - } - displayModes++; - } + devMode.dmPelsHeight = fgState.GameModeSize.Y; + devMode.dmFields |= DM_PELSHEIGHT; } - - /* Did we find a matching display mode? */ - if( mode != 0xffffffff ) + if (fgState.GameModeDepth!=-1) { - 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; - - 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( !haveToTest && success ) - { - fgState.GameModeSize.X = devMode.dmPelsWidth; - fgState.GameModeSize.Y = devMode.dmPelsHeight; - fgState.GameModeDepth = devMode.dmBitsPerPel; - fgState.GameModeRefresh = devMode.dmDisplayFrequency; - } + devMode.dmBitsPerPel = fgState.GameModeDepth; + devMode.dmFields |= DM_BITSPERPEL; + } + if (fgState.GameModeRefresh!=-1) + { + devMode.dmDisplayFrequency = fgState.GameModeRefresh; + devMode.dmFields |= DM_DISPLAYFREQUENCY; } - return success; + switch ( ChangeDisplaySettingsEx(fgDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) ) + { + case DISP_CHANGE_SUCCESSFUL: + success = GL_TRUE; + + /* 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 ) + fgWarning(fggmstr); /* 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 ;) */ #endif + + return success; } @@ -358,7 +493,9 @@ static GLboolean fghChangeDisplayMode( GLboolean haveToTest ) */ void FGAPIENTRY glutGameModeString( const char* string ) { - int width = 640, height = 480, depth = 16, refresh = 72; + 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 @@ -380,39 +517,43 @@ void FGAPIENTRY glutGameModeString( const char* 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; + if ( width > 0 ) fgState.GameModeSize.X = width; + if ( height > 0 ) fgState.GameModeSize.Y = height; + if ( depth > 0 ) fgState.GameModeDepth = depth; + if ( refresh > 0 ) fgState.GameModeRefresh = refresh; } + + /* * Enters the game mode */ int FGAPIENTRY glutEnterGameMode( void ) { - if( fgStructure.GameMode ) - fgAddToWindowDestroyList( fgStructure.GameMode ); + 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 FALSE; + return 0; } - fgStructure.GameMode = fgCreateWindow( - NULL, "FREEGLUT", 0, 0, - fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE + fgStructure.GameModeWindow = fgCreateWindow( + NULL, "FREEGLUT", GL_TRUE, 0, 0, + GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y, + GL_TRUE, GL_FALSE ); - fgStructure.GameMode->State.IsGameMode = GL_TRUE; - -#if TARGET_HOST_UNIX_X11 + fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X; + fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y; + fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE; - /* Move the window up to the topleft corner */ - XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0 ); +#if TARGET_HOST_POSIX_X11 /* * Sync needed to avoid a real race, the Xserver must have really created @@ -420,15 +561,6 @@ int FGAPIENTRY glutEnterGameMode( void ) */ 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 - ); - /* * Grab the pointer to confine it into the window after the calls to * XWrapPointer() which ensure that the pointer really enters the window. @@ -439,12 +571,12 @@ int FGAPIENTRY glutEnterGameMode( void ) * the application which we have to aviod, so wait until it's viewable: */ while( GrabSuccess != XGrabPointer( - fgDisplay.Display, fgStructure.GameMode->Window.Handle, + fgDisplay.Display, fgStructure.GameModeWindow->Window.Handle, TRUE, ButtonPressMask | ButtonReleaseMask | ButtonMotionMask | PointerMotionMask, GrabModeAsync, GrabModeAsync, - fgStructure.GameMode->Window.Handle, None, CurrentTime) ) + fgStructure.GameModeWindow->Window.Handle, None, CurrentTime) ) usleep( 100 ); /* @@ -453,12 +585,21 @@ int FGAPIENTRY glutEnterGameMode( void ) */ XSetInputFocus( fgDisplay.Display, - fgStructure.GameMode->Window.Handle, + fgStructure.GameModeWindow->Window.Handle, RevertToNone, CurrentTime ); -# ifdef X_XF86VidModeSetViewPort + /* 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 ) { @@ -466,7 +607,8 @@ int FGAPIENTRY glutEnterGameMode( void ) Window child; /* Change to viewport to the window topleft edge: */ - XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ); + if( !XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ) ) + fgWarning( "XF86VidModeSetViewPort failed" ); /* * Final window repositioning: It could be avoided using an undecorated @@ -477,14 +619,14 @@ int FGAPIENTRY glutEnterGameMode( void ) /* Get the current postion of the drawable area on screen */ XTranslateCoordinates( fgDisplay.Display, - fgStructure.Window->Window.Handle, + 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.Window->Window.Handle, + XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle, -x, -y); } @@ -493,7 +635,7 @@ int FGAPIENTRY glutEnterGameMode( void ) /* Grab the keyboard, too */ XGrabKeyboard( fgDisplay.Display, - fgStructure.GameMode->Window.Handle, + fgStructure.GameModeWindow->Window.Handle, FALSE, GrabModeAsync, GrabModeAsync, CurrentTime @@ -501,7 +643,7 @@ int FGAPIENTRY glutEnterGameMode( void ) #endif - return TRUE; + return fgStructure.GameModeWindow->ID; } /* @@ -509,15 +651,14 @@ int FGAPIENTRY glutEnterGameMode( void ) */ void FGAPIENTRY glutLeaveGameMode( void ) { - freeglut_return_if_fail( fgStructure.GameMode ); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" ); - fgStructure.GameMode->State.IsGameMode = GL_FALSE; + freeglut_return_if_fail( fgStructure.GameModeWindow ); - fgAddToWindowDestroyList( fgStructure.GameMode ); + fgAddToWindowDestroyList( fgStructure.GameModeWindow ); + fgStructure.GameModeWindow = NULL; - fgStructure.GameMode = NULL; - -#if TARGET_HOST_UNIX_X11 +#if TARGET_HOST_POSIX_X11 XUngrabPointer( fgDisplay.Display, CurrentTime ); XUngrabKeyboard( fgDisplay.Display, CurrentTime ); @@ -532,10 +673,12 @@ void FGAPIENTRY glutLeaveGameMode( void ) */ int FGAPIENTRY glutGameModeGet( GLenum eWhat ) { + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" ); + switch( eWhat ) { case GLUT_GAME_MODE_ACTIVE: - return !!fgStructure.GameMode; + return !!fgStructure.GameModeWindow; case GLUT_GAME_MODE_POSSIBLE: return fghChangeDisplayMode( GL_TRUE ); @@ -556,7 +699,7 @@ int FGAPIENTRY glutGameModeGet( GLenum eWhat ) /* * This is true if the game mode has been activated successfully.. */ - return !!fgStructure.GameMode; + return !!fgStructure.GameModeWindow; } fgWarning( "Unknown gamemode get: %d", eWhat );