820 lines
26 KiB
C
820 lines
26 KiB
C
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/*
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* freeglut_gamemode.c
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*
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* The game mode handling code.
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*
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* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
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* Written by Pawel W. Olszta, <olszta@sourceforge.net>
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* Creation date: Thu Dec 16 1999
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <GL/freeglut.h>
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#include "freeglut_internal.h"
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/*
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* TODO BEFORE THE STABLE RELEASE:
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*
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* glutGameModeString() -- missing
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* glutEnterGameMode() -- X11 version
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* glutLeaveGameMode() -- is that correct?
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* glutGameModeGet() -- is that correct?
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*/
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/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
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#if TARGET_HOST_POSIX_X11
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static int xrandr_resize(int xsz, int ysz, int rate, int just_checking)
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{
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#ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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int event_base, error_base, ver_major, ver_minor, use_rate;
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XRRScreenConfiguration *xrr_config = 0;
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Status result = -1;
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/* must check at runtime for the availability of the extension */
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if(!XRRQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
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return -1;
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}
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XRRQueryVersion(fgDisplay.Display, &ver_major, &ver_minor);
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/* we only heed the rate if we CAN actually use it (Xrandr >= 1.1) and
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* the user actually cares about it (rate > 0)
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*/
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use_rate = ( rate > 0 ) && ( ( ver_major >= 1 ) ||
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( ( ver_major == 1 ) && ( ver_minor >= 1 ) ) );
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/* this loop is only so that the whole thing will be repeated if someone
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* else changes video mode between our query of the current information and
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* the attempt to change it.
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*/
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do {
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XRRScreenSize *ssizes;
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short *rates;
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Rotation rot;
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int i, ssizes_count, rates_count, curr, res_idx = -1;
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Time timestamp, cfg_timestamp;
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if(xrr_config) {
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XRRFreeScreenConfigInfo(xrr_config);
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}
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if(!(xrr_config = XRRGetScreenInfo(fgDisplay.Display, fgDisplay.RootWindow))) {
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fgWarning("XRRGetScreenInfo failed");
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break;
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}
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ssizes = XRRConfigSizes(xrr_config, &ssizes_count);
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curr = XRRConfigCurrentConfiguration(xrr_config, &rot);
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timestamp = XRRConfigTimes(xrr_config, &cfg_timestamp);
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/* if either of xsz or ysz are unspecified, use the current values */
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if(xsz <= 0)
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xsz = fgState.GameModeSize.X = ssizes[curr].width;
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if(ysz <= 0)
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ysz = fgState.GameModeSize.Y = ssizes[curr].height;
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if(xsz == ssizes[curr].width && ysz == ssizes[curr].height) {
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/* no need to switch, we're already in the requested resolution */
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res_idx = curr;
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} else {
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for(i=0; i<ssizes_count; i++) {
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if(ssizes[i].width == xsz && ssizes[i].height == ysz) {
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res_idx = i;
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break; /* found it */
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}
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}
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}
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if(res_idx == -1)
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break; /* no matching resolution */
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#if ( RANDR_MAJOR >= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) )
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if(use_rate) {
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rate = fgState.GameModeRefresh;
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/* for the selected resolution, let's find out if there is
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* a matching refresh rate available.
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*/
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rates = XRRConfigRates(xrr_config, res_idx, &rates_count);
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for(i=0; i<rates_count; i++) {
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if(rates[i] == rate) {
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break;
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}
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}
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if(i == rates_count) {
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break; /* no matching rate */
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}
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}
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#endif
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if(just_checking) {
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result = 0;
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break;
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}
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#if ( RANDR_MAJOR >= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) )
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if(use_rate)
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result = XRRSetScreenConfigAndRate(fgDisplay.Display, xrr_config,
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fgDisplay.RootWindow, res_idx, rot, rate, timestamp);
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else
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#endif
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result = XRRSetScreenConfig(fgDisplay.Display, xrr_config,
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fgDisplay.RootWindow, res_idx, rot, timestamp);
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} while(result == RRSetConfigInvalidTime);
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if(xrr_config) {
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XRRFreeScreenConfigInfo(xrr_config);
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}
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if(result == 0) {
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return 0;
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}
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#endif /* HAVE_X11_EXTENSIONS_XRANDR_H */
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return -1;
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}
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#endif /* TARGET_HOST_POSIX_X11 */
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/*
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* Remembers the current visual settings, so that
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* we can change them and restore later...
