X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_gamemode.c;h=67159e160239bb9cd5a608b3419ac482a1db956a;hb=fe573d6af98de430357a7321cd50f5e92e9a2aab;hp=21484add09dfcd0c51344a2dce773fc848962a11;hpb=b6b35f14c7152d19facbeeea36d4c086290dae54;p=freeglut diff --git a/src/freeglut_gamemode.c b/src/freeglut_gamemode.c index 21484ad..67159e1 100644 --- a/src/freeglut_gamemode.c +++ b/src/freeglut_gamemode.c @@ -25,11 +25,7 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif - -#include "../include/GL/freeglut.h" +#include #include "freeglut_internal.h" /* @@ -48,9 +44,9 @@ * 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, @@ -63,12 +59,12 @@ void fghRememberState( void ) * Remember the current ViewPort location of the screen to be able to * restore the ViewPort on LeaveGameMode(): */ - XF86VidModeGetViewPort( - fgDisplay.Display, - fgDisplay.Screen, - &fgDisplay.DisplayViewPortX, - &fgDisplay.DisplayViewPortY - ); + if( !XF86VidModeGetViewPort( + fgDisplay.Display, + fgDisplay.Screen, + &fgDisplay.DisplayViewPortX, + &fgDisplay.DisplayViewPortY ) ) + fgWarning( "XF86VidModeGetViewPort failed" ); /* * Remember the current pointer location before going fullscreen @@ -86,10 +82,8 @@ void fghRememberState( void ) ); } - /* - * Query the current display settings: - */ - fgDisplay.DisplayModeValid = + /* Query the current display settings: */ + fgDisplay.DisplayModeValid = XF86VidModeGetModeLine( fgDisplay.Display, fgDisplay.Screen, @@ -98,19 +92,20 @@ void fghRememberState( void ) ); if( !fgDisplay.DisplayModeValid ) - fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" ); + 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 @@ -118,9 +113,7 @@ void fghRememberState( void ) EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode ); - /* - * Make sure we will be restoring all settings needed - */ + /* Make sure we will be restoring all settings needed */ fgDisplay.DisplayMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; @@ -130,14 +123,12 @@ 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: - */ + /* Restore the remembered pointer position: */ XWarpPointer( fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0, fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY @@ -153,12 +144,16 @@ void fghRestoreState( void ) XF86VidModeModeInfo** displayModes; int i, displayModesCount; - 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. @@ -170,17 +165,22 @@ void fghRestoreState( void ) displayModes[ i ]->vdisplay == 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( "XF86VidModeSetViewPort failed" ); + /* * For the case this would be the last X11 call the application @@ -189,45 +189,75 @@ void fghRestoreState( void ) */ XFlush( fgDisplay.Display ); - return; + 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... - */ + /* The desired values should be stored in fgState structure... */ 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 ) ) ) { + 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, @@ -244,129 +274,102 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) XF86VidModeModeInfo** displayModes; int i, displayModesCount; - XF86VidModeGetAllModeLines( - fgDisplay.Display, - fgDisplay.Screen, - &displayModesCount, - &displayModes - ); + 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 + * Check every of the modes looking for one that matches our demands, + * ignoring the refresh rate if no exact match could be found. */ - for( i = 0; i < displayModesCount; i++ ) - { - if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, - 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 ] - ); - return TRUE; - } + 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 ) ) - { - mode = displayModes; - break; - } - displayModes++; - } + success = GL_FALSE; - if( mode == 0xffffffff ) - { - /* then try without Display Frequency */ - displayModes = 0; + EnumDisplaySettings( NULL, -1, &devMode ); + devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; - /* - * 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 ) ) - { - mode = displayModes; - break; - } - 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; - - 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; - } + 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; } - 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; } @@ -379,6 +382,8 @@ 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 @@ -398,9 +403,7 @@ void FGAPIENTRY glutGameModeString( const char* string ) 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; @@ -412,26 +415,30 @@ void FGAPIENTRY glutGameModeString( const char* string ) */ int FGAPIENTRY glutEnterGameMode( void ) { - if( fgStructure.GameMode ) - fgAddToWindowDestroyList( fgStructure.GameMode, TRUE ); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" ); + + if( fgStructure.GameModeWindow ) + fgAddToWindowDestroyList( fgStructure.GameModeWindow ); else fghRememberState( ); - if( fghChangeDisplayMode( FALSE ) == FALSE ) + 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, TRUE + fgStructure.GameModeWindow = fgCreateWindow( + NULL, "FREEGLUT", GL_TRUE, 0, 0, + GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y, + GL_TRUE, GL_FALSE ); -#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 @@ -439,15 +446,6 @@ 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. @@ -458,25 +456,34 @@ 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 ); - + /* * 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 ); + /* 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 X_XF86VidModeSetViewPort if( fgDisplay.DisplayModeValid ) @@ -484,10 +491,9 @@ int FGAPIENTRY glutEnterGameMode( void ) 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: */ + if( !XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ) ) + fgWarning( "XF86VidModeSetViewPort failed" ); /* * Final window repositioning: It could be avoided using an undecorated @@ -498,25 +504,23 @@ 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); } #endif - /* - * Grab the keyboard, too - */ + /* Grab the keyboard, too */ XGrabKeyboard( fgDisplay.Display, - fgStructure.GameMode->Window.Handle, + fgStructure.GameModeWindow->Window.Handle, FALSE, GrabModeAsync, GrabModeAsync, CurrentTime @@ -524,7 +528,7 @@ int FGAPIENTRY glutEnterGameMode( void ) #endif - return TRUE; + return fgStructure.GameModeWindow->ID; } /* @@ -532,11 +536,14 @@ int FGAPIENTRY glutEnterGameMode( void ) */ void FGAPIENTRY glutLeaveGameMode( void ) { - freeglut_return_if_fail( fgStructure.GameMode ); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" ); + + freeglut_return_if_fail( fgStructure.GameModeWindow ); - fgAddToWindowDestroyList( fgStructure.GameMode, TRUE ); + fgAddToWindowDestroyList( fgStructure.GameModeWindow ); + fgStructure.GameModeWindow = NULL; -#if TARGET_HOST_UNIX_X11 +#if TARGET_HOST_POSIX_X11 XUngrabPointer( fgDisplay.Display, CurrentTime ); XUngrabKeyboard( fgDisplay.Display, CurrentTime ); @@ -551,13 +558,15 @@ 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( TRUE ); + return fghChangeDisplayMode( GL_TRUE ); case GLUT_GAME_MODE_WIDTH: return fgState.GameModeSize.X; @@ -575,9 +584,10 @@ 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 ); return -1; }