Style normalization; removal of say-nothing-useful comments.
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@315 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
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@ -53,7 +53,8 @@ void fghRememberState( void )
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#if TARGET_HOST_UNIX_X11
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#if TARGET_HOST_UNIX_X11
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/*
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/*
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* This highly depends on the XFree86 extensions, not approved as X Consortium standards
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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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*/
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# ifdef X_XF86VidModeGetModeLine
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# ifdef X_XF86VidModeGetModeLine
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@ -106,7 +107,7 @@ void fghRememberState( void )
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#elif TARGET_HOST_WIN32
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#elif TARGET_HOST_WIN32
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/* DEVMODE devMode; */
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/* DEVMODE devMode; */
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/*
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/*
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* Grab the current desktop settings...
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* Grab the current desktop settings...
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*/
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*/
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@ -114,12 +115,14 @@ void fghRememberState( void )
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/* hack to get around my stupid cross-gcc headers */
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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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#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
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EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode );
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EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS,
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&fgDisplay.DisplayMode );
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/*
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/*
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* Make sure we will be restoring all settings needed
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* Make sure we will be restoring all settings needed
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*/
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*/
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fgDisplay.DisplayMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
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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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#endif
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}
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}
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@ -141,7 +144,8 @@ void fghRestoreState( void )
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);
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);
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/*
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/*
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* This highly depends on the XFree86 extensions, not approved as X Consortium standards
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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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*/
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if (fgDisplay.DisplayModeValid)
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if (fgDisplay.DisplayModeValid)
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@ -149,9 +153,6 @@ void fghRestoreState( void )
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XF86VidModeModeInfo** displayModes;
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XF86VidModeModeInfo** displayModes;
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int i, displayModesCount;
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int i, displayModesCount;
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/*
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* Query for all the display available...
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*/
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XF86VidModeGetAllModeLines(
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XF86VidModeGetAllModeLines(
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fgDisplay.Display,
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fgDisplay.Display,
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fgDisplay.Screen,
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fgDisplay.Screen,
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@ -160,26 +161,20 @@ void fghRestoreState( void )
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);
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);
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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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* 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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*/
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for( i=0; i<displayModesCount; i++ )
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for( i = 0; i < displayModesCount; i++ )
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{
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{
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if( displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay &&
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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 ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
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displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
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displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
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{
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{
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/*
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* OK, this is the display mode we have been looking for...
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*/
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XF86VidModeSwitchToMode(
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XF86VidModeSwitchToMode(
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fgDisplay.Display,
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fgDisplay.Display,
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fgDisplay.Screen,
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fgDisplay.Screen,
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displayModes[ i ]
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displayModes[ i ]
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);
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);
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/*
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* Now we can restore the remembered ViewPort:
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*/
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XF86VidModeSetViewPort(
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XF86VidModeSetViewPort(
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fgDisplay.Display,
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fgDisplay.Display,
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fgDisplay.Screen,
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fgDisplay.Screen,
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@ -187,12 +182,12 @@ void fghRestoreState( void )
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fgDisplay.DisplayViewPortY
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fgDisplay.DisplayViewPortY
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);
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);
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/*
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/*
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* For the case this would be the last X11 call the application
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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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* 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 exists.
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* commands sent to the X server before the application exits.
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*/
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*/
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XFlush(fgDisplay.Display);
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XFlush( fgDisplay.Display );
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return;
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return;
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}
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}
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@ -221,8 +216,10 @@ GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
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/*
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/*
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* The desired values should be stored in fgState structure...
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* The desired values should be stored in fgState structure...
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*/
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*/
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return( (width == fgState.GameModeSize.X) && (height == fgState.GameModeSize.Y) &&
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return( (width == fgState.GameModeSize.X) &&
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(depth == fgState.GameModeDepth) && (refresh == fgState.GameModeRefresh) );
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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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/*
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/*
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@ -233,7 +230,8 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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#if TARGET_HOST_UNIX_X11
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#if TARGET_HOST_UNIX_X11
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/*
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/*
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* This highly depends on the XFree86 extensions, not approved as X Consortium standards
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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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*/
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# ifdef X_XF86VidModeGetAllModeLines
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# ifdef X_XF86VidModeGetAllModeLines
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@ -246,9 +244,6 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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XF86VidModeModeInfo** displayModes;
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XF86VidModeModeInfo** displayModes;
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int i, displayModesCount;
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int i, displayModesCount;
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/*
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* Query for all the display available...