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*/
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static void fghRememberState( void )
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{
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#if TARGET_HOST_POSIX_X11
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int event_base, error_base;
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/*
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* Remember the current pointer location before going fullscreen
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* for restoring it later:
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*/
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Window junk_window;
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unsigned int junk_mask;
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XQueryPointer(fgDisplay.Display, fgDisplay.RootWindow,
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&junk_window, &junk_window,
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&fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
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&fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &junk_mask);
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# ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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if(XRRQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
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XRRScreenConfiguration *xrr_config;
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XRRScreenSize *ssizes;
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Rotation rot;
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int ssize_count, curr;
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if((xrr_config = XRRGetScreenInfo(fgDisplay.Display, fgDisplay.RootWindow))) {
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ssizes = XRRConfigSizes(xrr_config, &ssize_count);
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curr = XRRConfigCurrentConfiguration(xrr_config, &rot);
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fgDisplay.prev_xsz = ssizes[curr].width;
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fgDisplay.prev_ysz = ssizes[curr].height;
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fgDisplay.prev_refresh = -1;
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# if ( RANDR_MAJOR >= 1 ) || ( ( RANDR_MAJOR == 1 ) && ( RANDR_MINOR >= 1 ) )
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if(fgState.GameModeRefresh != -1) {
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fgDisplay.prev_refresh = XRRConfigCurrentRate(xrr_config);
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}
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# endif
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fgDisplay.prev_size_valid = 1;
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XRRFreeScreenConfigInfo(xrr_config);
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}
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}
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# endif
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/*
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* This highly depends on the XFree86 extensions,
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* not approved as X Consortium standards
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*/
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# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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if(!XF86VidModeQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
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return;
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}
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/*
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* Remember the current ViewPort location of the screen to be able to
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* restore the ViewPort on LeaveGameMode():
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*/
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if( !XF86VidModeGetViewPort(
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fgDisplay.Display,
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fgDisplay.Screen,
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&fgDisplay.DisplayViewPortX,
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&fgDisplay.DisplayViewPortY ) )
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fgWarning( "XF86VidModeGetViewPort failed" );
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/* Query the current display settings: */
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fgDisplay.DisplayModeValid =
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XF86VidModeGetModeLine(
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fgDisplay.Display,
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fgDisplay.Screen,
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&fgDisplay.DisplayModeClock,
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&fgDisplay.DisplayMode
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);
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if( !fgDisplay.DisplayModeValid )
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fgWarning( "XF86VidModeGetModeLine failed" );
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# endif
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#elif TARGET_HOST_MS_WINDOWS
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/* DEVMODE devMode; */
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/* Grab the current desktop settings... */
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/* hack to get around my stupid cross-gcc headers */
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#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
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EnumDisplaySettings( fgDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,
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&fgDisplay.DisplayMode );
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/* Make sure we will be restoring all settings needed */
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fgDisplay.DisplayMode.dmFields |=
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DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
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#endif
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}
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/*
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* Restores the previously remembered visual settings
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*/
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static void fghRestoreState( void )
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{
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#if TARGET_HOST_POSIX_X11
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/* Restore the remembered pointer position: */
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XWarpPointer(
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fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
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fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
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);
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# ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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if(fgDisplay.prev_size_valid) {
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if(xrandr_resize(fgDisplay.prev_xsz, fgDisplay.prev_ysz, fgDisplay.prev_refresh, 0) != -1) {
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fgDisplay.prev_size_valid = 0;
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# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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fgDisplay.DisplayModeValid = 0;
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# endif
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return;
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}
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}
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# endif
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# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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/*
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* This highly depends on the XFree86 extensions,
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* not approved as X Consortium standards
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*/
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if( fgDisplay.DisplayModeValid )
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{
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XF86VidModeModeInfo** displayModes;
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int i, displayModesCount;
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if( !XF86VidModeGetAllModeLines(
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fgDisplay.Display,
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fgDisplay.Screen,
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&displayModesCount,
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&displayModes ) )
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{
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fgWarning( "XF86VidModeGetAllModeLines failed" );
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return;
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}
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/*
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* Check every of the modes looking for one that matches our demands.
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* If we find one, switch to it and restore the remembered viewport.
