X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_gamemode.c;h=67159e160239bb9cd5a608b3419ac482a1db956a;hb=fe573d6af98de430357a7321cd50f5e92e9a2aab;hp=f57d9359a3601f1b22e9ce12fc8a469ddae11450;hpb=0fd65e65061141e7317caba38801580374f09d0b;p=freeglut diff --git a/src/freeglut_gamemode.c b/src/freeglut_gamemode.c index f57d935..67159e1 100644 --- a/src/freeglut_gamemode.c +++ b/src/freeglut_gamemode.c @@ -46,7 +46,7 @@ */ static void fghRememberState( void ) { -#if TARGET_HOST_UNIX_X11 +#if TARGET_HOST_POSIX_X11 /* * This highly depends on the XFree86 extensions, @@ -59,12 +59,12 @@ static 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 @@ -92,7 +92,7 @@ static void fghRememberState( void ) ); if( !fgDisplay.DisplayModeValid ) - fgWarning( "Runtime use of XF86VidModeGetModeLine failed." ); + fgWarning( "XF86VidModeGetModeLine failed" ); # else /* @@ -101,7 +101,7 @@ static void fghRememberState( void ) */ # endif -#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE +#elif TARGET_HOST_MS_WINDOWS /* DEVMODE devMode; */ @@ -125,7 +125,7 @@ static void fghRememberState( void ) */ static void fghRestoreState( void ) { -#if TARGET_HOST_UNIX_X11 +#if TARGET_HOST_POSIX_X11 # ifdef X_XF86VidModeGetAllModeLines /* Restore the remembered pointer position: */ @@ -144,12 +144,16 @@ static 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. @@ -161,17 +165,22 @@ static 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 @@ -180,9 +189,10 @@ static void fghRestoreState( void ) */ XFlush( fgDisplay.Display ); - return; + break; } } + XFree( displayModes ); } # else @@ -192,7 +202,7 @@ static void fghRestoreState( void ) */ # endif -#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE +#elif TARGET_HOST_MS_WINDOWS /* Restore the previously rememebered desktop display settings */ ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 ); @@ -200,8 +210,11 @@ static void fghRestoreState( void ) #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. */ static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh ) { @@ -209,15 +222,42 @@ 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 ) ) ) { + 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 /* * This highly depends on the XFree86 extensions, @@ -234,116 +274,102 @@ 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 ) ) - { - /* 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 ) ) - { - /* 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; } @@ -391,28 +417,28 @@ int FGAPIENTRY glutEnterGameMode( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" ); - if( fgStructure.GameMode ) - fgAddToWindowDestroyList( fgStructure.GameMode ); + 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 +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. @@ -439,12 +456,12 @@ 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 ); /* @@ -453,11 +470,20 @@ int FGAPIENTRY glutEnterGameMode( void ) */ 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 ) @@ -466,7 +492,8 @@ 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 +504,14 @@ 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 +520,7 @@ 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 +528,7 @@ int FGAPIENTRY glutEnterGameMode( void ) #endif - return TRUE; + return fgStructure.GameModeWindow->ID; } /* @@ -511,14 +538,12 @@ void FGAPIENTRY glutLeaveGameMode( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" ); - freeglut_return_if_fail( fgStructure.GameMode ); - - fgStructure.GameMode->State.IsGameMode = GL_FALSE; + freeglut_return_if_fail( fgStructure.GameModeWindow ); - fgAddToWindowDestroyList( fgStructure.GameMode ); - fgStructure.GameMode = NULL; + fgAddToWindowDestroyList( fgStructure.GameModeWindow ); + fgStructure.GameModeWindow = NULL; -#if TARGET_HOST_UNIX_X11 +#if TARGET_HOST_POSIX_X11 XUngrabPointer( fgDisplay.Display, CurrentTime ); XUngrabKeyboard( fgDisplay.Display, CurrentTime ); @@ -538,7 +563,7 @@ int FGAPIENTRY glutGameModeGet( GLenum eWhat ) switch( eWhat ) { case GLUT_GAME_MODE_ACTIVE: - return !!fgStructure.GameMode; + return !!fgStructure.GameModeWindow; case GLUT_GAME_MODE_POSSIBLE: return fghChangeDisplayMode( GL_TRUE ); @@ -559,7 +584,7 @@ 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 );