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*/
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XF86VidModeGetAllModeLines(
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XF86VidModeGetAllModeLines(
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fgDisplay.Display,
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fgDisplay.Display,
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fgDisplay.Screen,
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fgDisplay.Screen,
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@ -259,13 +254,15 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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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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* Check every of the modes looking for one that matches our demands
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*/
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*/
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for( i=0; i<displayModesCount; i++ )
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for( i = 0; i < displayModesCount; i++ )
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{
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{
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if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, displayModes[ i ]->vdisplay,
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if( fghCheckDisplayMode( displayModes[ i ]->hdisplay,
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fgState.GameModeDepth, fgState.GameModeRefresh ) )
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displayModes[ i ]->vdisplay,
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fgState.GameModeDepth,
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fgState.GameModeRefresh ) )
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{
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{
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if( haveToTest )
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if( haveToTest )
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return( TRUE );
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return TRUE;
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/*
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/*
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* OKi, this is the display mode we have been looking for...
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* OKi, this is the display mode we have been looking for...
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*/
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*/
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@ -274,10 +271,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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fgDisplay.Screen,
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fgDisplay.Screen,
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displayModes[ i ]
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displayModes[ i ]
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);
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);
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/*
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return TRUE;
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* Return successfull...
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*/
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return( TRUE );
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}
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}
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}
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}
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}
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}
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@ -285,7 +279,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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/*
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/*
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* Something must have went wrong
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* Something must have went wrong
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*/
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*/
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return( FALSE );
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return FALSE;
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# else
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# else
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# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
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# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
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@ -295,7 +289,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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unsigned int displayModes = 0, mode = 0xffffffff;
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unsigned int displayModes = 0, mode = 0xffffffff;
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GLboolean success = FALSE;
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GLboolean success = FALSE;
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/* HDC desktopDC; */
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/* HDC desktopDC; */
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DEVMODE devMode;
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DEVMODE devMode;
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/*
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/*
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@ -308,48 +302,36 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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* Does the enumerated display mode match the user's preferences?
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* Does the enumerated display mode match the user's preferences?
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*/
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*/
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if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
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if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
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devMode.dmBitsPerPel, devMode.dmDisplayFrequency ) )
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devMode.dmBitsPerPel,
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devMode.dmDisplayFrequency ) )
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{
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{
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/*
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* OKi, we've found a matching display mode, remember its number and break
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*/
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mode = displayModes;
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mode = displayModes;
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break;
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break;
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}
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}
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/*
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* Switch to the next display mode, if any
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*/
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displayModes++;
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displayModes++;
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}
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}
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if ( mode == 0xffffffff )
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if ( mode == 0xffffffff )
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{
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{
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/* then try without Display Frequency */
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displayModes = 0;
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/*
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* Enumerate the available display modes
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*/
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while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
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{
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/* then try without Display Frequency */
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/* then try without Display Frequency */
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displayModes = 0;
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if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
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devMode.dmBitsPerPel, fgState.GameModeRefresh))
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{
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/*
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* OKi, we've found a matching display mode, remember its number and break
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*/
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mode = displayModes;
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break;
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}
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/*
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/*
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* Switch to the next display mode, if any
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* Enumerate the available display modes
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*/
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*/
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displayModes++;
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while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
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}
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{
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/* then try without Display Frequency */
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if( fghCheckDisplayMode( devMode.dmPelsWidth,
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devMode.dmPelsHeight,
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devMode.dmBitsPerPel,
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fgState.GameModeRefresh ) )
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{
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mode = displayModes;
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break;
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}
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displayModes++;
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}
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}
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}
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/*
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/*
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@ -362,21 +344,17 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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/*
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/*
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* Mark the values we want to modify in the display change call
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* Mark the values we want to modify in the display change call
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*/
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*/
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devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
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devMode.dmFields |=
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DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
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/*
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* Change the current display mode (possibly in test mode only)
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*/
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retVal = ChangeDisplaySettings( &devMode, haveToTest ? CDS_TEST : 0 );
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retVal = ChangeDisplaySettings( &devMode, haveToTest ? CDS_TEST : 0 );
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/*
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/*
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* I don't know if it's really needed, but looks nice:
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* I don't know if it's really needed, but looks nice:
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*/
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*/
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success = (retVal == DISP_CHANGE_SUCCESSFUL) || (retVal == DISP_CHANGE_NOTUPDATED);
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success = (retVal == DISP_CHANGE_SUCCESSFUL) ||
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(retVal == DISP_CHANGE_NOTUPDATED);
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/*
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* If it was not a test, remember the current screen settings
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*/
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if( !haveToTest && success )
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if( !haveToTest && success )
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{
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{
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fgState.GameModeSize.X = devMode.dmPelsWidth;
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fgState.GameModeSize.X = devMode.dmPelsWidth;
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@ -386,10 +364,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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}
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}
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}
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}
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/*
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return success;
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* Otherwise we must have failed somewhere
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*/
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return( success );
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#endif
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#endif
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}
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}
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@ -410,14 +385,18 @@ void FGAPIENTRY glutGameModeString( const char* string )
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* that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which
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* that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which
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* appears in all GLUT game mode programs I have seen to date.
