X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_gamemode.c;h=803026b051b6379d7d5e7809c5037b1a16f21ca1;hb=67e12a9904a16f2765c33dcd75b31926691416f1;hp=29a2947f9f9cde920eb62307e4498b90844be953;hpb=149bd80e2989458c67589413f4d36b4ca6c82efb;p=freeglut diff --git a/src/freeglut_gamemode.c b/src/freeglut_gamemode.c index 29a2947..803026b 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" /* @@ -46,51 +40,192 @@ /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ +#if TARGET_HOST_POSIX_X11 +static int xrandr_resize(int xsz, int ysz, int rate, int just_checking) +{ +#ifdef HAVE_X11_EXTENSIONS_XRANDR_H + int event_base, error_base, ver_major, ver_minor, use_rate; + XRRScreenConfiguration *xrr_config = 0; + Status result = -1; + + /* must check at runtime for the availability of the extension */ + if(!XRRQueryExtension(fgDisplay.Display, &event_base, &error_base)) { + return -1; + } + + XRRQueryVersion(fgDisplay.Display, &ver_major, &ver_minor); + + /* we only heed the rate if we CAN actually use it (Xrandr >= 1.1) and + * the user actually cares about it (rate > 0) + */ + use_rate = ( rate > 0 ) && ( ( ver_major >= 1 ) || + ( ( ver_major == 1 ) && ( ver_minor >= 1 ) ) ); + + /* this loop is only so that the whole thing will be repeated if someone + * else changes video mode between our query of the current information and + * the attempt to change it. + */ + do { + XRRScreenSize *ssizes; + short *rates; + Rotation rot; + int i, ssizes_count, rates_count, curr, res_idx = -1; + Time timestamp, cfg_timestamp; + + if(xrr_config) { + XRRFreeScreenConfigInfo(xrr_config); + } + + if(!(xrr_config = XRRGetScreenInfo(fgDisplay.Display, fgDisplay.RootWindow))) { + fgWarning("XRRGetScreenInfo failed"); + break; + } + ssizes = XRRConfigSizes(xrr_config, &ssizes_count); + curr = XRRConfigCurrentConfiguration(xrr_config, &rot); + timestamp = XRRConfigTimes(xrr_config, &cfg_timestamp); + + /* if either of xsz or ysz are unspecified, use the current values */ + if(xsz <= 0) + xsz = fgState.GameModeSize.X = ssizes[curr].width; + if(ysz <= 0) + ysz = fgState.GameModeSize.Y = ssizes[curr].height; + + + if(xsz == ssizes[curr].width && ysz == ssizes[curr].height) { + /* no need to switch, we're already in the requested resolution */ + res_idx = curr; + } else { + for(i=0; i= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) ) + if(use_rate) { + rate = fgState.GameModeRefresh; + + /* for the selected resolution, let's find out if there is + * a matching refresh rate available. + */ + rates = XRRConfigRates(xrr_config, res_idx, &rates_count); + + for(i=0; i= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) ) + if(use_rate) + result = XRRSetScreenConfigAndRate(fgDisplay.Display, xrr_config, + fgDisplay.RootWindow, res_idx, rot, rate, timestamp); + else +#endif + result = XRRSetScreenConfig(fgDisplay.Display, xrr_config, + fgDisplay.RootWindow, res_idx, rot, timestamp); + + } while(result == RRSetConfigInvalidTime); + + if(xrr_config) { + XRRFreeScreenConfigInfo(xrr_config); + } + + if(result == 0) { + return 0; + } + +#endif /* HAVE_X11_EXTENSIONS_XRANDR_H */ + return -1; +} +#endif /* TARGET_HOST_POSIX_X11 */ + /* * 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 + int event_base, error_base; /* - * This highly depends on the XFree86 extensions, not approved as X Consortium standards + * Remember the current pointer location before going fullscreen + * for restoring it later: */ -# ifdef X_XF86VidModeGetModeLine + Window junk_window; + unsigned int junk_mask; + + XQueryPointer(fgDisplay.Display, fgDisplay.RootWindow, + &junk_window, &junk_window, + &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, + &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &junk_mask); + +# ifdef HAVE_X11_EXTENSIONS_XRANDR_H + if(XRRQueryExtension(fgDisplay.Display, &event_base, &error_base)) { + XRRScreenConfiguration *xrr_config; + XRRScreenSize *ssizes; + Rotation rot; + int ssize_count, curr; + + if((xrr_config = XRRGetScreenInfo(fgDisplay.Display, fgDisplay.RootWindow))) { + ssizes = XRRConfigSizes(xrr_config, &ssize_count); + curr = XRRConfigCurrentConfiguration(xrr_config, &rot); + + fgDisplay.prev_xsz = ssizes[curr].width; + fgDisplay.prev_ysz = ssizes[curr].height; + fgDisplay.prev_refresh = -1; + +# if ( RANDR_MAJOR >= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) ) + if(fgState.GameModeRefresh != -1) { + fgDisplay.prev_refresh = XRRConfigCurrentRate(xrr_config); + } +# endif + fgDisplay.prev_size_valid = 1; - /* - * 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 - ); + XRRFreeScreenConfigInfo(xrr_config); + } + } +# endif /* - * Remember the current pointer location before going fullscreen - * for restoring it later: + * This highly depends on the XFree86 extensions, + * not approved as X Consortium standards */ - { - Window junk_window; - unsigned int mask; - - XQueryPointer( - fgDisplay.Display, fgDisplay.RootWindow, - &junk_window, &junk_window, - &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, - &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask - ); +# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H + if(!XF86VidModeQueryExtension(fgDisplay.Display, &event_base, &error_base)) { + return; } /* - * Query the current display settings: + * Remember the current ViewPort location of the screen to be able to + * restore the ViewPort on LeaveGameMode(): */ - fgDisplay.DisplayModeValid = + if( !XF86VidModeGetViewPort( + fgDisplay.Display, + fgDisplay.Screen, + &fgDisplay.DisplayViewPortX, + &fgDisplay.DisplayViewPortY ) ) + fgWarning( "XF86VidModeGetViewPort failed" ); + + + /* Query the current display settings: */ + fgDisplay.DisplayModeValid = XF86VidModeGetModeLine( fgDisplay.Display, fgDisplay.Screen, @@ -98,30 +233,25 @@ void fghRememberState( void ) &fgDisplay.DisplayMode ); - 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 + if( !fgDisplay.DisplayModeValid ) + fgWarning( "XF86VidModeGetModeLine failed" ); # 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( fgDisplay.DisplayName, 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 } @@ -129,270 +259,339 @@ void fghRememberState( void ) /* * Restores the previously remembered visual settings */ -void fghRestoreState( void ) +static void fghRestoreState( void ) { -#if TARGET_HOST_UNIX_X11 - /* - * Restore the remembered pointer position: - */ +#if TARGET_HOST_POSIX_X11 + /* Restore the remembered pointer position: */ XWarpPointer( - fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0, - fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY + fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0, + fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY ); + +# ifdef HAVE_X11_EXTENSIONS_XRANDR_H + if(fgDisplay.prev_size_valid) { + if(xrandr_resize(fgDisplay.prev_xsz, fgDisplay.prev_ysz, fgDisplay.prev_refresh, 0) != -1) { + fgDisplay.prev_size_valid = 0; +# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H + fgDisplay.DisplayModeValid = 0; +# endif + return; + } + } +# endif + + + +# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H /* - * 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" ); + + /* - * OK, 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 ] - ); - - /* - * Now we can restore the remembered ViewPort: - */ - XF86VidModeSetViewPort( - fgDisplay.Display, - fgDisplay.Screen, - fgDisplay.DisplayViewPortX, - fgDisplay.DisplayViewPortY - ); - - /* - * 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 exists. - */ - XFlush(fgDisplay.Display); - - return; + XFlush( fgDisplay.Display ); + + fgDisplay.DisplayModeValid = 0; +# ifdef HAVE_X11_EXTENSIONS_XRANDR_H + fgDisplay.prev_size_valid = 0; +# endif + + break; } } + XFree( displayModes ); } -# else -# warning fghRestoreState: missing XFree86 video mode extensions, 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 - */ - 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. */ -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 ); } /* - * Changes the current display mode to match user's settings + * Checks all display modes settings against user's preferences. + * Returns the mode number found or -1 if none could be found. */ -GLboolean fghChangeDisplayMode( GLboolean haveToTest ) +static int fghCheckDisplayModes( GLboolean exactMatch, int displayModesCount, XF86VidModeModeInfo** displayModes ) { -#if TARGET_HOST_UNIX_X11 - - /* - * This highly depends on the XFree86 extensions, not approved as X Consortium standards - */ -# ifdef X_XF86VidModeGetAllModeLines - - /* - * This is also used by applcations which check modes by calling - * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check: - */ - if (haveToTest || fgDisplay.DisplayModeValid) + int i; + for( i = 0; i < displayModesCount; i++ ) { - 