X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_gamemode.c;h=7c9b7eb477c0c04bac14f7ce3a3d8b6e0cf81031;hb=51f26b019815f20ca524a40a0f2fa1afceb4e2dd;hp=de6cbb42ccc69424b87368c9dfaea9c90d134cf4;hpb=ed9109c3406ceb4339444506d2a0d9128b0476a0;p=freeglut diff --git a/src/freeglut_gamemode.c b/src/freeglut_gamemode.c index de6cbb4..7c9b7eb 100644 --- a/src/freeglut_gamemode.c +++ b/src/freeglut_gamemode.c @@ -29,8 +29,6 @@ #include "config.h" #endif -#define G_LOG_DOMAIN "freeglut-gamemode" - #include "../include/GL/freeglut.h" #include "freeglut_internal.h" @@ -55,10 +53,39 @@ 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 + + /* + * 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 + ); + + /* + * Remember the current pointer location before going fullscreen + * 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 + ); + } + /* * Query the current display settings: */ @@ -70,8 +97,8 @@ 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 @@ -80,7 +107,7 @@ void fghRememberState( void ) #elif TARGET_HOST_WIN32 /* DEVMODE devMode; */ - + /* * Grab the current desktop settings... */ @@ -88,12 +115,14 @@ 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 } @@ -105,19 +134,25 @@ void fghRestoreState( void ) { #if TARGET_HOST_UNIX_X11 +# ifdef X_XF86VidModeGetAllModeLines /* - * This highly depends on the XFree86 extensions, not approved as X Consortium standards + * 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 */ -# 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, @@ -126,31 +161,33 @@ 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 ) { - /* - * OKi, 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 + ); - /* - * 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); + /* + * 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; } @@ -179,8 +216,10 @@ 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 ); } /* @@ -191,18 +230,20 @@ 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 - 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, @@ -213,13 +254,15 @@ 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... */ @@ -228,21 +271,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) fgDisplay.Screen, displayModes[ i ] ); - - /* - * 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 ); + return GL_TRUE; } } } @@ -250,7 +279,7 @@ 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 @@ -259,62 +288,50 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) #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++; + } } /* @@ -327,21 +344,17 @@ 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; @@ -351,10 +364,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest ) } } - /* - * Otherwise we must have failed somewhere - */ - return( success ); + return success; #endif } @@ -375,14 +385,18 @@ 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 @@ -398,66 +412,105 @@ 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, GL_TRUE ); 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 ); #if TARGET_HOST_UNIX_X11 + /* Move the window up to the topleft corner */ + XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0 ); + /* - * Move the mouse pointer over the game mode window + * Sync needed to avoid a real race, the Xserver must have really created + * the window before we can grab the pointer into it: */ - XSetInputFocus( + XSync( fgDisplay.Display, False ); + + /* Move the Pointer to the middle of the fullscreen window */ + XWarpPointer( fgDisplay.Display, - fgStructure.GameMode->Window.Handle, - RevertToNone, - CurrentTime + None, + fgDisplay.RootWindow, + 0, 0, 0, 0, + fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2 ); /* - * Confine the mouse pointer to the window's client area + * 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: */ - XGrabPointer( + 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. + */ + XSetInputFocus( fgDisplay.Display, fgStructure.GameMode->Window.Handle, - TRUE, - ButtonPressMask|ButtonReleaseMask|ButtonMotionMask|PointerMotionMask, - GrabModeAsync, GrabModeAsync, - fgStructure.GameMode->Window.Handle, - None, + RevertToNone, CurrentTime ); +# ifdef X_XF86VidModeSetViewPort + + if( fgDisplay.DisplayModeValid ) + { + int x, y; + Window child; + + /* + * 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. + */ + + /* 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); + } + +#endif + /* * Grab the keyboard, too */ @@ -471,10 +524,7 @@ int FGAPIENTRY glutEnterGameMode( void ) #endif - /* - * Return successfull - */ - return( TRUE ); + return TRUE; } /* @@ -482,26 +532,17 @@ 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 ); + fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE ); #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(); } @@ -510,59 +551,34 @@ 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 ***/ - - - -