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* appears in all GLUT game mode programs I have seen to date.
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*/
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*/
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if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) != 4 )
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if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) !=
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4 )
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if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )
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if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )
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if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )
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if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )
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if( sscanf( string, "%ix%i", &width, &height ) != 2 )
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if( sscanf( string, "%ix%i", &width, &height ) != 2 )
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if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )
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if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )
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if( sscanf( string, ":%i", &depth ) != 1 )
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if( sscanf( string, ":%i", &depth ) != 1 )
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if( sscanf( string, "@%i", &refresh ) != 1 )
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if( sscanf( string, "@%i", &refresh ) != 1 )
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fgWarning( "unable to parse game mode string `%s'", string );
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fgWarning(
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"unable to parse game mode string `%s'",
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string
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);
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/*
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/*
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* Hopefully it worked, and if not, we still have the default values
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* Hopefully it worked, and if not, we still have the default values
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@ -433,50 +412,32 @@ void FGAPIENTRY glutGameModeString( const char* string )
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*/
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*/
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int FGAPIENTRY glutEnterGameMode( void )
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int FGAPIENTRY glutEnterGameMode( void )
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{
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{
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/*
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if( fgStructure.GameMode )
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* Check if a game mode window already exists...
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*/
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if( fgStructure.GameMode != NULL )
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{
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/*
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* ...if so, delete it before proceeding...
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*/
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fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
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fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
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}
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else
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else
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{
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fghRememberState( );
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/*
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* ...otherwise remember the current resolution, etc.
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*/
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fghRememberState();
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}
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/*
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* We are ready to change the current screen's resolution now
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*/
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if( fghChangeDisplayMode( FALSE ) == FALSE )
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if( fghChangeDisplayMode( FALSE ) == FALSE )
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{
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{
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fgWarning( "failed to change screen settings" );
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fgWarning( "failed to change screen settings" );
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return( FALSE );
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return FALSE;
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}
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}
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/*
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* Finally, have the game mode window created
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*/
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fgStructure.GameMode = fgCreateWindow(
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fgStructure.GameMode = fgCreateWindow(
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NULL, "FREEGLUT", 0, 0, fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE
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NULL, "FREEGLUT", 0, 0,
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fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE
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);
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);
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|
||||||
#if TARGET_HOST_UNIX_X11
|
#if TARGET_HOST_UNIX_X11
|
||||||
|
|
||||||
/* Move the window up to the topleft corner */
|
/* 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
|
* Sync needed to avoid a real race, the Xserver must have really created
|
||||||
* the window before we can grab the pointer into it:
|
* 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 */
|
/* Move the Pointer to the middle of the fullscreen window */
|
||||||
XWarpPointer(
|
XWarpPointer(
|
||||||
@ -496,15 +457,15 @@ int FGAPIENTRY glutEnterGameMode( void )
|
|||||||
* (XSetInputFocus) is called with a not yet viewable window, it will exit
|
* (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:
|
* the application which we have to aviod, so wait until it's viewable:
|
||||||
*/
|
*/
|
||||||
while (GrabSuccess != XGrabPointer(
|
while( GrabSuccess != XGrabPointer(
|
||||||
fgDisplay.Display, fgStructure.GameMode->Window.Handle,
|
fgDisplay.Display, fgStructure.GameMode->Window.Handle,
|
||||||
TRUE, ButtonPressMask|ButtonReleaseMask|ButtonMotionMask
|
TRUE,
|
||||||
|PointerMotionMask,
|
ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
|
||||||
GrabModeAsync, GrabModeAsync,
|
| PointerMotionMask,
|
||||||
fgStructure.GameMode->Window.Handle, None, CurrentTime)) {
|
GrabModeAsync, GrabModeAsync,
|
||||||
usleep (100);
|
fgStructure.GameMode->Window.Handle, None, CurrentTime) )
|
||||||
}
|
usleep( 100 );
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Change input focus to the new window. This will exit the application
|
* 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.
|
* if the new window is not viewable yet, see the XGrabPointer loop above.
|
||||||
@ -518,19 +479,20 @@ int FGAPIENTRY glutEnterGameMode( void )
|
|||||||
|
|
||||||
# ifdef X_XF86VidModeSetViewPort
|
# ifdef X_XF86VidModeSetViewPort
|
||||||
|
|
||||||
if (fgDisplay.DisplayModeValid) {
|
if (fgDisplay.DisplayModeValid)
|
||||||
|
{
|
||||||
int x, y;
|
int x, y;
|
||||||
Window child;
|
Window child;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Change to viewport to the window topleft edge:
|
* 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
|
* Final window repositioning: It could be avoided using an undecorated
|
||||||
* window using override_redirect, but this * would possily require more
|
* window using override_redirect, but this * would possily require
|
||||||
* changes and investigation.