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*/
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for( i = 0; i < displayModesCount; i++ )
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{
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if(displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay &&
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displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
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displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
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{
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if( !XF86VidModeSwitchToMode(
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fgDisplay.Display,
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fgDisplay.Screen,
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displayModes[ i ] ) )
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{
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fgWarning( "XF86VidModeSwitchToMode failed" );
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break;
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}
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if( !XF86VidModeSetViewPort(
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fgDisplay.Display,
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fgDisplay.Screen,
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fgDisplay.DisplayViewPortX,
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fgDisplay.DisplayViewPortY ) )
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fgWarning( "XF86VidModeSetViewPort failed" );
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/*
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* For the case this would be the last X11 call the application
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* calls exit() we've to flush the X11 output queue to have the
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* commands sent to the X server before the application exits.
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*/
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XFlush( fgDisplay.Display );
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fgDisplay.DisplayModeValid = 0;
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# ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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fgDisplay.prev_size_valid = 0;
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# endif
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break;
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}
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}
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XFree( displayModes );
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}
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# endif
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#elif TARGET_HOST_MS_WINDOWS
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/* Restore the previously remembered desktop display settings */
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ChangeDisplaySettingsEx( fgDisplay.DisplayName,&fgDisplay.DisplayMode, 0,0,0 );
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#endif
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}
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#if TARGET_HOST_POSIX_X11
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#ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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/*
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* Checks a single display mode settings against user's preferences.
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*/
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static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
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{
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/* The desired values should be stored in fgState structure... */
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return ( width == fgState.GameModeSize.X ) &&
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( height == fgState.GameModeSize.Y ) &&
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( depth == fgState.GameModeDepth ) &&
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( refresh == fgState.GameModeRefresh );
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}
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/*
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* Checks all display modes settings against user's preferences.
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* Returns the mode number found or -1 if none could be found.
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*/
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static int fghCheckDisplayModes( GLboolean exactMatch, int displayModesCount, XF86VidModeModeInfo** displayModes )
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{
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int i;
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for( i = 0; i < displayModesCount; i++ )
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{
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/* Compute the displays refresh rate, dotclock comes in kHz. */
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int refresh = ( displayModes[ i ]->dotclock * 1000 ) /
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( displayModes[ i ]->htotal * displayModes[ i ]->vtotal );
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if( fghCheckDisplayMode( displayModes[ i ]->hdisplay,
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displayModes[ i ]->vdisplay,
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fgState.GameModeDepth,
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( exactMatch ? refresh : fgState.GameModeRefresh ) ) ) {
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if (!exactMatch)
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{
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/* Update the chosen refresh rate, otherwise a
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* glutGameModeGet(GLUT_GAME_MODE_REFRESH_RATE) would not
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* return the right values
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*/
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fgState.GameModeRefresh = refresh;
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}
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return i;
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}
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}
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return -1;
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}
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#endif
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#endif
