#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
#elif TARGET_HOST_WIN32
/* DEVMODE devMode; */
-
+
/*
* 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( 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
}
);
/*
- * 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
*/
if (fgDisplay.DisplayModeValid)
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
- /*
- * Query for all the display available...
- */
XF86VidModeGetAllModeLines(
fgDisplay.Display,
fgDisplay.Screen,
);
/*
- * 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; i<displayModesCount; i++ )
+ for( i = 0; i < displayModesCount; i++ )
{
- if( displayModes[ i ]->hdisplay == 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 )
{
- /*
- * OK, this is the display mode we have been looking for...
- */
XF86VidModeSwitchToMode(
fgDisplay.Display,
fgDisplay.Screen,
displayModes[ i ]
);
-
- /*
- * Now we can restore the remembered ViewPort:
- */
XF86VidModeSetViewPort(
fgDisplay.Display,
fgDisplay.Screen,
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);
+ /*
+ * 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;
}
/*
* 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) );
}
/*
#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
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
- /*
- * Query for all the display available...
- */
XF86VidModeGetAllModeLines(
fgDisplay.Display,
fgDisplay.Screen,
/*
* Check every of the modes looking for one that matches our demands
*/
- for( i=0; i<displayModesCount; i++ )
+ for( i = 0; i < displayModesCount; i++ )
{
- if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, 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 TRUE;
/*
* OKi, this is the display mode we have been looking for...
*/
fgDisplay.Screen,
displayModes[ i ]
);
- /*
- * Return successfull...
- */
- return( TRUE );
+ return TRUE;
}
}
}
/*
* Something must have went wrong
*/
- return( FALSE );
+ return FALSE;
# else
# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
unsigned int displayModes = 0, mode = 0xffffffff;
GLboolean success = FALSE;
-/* HDC desktopDC; */
+ /* HDC desktopDC; */
DEVMODE 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 )
{
- /* 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 ) == TRUE )
+ {
+ /* then try without Display Frequency */
+ if( fghCheckDisplayMode( devMode.dmPelsWidth,
+ devMode.dmPelsHeight,
+ devMode.dmBitsPerPel,
+ fgState.GameModeRefresh ) )
+ {
+ mode = displayModes;
+ break;
+ }
+ displayModes++;
+ }
}
/*
/*
* 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;
}
}
- /*
- * Otherwise we must have failed somewhere
- */
- return( success );
+ return success;
#endif
}
* 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
*/
int FGAPIENTRY glutEnterGameMode( void )
{
- /*
- * Check if a game mode window already exists...
- */
- if( fgStructure.GameMode != NULL )
- {
- /*
- * ...if so, delete it before proceeding...
- */
+ if( fgStructure.GameMode )
fgAddToWindowDestroyList( fgStructure.GameMode, 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 )
{
- 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, TRUE
);
#if TARGET_HOST_UNIX_X11
/* Move the window up to the topleft corner */
- XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0);
+ XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0 );
/*
* 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);
+ XSync( fgDisplay.Display, False );
/* Move the Pointer to the middle of the fullscreen window */
XWarpPointer(
* (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.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.
# ifdef X_XF86VidModeSetViewPort
- if (fgDisplay.DisplayModeValid) {
+ if (fgDisplay.DisplayModeValid)
+ {
int x, y;
Window child;
/*
* Change to viewport to the window topleft edge:
*/
- XF86VidModeSetViewPort(fgDisplay.Display, fgDisplay.Screen, 0, 0);
+ 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.
+ * window using override_redirect, but this * would possily require
+ * more changes and investigation.
*/
/* Get the current postion of the drawable area on screen */
);
/* Move the decorataions out of the topleft corner of the display */
- XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, -x, -y);
+ XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ -x, -y);
}
#endif
#endif
- /*
- * Return successfull
- */
- return( TRUE );
+ return TRUE;
}
/*
*/
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 );
#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();
}
*/
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( 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 ***/
-
-
-
-