|
* more changes and investigation.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/* Get the current postion of the drawable area on screen */
|
/* Get the current postion of the drawable area on screen */
|
||||||
@ -543,7 +505,8 @@ int FGAPIENTRY glutEnterGameMode( void )
|
|||||||
);
|
);
|
||||||
|
|
||||||
/* Move the decorataions out of the topleft corner of the display */
|
/* 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
|
||||||
@ -561,10 +524,7 @@ int FGAPIENTRY glutEnterGameMode( void )
|
|||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
/*
|
return TRUE;
|
||||||
* Return successfull
|
|
||||||
*/
|
|
||||||
return( TRUE );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -572,26 +532,17 @@ int FGAPIENTRY glutEnterGameMode( void )
|
|||||||
*/
|
*/
|
||||||
void FGAPIENTRY glutLeaveGameMode( void )
|
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 );
|
fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
|
||||||
|
|
||||||
#if TARGET_HOST_UNIX_X11
|
#if TARGET_HOST_UNIX_X11
|
||||||
|
|
||||||
/*
|
|
||||||
* Ungrab the mouse and keyboard
|
|
||||||
*/
|
|
||||||
XUngrabPointer( fgDisplay.Display, CurrentTime );
|
XUngrabPointer( fgDisplay.Display, CurrentTime );
|
||||||
XUngrabKeyboard( fgDisplay.Display, CurrentTime );
|
XUngrabKeyboard( fgDisplay.Display, CurrentTime );
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
/*
|
|
||||||
* Then, have the desktop visual settings restored
|
|
||||||
*/
|
|
||||||
fghRestoreState();
|
fghRestoreState();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -600,59 +551,34 @@ void FGAPIENTRY glutLeaveGameMode( void )
|
|||||||
*/
|
*/
|
||||||
int FGAPIENTRY glutGameModeGet( GLenum eWhat )
|
int FGAPIENTRY glutGameModeGet( GLenum eWhat )
|
||||||
{
|
{
|
||||||
/*
|
|
||||||
* See why are we bothered
|
|
||||||
*/
|
|
||||||
switch( eWhat )
|
switch( eWhat )
|
||||||
{
|
{
|
||||||
case GLUT_GAME_MODE_ACTIVE:
|
case GLUT_GAME_MODE_ACTIVE:
|
||||||
/*
|
return !!fgStructure.GameMode;
|
||||||
* Check if the game mode is currently active
|
|
||||||
*/
|
|
||||||
return( fgStructure.GameMode != NULL );
|
|
||||||
|
|
||||||
case GLUT_GAME_MODE_POSSIBLE:
|
case GLUT_GAME_MODE_POSSIBLE:
|
||||||
/*
|
return fghChangeDisplayMode( TRUE );
|
||||||
* Check if the current game mode settings are valid
|
|
||||||
*/
|
|
||||||
return( fghChangeDisplayMode( TRUE ) );
|
|
||||||
|
|
||||||
case GLUT_GAME_MODE_WIDTH:
|
case GLUT_GAME_MODE_WIDTH:
|
||||||
/*
|
return fgState.GameModeSize.X;
|
||||||
* The game mode screen width
|
|
||||||
*/
|
|
||||||
return( fgState.GameModeSize.X );
|
|
||||||
|
|
||||||
case GLUT_GAME_MODE_HEIGHT:
|
case GLUT_GAME_MODE_HEIGHT:
|
||||||
/*
|
return fgState.GameModeSize.Y;
|
||||||
* The game mode screen height
|
|
||||||
*/
|
|
||||||
return( fgState.GameModeSize.Y );
|
|
||||||
|
|
||||||
case GLUT_GAME_MODE_PIXEL_DEPTH:
|
case GLUT_GAME_MODE_PIXEL_DEPTH:
|
||||||
/*
|
return fgState.GameModeDepth;
|
||||||
* The game mode pixel depth
|
|
||||||
*/
|
|
||||||
return( fgState.GameModeDepth );
|
|
||||||
|
|
||||||
case GLUT_GAME_MODE_REFRESH_RATE:
|
case GLUT_GAME_MODE_REFRESH_RATE:
|
||||||
/*
|
return fgState.GameModeRefresh;
|
||||||
* The game mode refresh rate
|
|
||||||
*/
|
|
||||||
return( fgState.GameModeRefresh );
|
|
||||||
|
|
||||||
case GLUT_GAME_MODE_DISPLAY_CHANGED:
|
case GLUT_GAME_MODE_DISPLAY_CHANGED:
|
||||||
/*
|
/*
|
||||||
* This is true if the game mode has been activated successfully..
|
* 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 ***/
|
/*** END OF FILE ***/
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user