reactphysics3d/examples/common/opengl-framework/freeglut/freeglut_gamemode.c

820 lines
26 KiB
C

/*
* freeglut_gamemode.c
*
* The game mode handling code.
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Thu Dec 16 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
* TODO BEFORE THE STABLE RELEASE:
*
* glutGameModeString() -- missing
* glutEnterGameMode() -- X11 version
* glutLeaveGameMode() -- is that correct?
* glutGameModeGet() -- is that correct?
*/
/* -- 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<ssizes_count; i++) {
if(ssizes[i].width == xsz && ssizes[i].height == ysz) {
res_idx = i;
break; /* found it */
}
}
}
if(res_idx == -1)
break; /* no matching resolution */
#if ( RANDR_MAJOR >= 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<rates_count; i++) {
if(rates[i] == rate) {
break;
}
}
if(i == rates_count) {
break; /* no matching rate */
}
}
#endif
if(just_checking) {
result = 0;
break;
}
#if ( RANDR_MAJOR >= 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...
*/
static void fghRememberState( void )
{
#if TARGET_HOST_POSIX_X11
int event_base, error_base;
/*
* Remember the current pointer location before going fullscreen
* for restoring it later:
*/
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;
XRRFreeScreenConfigInfo(xrr_config);
}
}
# endif
/*
* This highly depends on the XFree86 extensions,
* not approved as X Consortium standards
*/
# ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H
if(!XF86VidModeQueryExtension(fgDisplay.Display, &event_base, &error_base)) {
return;
}
/*
* Remember the current ViewPort location of the screen to be able to
* restore the ViewPort on LeaveGameMode():
*/
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,
&fgDisplay.DisplayModeClock,
&fgDisplay.DisplayMode
);
if( !fgDisplay.DisplayModeValid )
fgWarning( "XF86VidModeGetModeLine failed" );
# endif
#elif TARGET_HOST_MS_WINDOWS
/* DEVMODE devMode; */
/* Grab the current desktop settings... */
/* hack to get around my stupid cross-gcc headers */
#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
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;
#endif
}
/*
* Restores the previously remembered visual settings
*/
static void fghRestoreState( void )
{
#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
*/
if( fgDisplay.DisplayModeValid )
{
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
if( !XF86VidModeGetAllModeLines(
fgDisplay.Display,
fgDisplay.Screen,
&displayModesCount,
&displayModes ) )
{
fgWarning( "XF86VidModeGetAllModeLines failed" );
return;
}
/*
* 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++ )
{
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" );
/*
* 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 );
fgDisplay.DisplayModeValid = 0;
# ifdef HAVE_X11_EXTENSIONS_XRANDR_H
fgDisplay.prev_size_valid = 0;
# endif
break;
}
}
XFree( displayModes );
}
# endif
#elif TARGET_HOST_MS_WINDOWS
/* 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 a single display mode settings against user's preferences.
*/
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 );
}
/*
* 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 )
{
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 HAVE_X11_EXTENSIONS_XF86VMODE_H
/*
* This is also used by applications which check modes by calling
* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
*/
if( haveToTest || fgDisplay.DisplayModeValid )
{
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 ***/