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 ) ) + /* 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) { - if( haveToTest ) - return( TRUE ); - /* - * OKi, this is the display mode we have been looking for... + /* Update the chosen refresh rate, otherwise a + * glutGameModeGet(GLUT_GAME_MODE_REFRESH_RATE) would not + * return the right values */ - XF86VidModeSwitchToMode( - fgDisplay.Display, - fgDisplay.Screen, - displayModes[ i ] - ); - /* - * Return successfull... - */ - return( TRUE ); + fgState.GameModeRefresh = refresh; } + + return i; } } + return -1; +} - /* - * Something must have went wrong - */ - return( FALSE ); +#endif +#endif -# else -# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated +/* + * Changes the current display mode to match user's settings + */ +static GLboolean fghChangeDisplayMode( GLboolean haveToTest ) +{ + 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, + fgState.GameModeRefresh, haveToTest) != -1) { + return GL_TRUE; + } # endif -#elif TARGET_HOST_WIN32 - unsigned int displayModes = 0, mode = 0xffffffff; - GLboolean success = FALSE; -/* HDC desktopDC; */ - DEVMODE devMode; + /* + * This highly depends on the XFree86 extensions, + * not approved as X Consortium standards + */ +# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H /* - * Enumerate the available display modes - * Try to get a complete match + * This is also used by applications which check modes by calling + * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check: */ - while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE ) + if( haveToTest || fgDisplay.DisplayModeValid ) { - /* - * Does the enumerated display mode match the user's preferences? + XF86VidModeModeInfo** displayModes; + int i, displayModesCount; + + /* If we don't have a valid modeline in the display structure, which + * can happen if this is called from glutGameModeGet instead of + * glutEnterGameMode, then we need to query the current mode, to make + * unspecified settings to default to their current values. */ - if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight, - devMode.dmBitsPerPel, devMode.dmDisplayFrequency ) ) + if(!fgDisplay.DisplayModeValid) { + if(!XF86VidModeGetModeLine(fgDisplay.Display, fgDisplay.Screen, + &fgDisplay.DisplayModeClock, &fgDisplay.DisplayMode)) { + return success; + } + } + + if (fgState.GameModeSize.X == -1) + { + fgState.GameModeSize.X = fgDisplay.DisplayMode.hdisplay; + } + if (fgState.GameModeSize.Y == -1) { - /* - * OKi, we've found a matching display mode, remember its number and break + fgState.GameModeSize.Y = fgDisplay.DisplayMode.vdisplay; + } + if (fgState.GameModeDepth == -1) + { + /* can't get color depth from this, nor can we change it, do nothing + * TODO: get with XGetVisualInfo()? but then how to set? */ - mode = displayModes; - break; } + if (fgState.GameModeRefresh == -1) + { + /* Compute the displays refresh rate, dotclock comes in kHz. */ + int refresh = ( fgDisplay.DisplayModeClock * 1000 ) / + ( fgDisplay.DisplayMode.htotal * fgDisplay.DisplayMode.vtotal ); - /* - * Switch to the next display mode, if any - */ - displayModes++; - } + fgState.GameModeRefresh = refresh; + } - 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)) + /* query all possible display modes */ + if( !XF86VidModeGetAllModeLines( + fgDisplay.Display, + fgDisplay.Screen, + &displayModesCount, + &displayModes ) ) { - /* - * OKi, we've found a matching display mode, remember its number and break - */ - mode = displayModes; - break; + fgWarning( "XF86VidModeGetAllModeLines failed" ); + return success; } - + + /* - * Switch to the next display mode, if any + * Check every of the modes looking for one that matches our demands, + * ignoring the refresh rate if no exact match could be found. */ - displayModes++; - } + 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 ); } - /* - * Did we find a matching display mode? - */ - if( mode != 0xffffffff ) - { - int retVal = DISP_CHANGE_SUCCESSFUL; +# endif - /* - * 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 ); +#elif TARGET_HOST_MS_WINDOWS - /* - * I don't know if it's really needed, but looks nice: - */ - success = (retVal == DISP_CHANGE_SUCCESSFUL) || (retVal == DISP_CHANGE_NOTUPDATED); + DEVMODE devMode; + char *fggmstr = NULL; + char displayMode[300]; - /* - * If it was not a test, remember the current screen settings - */ - if( !haveToTest && success ) + success = GL_FALSE; + + EnumDisplaySettings( fgDisplay.DisplayName, -1, &devMode ); + devMode.dmFields = 0; + + if (fgState.GameModeSize.X!