X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_gamemode.c;h=e590385e0796c535c2da36f28d6cae65ec5a03c5;hb=b0e5b06bca36a249ecba1716e73ef126075a1e04;hp=11c24e6150762c32877ec2f1a2d31bb6bc829a25;hpb=d296a46a2dccdd99048541e1f8ca0ef010ac8545;p=freeglut diff --git a/src/freeglut_gamemode.c b/src/freeglut_gamemode.c index 11c24e6..e590385 100644 --- a/src/freeglut_gamemode.c +++ b/src/freeglut_gamemode.c @@ -25,10 +25,6 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif - #include #include "freeglut_internal.h" @@ -44,47 +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_minor >= 1; + + /* this loop is only so that the whole thing will be repeated if someone + * else changes video mode between our query 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_MINOR >= 1 + if(rate <= 0) { + fgState.GameModeRefresh = XRRConfigCurrentRate(xrr_config); + } + + 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_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... */ 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_MINOR >= 1 + if(fgState.GameModeRefresh != -1) { + fgDisplay.prev_refresh = XRRConfigCurrentRate(xrr_config); + } +# endif + + fgDisplay.prev_size_valid = 1; + XRRFreeScreenConfigInfo(xrr_config); + } + } +# endif /* - * Remember the current ViewPort location of the screen to be able to - * restore the ViewPort on LeaveGameMode(): + * This highly depends on the XFree86 extensions, + * not approved as X Consortium standards */ - XF86VidModeGetViewPort( - fgDisplay.Display, - fgDisplay.Screen, - &fgDisplay.DisplayViewPortX, - &fgDisplay.DisplayViewPortY - ); +# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H + if(!XF86VidModeQueryExtension(fgDisplay.Display, &event_base, &error_base)) { + return; + } /* - * Remember the current pointer location before going fullscreen - * for restoring it later: + * Remember the current ViewPort location of the screen to be able to + * restore the ViewPort on LeaveGameMode(): */ - { - Window junk_window; - unsigned int mask; + if( !XF86VidModeGetViewPort( + fgDisplay.Display, + fgDisplay.Screen, + &fgDisplay.DisplayViewPortX, + &fgDisplay.DisplayViewPortY ) ) + fgWarning( "XF86VidModeGetViewPort failed" ); - 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 = @@ -96,16 +237,10 @@ static void fghRememberState( void ) ); if( !fgDisplay.DisplayModeValid ) - fgWarning( "Runtime use of XF86VidModeGetModeLine failed." ); - -# else - /* - * XXX warning fghRememberState: missing XFree86 video mode extensions, - * XXX game mode will not change screen resolution when activated - */ + fgWarning( "XF86VidModeGetModeLine failed" ); # endif -#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE +#elif TARGET_HOST_MS_WINDOWS /* DEVMODE devMode; */ @@ -114,7 +249,7 @@ static void fghRememberState( void ) /* hack to get around my stupid cross-gcc headers */ #define FREEGLUT_ENUM_CURRENT_SETTINGS -1 - EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, + EnumDisplaySettings( fgDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode ); /* Make sure we will be restoring all settings needed */ @@ -129,15 +264,29 @@ static void fghRememberState( void ) */ static void fghRestoreState( void ) { -#if TARGET_HOST_UNIX_X11 - -# ifdef X_XF86VidModeGetAllModeLines +#if TARGET_HOST_POSIX_X11 /* Restore the remembered pointer position: */ XWarpPointer( 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 @@ -148,12 +297,16 @@ 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. @@ -165,17 +318,22 @@ 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 @@ -184,28 +342,32 @@ static void fghRestoreState( void ) */ XFlush( fgDisplay.Display ); - return; + fgDisplay.DisplayModeValid = 0; +# ifdef HAVE_X11_EXTENSIONS_XRANDR_H + fgDisplay.prev_size_valid = 0; +# endif + + break; } } + XFree( displayModes ); } -# else - /* - * XXX warning fghRestoreState: missing XFree86 video mode extensions, - * XXX game mode will not change screen resolution when activated - */ # endif -#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE +#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. */ static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh ) { @@ -213,24 +375,69 @@ 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 ) ) ) { + if (!exactMatch) + { + /* Update the chosen refresh rate, otherwise a + * glutGameModeGet(GLUT_GAME_MODE_REFRESH_RATE) would not + * return the right values + */ + fgState.GameModeRefresh = refresh; + } + + 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 + + /* 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 + /* * This highly depends on the XFree86 extensions, * not approved as X Consortium standards */ -# ifdef X_XF86VidModeGetAllModeLines +# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H /* - * This is also used by applcations which check modes by calling + * This is also used by applications which check modes by calling * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check: */ if( haveToTest || fgDisplay.DisplayModeValid ) @@ -238,116 +445,156 @@ static GLboolean fghChangeDisplayMode( GLboolean haveToTest ) XF86VidModeModeInfo** displayModes; int i, displayModesCount; - XF86VidModeGetAllModeLines( - fgDisplay.Display, - fgDisplay.Screen, - &displayModesCount, - &displayModes - ); + /* 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(!fgDisplay.DisplayModeValid) { + if(!XF86VidModeGetModeLine(fgDisplay.Display, fgDisplay.Screen, + &fgDisplay.DisplayModeClock, &fgDisplay.DisplayMode)) { + return success; + } + } - /* Check every of the modes looking for one that matches our demands */ - for( i = 0; i < displayModesCount; i++ ) + if (fgState.GameModeSize.X == -1) { - 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; - } + fgState.GameModeSize.X = fgDisplay.DisplayMode.hdisplay; } - } + if (fgState.GameModeSize.Y == -1) + { + 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? + */ + } + if (fgState.GameModeRefresh == -1) + { + /* Compute the displays refresh rate, dotclock comes in kHz. */ + int refresh = ( fgDisplay.DisplayModeClock * 1000 ) / + ( fgDisplay.DisplayMode.htotal * fgDisplay.DisplayMode.vtotal ); - /* Something must have gone wrong */ - return GL_FALSE; + fgState.GameModeRefresh = refresh; + } -# else - /* - * XXX warning fghChangeDisplayMode: missing XFree86 video mode extensions, - * XXX game mode will not change screen resolution when activated - */ -# endif + /* query all possible display modes */ + if( !XF86VidModeGetAllModeLines( + fgDisplay.Display, + fgDisplay.Screen, + &displayModesCount, + &displayModes ) ) + { + fgWarning( "XF86VidModeGetAllModeLines failed" ); + return success; + } -#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE - unsigned int displayModes = 0, mode = 0xffffffff; - GLboolean success = GL_FALSE; - /* HDC desktopDC; */ - DEVMODE devMode; + /* + * 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; - /* - * 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; + if( !haveToTest && success ) { + if( !XF86VidModeSwitchToMode( + fgDisplay.Display, + fgDisplay.Screen, + displayModes[ i ] ) ) + fgWarning( "XF86VidModeSwitchToMode failed" ); } - displayModes++; + + XFree( displayModes ); } - if( mode == 0xffffffff ) - { - /* then try without Display Frequency */ - displayModes = 0; +# endif - /* 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++; - } - } - /* Did we find a matching display mode? */ - if( mode != 0xffffffff ) - { - int retVal = DISP_CHANGE_SUCCESSFUL; +#elif TARGET_HOST_MS_WINDOWS - /* Mark the values we want to modify in the display change call */ - devMode.dmFields |= - DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; + DEVMODE devMode; + char *fggmstr = NULL; + char displayMode[300]; - retVal = ChangeDisplaySettings( &devMode, haveToTest ? CDS_TEST : 0 ); + success = GL_FALSE; - /* I don't know if it's really needed, but looks nice: */ - success = (retVal == DISP_CHANGE_SUCCESSFUL) || - (retVal == DISP_CHANGE_NOTUPDATED); + EnumDisplaySettings( fgDisplay.DisplayName, -1, &devMode ); + devMode.dmFields = 0; - if( !haveToTest && success ) + 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; } - 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; } @@ -358,7 +605,7 @@ static 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" ); @@ -381,13 +628,18 @@ void FGAPIENTRY glutGameModeString( const char* string ) string ); - /* Hopefully it worked, and if not, we still have the default values */ + /* 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; fgState.GameModeDepth = depth; fgState.GameModeRefresh = refresh; } + + /* * Enters the game mode */ @@ -395,44 +647,34 @@ 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 * 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 - ); - /* * Grab the pointer to confine it into the window after the calls to * XWrapPointer() which ensure that the pointer really enters the window. @@ -443,26 +685,34 @@ 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 ); -# 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 + ); + +# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H if( fgDisplay.DisplayModeValid ) { @@ -470,7 +720,8 @@ 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 @@ -481,14 +732,14 @@ 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); } @@ -497,7 +748,7 @@ int FGAPIENTRY glutEnterGameMode( void ) /* Grab the keyboard, too */ XGrabKeyboard( fgDisplay.Display, - fgStructure.GameMode->Window.Handle, + fgStructure.GameModeWindow->Window.Handle, FALSE, GrabModeAsync, GrabModeAsync, CurrentTime @@ -505,7 +756,7 @@ int FGAPIENTRY glutEnterGameMode( void ) #endif - return TRUE; + return fgStructure.GameModeWindow->ID; } /* @@ -515,14 +766,12 @@ 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 ); @@ -542,7 +791,7 @@ 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 ); @@ -563,7 +812,7 @@ 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 );