X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_gamemode.c;h=67159e160239bb9cd5a608b3419ac482a1db956a;hb=e9ebb8053106d2504605c70a1fd777a52f1d9da4;hp=de6cbb42ccc69424b87368c9dfaea9c90d134cf4;hpb=ed9109c3406ceb4339444506d2a0d9128b0476a0;p=freeglut diff --git a/src/freeglut_gamemode.c b/src/freeglut_gamemode.c index de6cbb4..67159e1 100644 --- a/src/freeglut_gamemode.c +++ b/src/freeglut_gamemode.c @@ -25,13 +25,7 @@ * 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 #include "freeglut_internal.h" /* @@ -50,19 +44,46 @@ * Remembers the current visual settings, so that * we can change them and restore later... */ -void fghRememberState( void ) +static void fghRememberState( void ) { -#if TARGET_HOST_UNIX_X11 +#if TARGET_HOST_POSIX_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 + + /* + * 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: + * Remember the current pointer location before going fullscreen + * for restoring it later: */ - fgDisplay.DisplayModeValid = + { + Window junk_window; + unsigned int mask; + + XQueryPointer( + fgDisplay.Display, fgDisplay.RootWindow, + &junk_window, &junk_window, + &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, + &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask + ); + } + + /* Query the current display settings: */ + fgDisplay.DisplayModeValid = XF86VidModeGetModeLine( fgDisplay.Display, fgDisplay.Screen, @@ -70,30 +91,31 @@ void fghRememberState( void ) &fgDisplay.DisplayMode ); - if (!fgDisplay.DisplayModeValid) - fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" ); + if( !fgDisplay.DisplayModeValid ) + fgWarning( "XF86VidModeGetModeLine failed" ); # 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 +#elif TARGET_HOST_MS_WINDOWS /* DEVMODE devMode; */ - /* - * Grab the current desktop settings... - */ + /* 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 ); + 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; + /* Make sure we will be restoring all settings needed */ + fgDisplay.DisplayMode.dmFields |= + DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; #endif } @@ -101,262 +123,253 @@ void fghRememberState( void ) /* * Restores the previously remembered visual settings */ -void fghRestoreState( void ) +static void fghRestoreState( void ) { -#if TARGET_HOST_UNIX_X11 +#if TARGET_HOST_POSIX_X11 + +# ifdef X_XF86VidModeGetAllModeLines + /* Restore the remembered pointer position: */ + XWarpPointer( + 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 */ -# ifdef X_XF86VidModeGetAllModeLines - if (fgDisplay.DisplayModeValid) + if( fgDisplay.DisplayModeValid ) { XF86VidModeModeInfo** displayModes; int i, displayModesCount; - /* - * Query for all the display available... - */ - XF86VidModeGetAllModeLines( - fgDisplay.Display, - fgDisplay.Screen, - &displayModesCount, - &displayModes - ); + if( !XF86VidModeGetAllModeLines( + fgDisplay.Display, + fgDisplay.Screen, + &displayModesCount, + &displayModes ) ) + { + fgWarning( "XF86VidModeGetAllModeLines failed" ); + return; + } + /* - * 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 ) { + 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" ); + + /* - * OKi, this is the display mode we have been looking for... + * 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. */ - 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; + XFlush( fgDisplay.Display ); + + break; } } + XFree( displayModes ); } # 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 +#elif TARGET_HOST_MS_WINDOWS - /* - * Restore the previously rememebered desktop display settings - */ + /* Restore the previously rememebered desktop display settings */ ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 ); #endif } +#if TARGET_HOST_POSIX_X11 +#ifdef X_XF86VidModeGetAllModeLines + /* - * Checks the display mode settings against user's preferences + * Checks a single display mode settings against user's preferences. */ -GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh ) +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) ); + /* 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 ) ) ) { + return i; + } + } + return -1; } +#endif +#endif + /* * Changes the current display mode to match user's settings */ -GLboolean fghChangeDisplayMode( GLboolean haveToTest ) +static GLboolean fghChangeDisplayMode( GLboolean haveToTest ) { -#if TARGET_HOST_UNIX_X11 + GLboolean success = GL_FALSE; +#if TARGET_HOST_POSIX_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 - if (fgDisplay.DisplayModeValid) + /* + * This is also used by applcations which check modes by calling + * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check: + */ + if( haveToTest || fgDisplay.DisplayModeValid ) { 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 ] - ); + fgWarning( "XF86VidModeGetAllModeLines failed" ); + return success; + } - /* - * 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 ); - } + /* + * 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 + /* - * Something must have went wrong + * XXX warning fghChangeDisplayMode: missing XFree86 video mode extensions, + * XXX game mode will not change screen resolution when activated */ - return( FALSE ); + success = GL_TRUE; -# else -# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated # endif -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_MS_WINDOWS - unsigned int displayModes = 0, mode = 0xffffffff; - GLboolean success = FALSE; -/* HDC desktopDC; */ DEVMODE devMode; + char *fggmstr = NULL; - /* - * 