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/*
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* Changes the current display mode to match user's settings
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*/
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static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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{
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GLboolean success = GL_FALSE;
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#if TARGET_HOST_POSIX_X11
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/* first try to use XRandR, then fallback to XF86VidMode */
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# ifdef HAVE_X11_EXTENSIONS_XRANDR_H
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if(xrandr_resize(fgState.GameModeSize.X, fgState.GameModeSize.Y,
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fgState.GameModeRefresh, haveToTest) != -1) {
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return GL_TRUE;
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}
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# endif
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/*
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* This highly depends on the XFree86 extensions,
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* not approved as X Consortium standards
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*/
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# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
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/*
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* This is also used by applications which check modes by calling
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* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
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*/
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if( haveToTest || fgDisplay.DisplayModeValid )
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{
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||
|
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(!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)
|
||
|
{
|
||
|
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 );
|
||
|
|
||
|
fgState.GameModeRefresh = refresh;
|
||
|
}
|
||
|
|
||
|
/* query all possible display modes */
|
||
|
if( !XF86VidModeGetAllModeLines(
|
||
|
fgDisplay.Display,
|
||
|
fgDisplay.Screen,
|
||
|
&displayModesCount,
|
||
|
&displayModes ) )
|
||
|
{
|
||
|
fgWarning( "XF86VidModeGetAllModeLines failed" );
|
||
|
return success;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* 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 );
|
||
|
}
|
||
|
|
||
|
# endif
|
||
|
|
||
|
|
||
|
#elif TARGET_HOST_MS_WINDOWS
|
||
|
|
||
|
DEVMODE devMode;
|
||
|
char *fggmstr = NULL;
|
||
|
char displayMode[300];
|
||
|
|
||
|
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)
|
||
|
{
|
||
|
/* 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;
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
|
||
|
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
|
||
|
|
||
|
/*
|
||
|
* Sets the game mode display string
|
||
|
*/
|
||
|
void FGAPIENTRY glutGameModeString( const char* string )
|
||
|
{
|
||
|
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
|
||
|
* about it that I was unable to find the game mode string definition, so
|
||
|
* 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", &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
|
||
|
);
|
||
|
|
||
|
/* 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
|
||
|
*/
|
||
|
int FGAPIENTRY glutEnterGameMode( void )
|
||
|
{
|
||
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
|
||
|
|
||
|
if( fgStructure.GameModeWindow )
|
||
|
fgAddToWindowDestroyList( fgStructure.GameModeWindow );
|
||
|
else
|
||
|
fghRememberState( );
|
||
|
|
||
|
if( ! fghChangeDisplayMode( GL_FALSE ) )
|
||
|
{
|
||
|
fgWarning( "failed to change screen settings" );
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
fgStructure.GameModeWindow = fgCreateWindow(
|
||
|
NULL, "FREEGLUT", GL_TRUE, 0, 0,
|
||
|
GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
|
||
|
GL_TRUE, GL_FALSE
|
||
|
);
|
||
|
|
||
|
fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
|
||
|
fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
|
||
|
fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
|
||
|
|
||
|
#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 );
|
||
|
/*
|
||
|
* 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:
|
||
|
*/
|
||
|
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.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 HAVE_X11_EXTENSIONS_XF86VMODE_H
|
||
|
|
||
|
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.
|
||
|
*/
|
||
|
|
||
|
/* Get the current postion of the drawable area on screen */
|
||
|
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 */
|
||
|
XGrabKeyboard(
|
||
|
fgDisplay.Display,
|
||
|
fgStructure.GameModeWindow->Window.Handle,
|
||
|
FALSE,
|
||
|
GrabModeAsync, GrabModeAsync,
|
||
|
CurrentTime
|
||
|
);
|
||
|
|
||
|
#endif
|
||
|
|
||
|
return fgStructure.GameModeWindow->ID;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Leaves the game mode
|
||
|
*/
|
||
|
void FGAPIENTRY glutLeaveGameMode( void )
|
||
|
{
|
||
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
|
||
|
|
||
|
freeglut_return_if_fail( fgStructure.GameModeWindow );
|
||
|
|
||
|
fgAddToWindowDestroyList( fgStructure.GameModeWindow );
|
||
|
fgStructure.GameModeWindow = NULL;
|
||
|
|
||
|
#if TARGET_HOST_POSIX_X11
|
||
|
|
||
|
XUngrabPointer( fgDisplay.Display, CurrentTime );
|
||
|
XUngrabKeyboard( fgDisplay.Display, CurrentTime );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
fghRestoreState();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Returns information concerning the freeglut game mode
|
||
|
*/
|
||
|
int FGAPIENTRY glutGameModeGet( GLenum eWhat )
|
||
|
{
|
||
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
|
||
|
|
||
|
switch( eWhat )
|
||
|
{
|
||
|
case GLUT_GAME_MODE_ACTIVE:
|
||
|
return !!fgStructure.GameModeWindow;
|
||
|
|
||
|
case GLUT_GAME_MODE_POSSIBLE:
|
||
|
return fghChangeDisplayMode( GL_TRUE );
|
||
|
|
||
|
case GLUT_GAME_MODE_WIDTH:
|
||
|
return fgState.GameModeSize.X;
|
||
|
|
||
|
case GLUT_GAME_MODE_HEIGHT:
|
||
|
return fgState.GameModeSize.Y;
|
||
|
|
||
|
case GLUT_GAME_MODE_PIXEL_DEPTH:
|
||
|
return fgState.GameModeDepth;
|
||
|
|
||
|
case GLUT_GAME_MODE_REFRESH_RATE:
|
||
|
return fgState.GameModeRefresh;
|
||
|
|
||
|
case GLUT_GAME_MODE_DISPLAY_CHANGED:
|
||
|
/*
|
||
|
* This is true if the game mode has been activated successfully..
|
||
|
*/
|
||
|
return !!fgStructure.GameModeWindow;
|
||
|
}
|
||
|
|
||
|
fgWarning( "Unknown gamemode get: %d", eWhat );
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
/*** END OF FILE ***/
|