=-1) + { + devMode.dmPelsWidth = fgState.GameModeSize.X; + devMode.dmFields |= DM_PELSWIDTH; + } + if (fgState.GameModeSize.Y!=-1) + { + devMode.dmPelsHeight = fgState.GameModeSize.Y; + devMode.dmFields |= DM_PELSHEIGHT; + } + if (fgState.GameModeDepth!=-1) + { + devMode.dmBitsPerPel = fgState.GameModeDepth; + devMode.dmFields |= DM_BITSPERPEL; + } + if (fgState.GameModeRefresh!=-1) + { + devMode.dmDisplayFrequency = fgState.GameModeRefresh; + devMode.dmFields |= DM_DISPLAYFREQUENCY; + } + + switch ( ChangeDisplaySettingsEx(fgDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) ) + { + case DISP_CHANGE_SUCCESSFUL: + success = GL_TRUE; + + if (!haveToTest) { - fgState.GameModeSize.X = devMode.dmPelsWidth; + /* 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; } - /* - * Otherwise we must have failed somewhere - */ - return( success ); - + if ( !success ) + { + /* 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 ;) */ + + /* append display mode to error to make things more informative */ + sprintf(displayMode,"%s Problem with requested mode: %ix%i:%i@%i", fggmstr, devMode.dmPelsWidth, devMode.dmPelsHeight, devMode.dmBitsPerPel, devMode.dmDisplayFrequency); + fgWarning(displayMode); + } #endif + + return success; } @@ -403,7 +602,9 @@ 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 @@ -411,17 +612,22 @@ 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 ); - - /* - * Hopefully it worked, and if not, we still have the default values + fgWarning( + "unable to parse game mode string `%s'", + string + ); + + /* All values not specified are now set to -1, which means those + * aspects of the current display mode are not changed in + * fghChangeDisplayMode() above. */ fgState.GameModeSize.X = width; fgState.GameModeSize.Y = height; @@ -429,65 +635,43 @@ void FGAPIENTRY glutGameModeString( const char* string ) fgState.GameModeRefresh = refresh; } + + /* * Enters the game mode */ 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 - { - /* - * ...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 0; } - /* - * Finally, have the game mode window created - */ - 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 * the window before we can grab the pointer into it: */ - 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 - ); - + XSync( fgDisplay.Display, False ); /* * Grab the pointer to confine it into the window after the calls to * XWrapPointer() which ensure that the pointer really enters the window. @@ -497,64 +681,71 @@ int FGAPIENTRY glutEnterGameMode( void ) * (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: */ - while (GrabSuccess != XGrabPointer( - fgDisplay.Display, fgStructure.GameMode->Window.Handle, - TRUE, ButtonPressMask|ButtonReleaseMask|ButtonMotionMask - |PointerMotionMask, - GrabModeAsync, GrabModeAsync, - fgStructure.GameMode->Window.Handle, None, CurrentTime)) { - usleep (100); - } - + while( GrabSuccess != XGrabPointer( + fgDisplay.Display, fgStructure.GameModeWindow->Window.Handle, + TRUE, + ButtonPressMask | ButtonReleaseMask | ButtonMotionMask + | PointerMotionMask, + GrabModeAsync, GrabModeAsync, + 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 ); -# 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 + ); - if (fgDisplay.DisplayModeValid) { - int x, y; - Window child; +# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H - /* - * Change to viewport to the window topleft edge: - */ - XF86VidModeSetViewPort(fgDisplay.Display, fgDisplay.Screen, 0, 0); + 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. - */ + /* + * 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); + 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 - */ + /* Grab the keyboard, too */ XGrabKeyboard( fgDisplay.Display, - fgStructure.GameMode->Window.Handle, + fgStructure.GameModeWindow->Window.Handle, FALSE, GrabModeAsync, GrabModeAsync, CurrentTime @@ -562,10 +753,7 @@ int FGAPIENTRY glutEnterGameMode( void ) #endif - /* - * Return successfull - */ - return( TRUE ); + return fgStructure.GameModeWindow->ID; } /* @@ -573,26 +761,20 @@ 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(); } @@ -601,59 +783,37 @@ 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 ***/ - - - -