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; - } + success = GL_FALSE; - /* - * Switch to the next display mode, if any - */ - displayModes++; - } + EnumDisplaySettings( NULL, -1, &devMode ); + devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; - 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++; - } - } + devMode.dmPelsWidth = fgState.GameModeSize.X; + devMode.dmPelsHeight = fgState.GameModeSize.Y; + devMode.dmBitsPerPel = fgState.GameModeDepth; + devMode.dmDisplayFrequency = fgState.GameModeRefresh; + devMode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; - /* - * Did we find a matching display mode? - */ - if( mode != 0xffffffff ) + switch ( ChangeDisplaySettingsEx(NULL, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) ) { - 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; - } + case DISP_CHANGE_SUCCESSFUL: + success = GL_TRUE; + + /* update vars in case if windows switched to proper mode */ + EnumDisplaySettings( NULL, 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; } - /* - * Otherwise we must have failed somewhere - */ - return( success ); - + 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; } @@ -369,24 +382,28 @@ void FGAPIENTRY glutGameModeString( const char* string ) { int width = 640, height = 480, depth = 16, refresh = 72; + 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@%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 - */ + /* Hopefully it worked, and if not, we still have the default values */ fgState.GameModeSize.X = width; fgState.GameModeSize.Y = height; fgState.GameModeDepth = depth; @@ -398,72 +415,112 @@ 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 ); - } + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" ); + + if( fgStructure.GameModeWindow ) + fgAddToWindowDestroyList( fgStructure.GameModeWindow ); else + fghRememberState( ); + + if( ! fghChangeDisplayMode( GL_FALSE ) ) { - /* - * ...otherwise remember the current resolution, etc. - */ - fghRememberState(); + 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 + /* - * We are ready to change the current screen's resolution now + * Sync needed to avoid a real race, the Xserver must have really created + * the window before we can grab the pointer into it: */ - if( fghChangeDisplayMode( FALSE ) == FALSE ) - { - fgWarning( "failed to change screen settings" ); - return( FALSE ); - } + XSync( fgDisplay.Display, False ); /* - * Finally, have the game mode window created + * 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: */ - fgStructure.GameMode = fgCreateWindow( - NULL, "FREEGLUT", 0, 0, fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE - ); - -#if TARGET_HOST_UNIX_X11 + while( GrabSuccess != XGrabPointer( + fgDisplay.Display, fgStructure.GameModeWindow->Window.Handle, + TRUE, + ButtonPressMask | ButtonReleaseMask | ButtonMotionMask + | PointerMotionMask, + GrabModeAsync, GrabModeAsync, + fgStructure.GameModeWindow->Window.Handle, None, CurrentTime) ) + usleep( 100 ); /* - * Move the mouse pointer over the game mode window + * 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.GameMode->Window.Handle, + fgStructure.GameModeWindow->Window.Handle, RevertToNone, CurrentTime ); - /* - * Confine the mouse pointer to the window's client area - */ - XGrabPointer( + /* Move the Pointer to the middle of the fullscreen window */ + XWarpPointer( fgDisplay.Display, - fgStructure.GameMode->Window.Handle, - TRUE, - ButtonPressMask|ButtonReleaseMask|ButtonMotionMask|PointerMotionMask, - GrabModeAsync, GrabModeAsync, - fgStructure.GameMode->Window.Handle, None, - CurrentTime + fgDisplay.RootWindow, + 0, 0, 0, 0, + fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2 ); - /* - * Grab the keyboard, too - */ +# ifdef X_XF86VidModeSetViewPort + + 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.GameMode->Window.Handle, + fgStructure.GameModeWindow->Window.Handle, FALSE, GrabModeAsync, GrabModeAsync, CurrentTime @@ -471,10 +528,7 @@ int FGAPIENTRY glutEnterGameMode( void ) #endif - /* - * Return successfull - */ - return( TRUE ); + return fgStructure.GameModeWindow->ID; } /* @@ -482,26 +536,20 @@ int FGAPIENTRY glutEnterGameMode( void ) */ void FGAPIENTRY glutLeaveGameMode( void ) { - freeglut_return_if_fail( fgStructure.GameMode != NULL ); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" ); - /* - * First of all, have the game mode window destroyed - */ - fgAddToWindowDestroyList( fgStructure.GameMode, TRUE ); + freeglut_return_if_fail( fgStructure.GameModeWindow ); -#if TARGET_HOST_UNIX_X11 + fgAddToWindowDestroyList( fgStructure.GameModeWindow ); + fgStructure.GameModeWindow = NULL; + +#if TARGET_HOST_POSIX_X11 - /* - * Ungrab the mouse and keyboard - */ XUngrabPointer( fgDisplay.Display, CurrentTime ); XUngrabKeyboard( fgDisplay.Display, CurrentTime ); #endif - /* - * Then, have the desktop visual settings restored - */ fghRestoreState(); } @@ -510,59 +558,37 @@ void FGAPIENTRY glutLeaveGameMode( void ) */ int FGAPIENTRY glutGameModeGet( GLenum eWhat ) { - /* - * See why are we bothered - */ + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" ); + switch( eWhat ) { case GLUT_GAME_MODE_ACTIVE: - /* - * Check if the game mode is currently active - */ - return( fgStructure.GameMode != NULL ); + return !!fgStructure.GameModeWindow; 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.GameModeWindow; } - return( -1 ); + fgWarning( "Unknown gamemode get: %d", eWhat ); + return -1; } /*** END OF FILE ***/ - - - -