when entering game mode, now avoiding call to ChangeDisplaySettingsEx
when not necessary. Avoids flashing of the screen git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1453 7f0cb862-5218-0410-a997-914c9d46530a
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2de980d6b4
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@ -29,74 +29,47 @@
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#include "../fg_internal.h"
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#include "../fg_internal.h"
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/*
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/*
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* Remembers the current visual settings, so that
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*
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* we can change them and restore later...
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*
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*/
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*/
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void fgPlatformRememberState( void )
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GLboolean fghPlatformChangeDisplayMode(GLboolean haveToTest, DEVMODE *devModeRequested)
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{
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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.pDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,
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&fgDisplay.pDisplay.DisplayMode );
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/* Make sure we will be restoring all settings needed */
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fgDisplay.pDisplay.DisplayMode.dmFields |=
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DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
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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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void fgPlatformRestoreState( void )
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{
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/* Restore the previously remembered desktop display settings */
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ChangeDisplaySettingsEx( fgDisplay.pDisplay.DisplayName,&fgDisplay.pDisplay.DisplayMode, 0,0,0 );
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}
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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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GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
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{
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{
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GLboolean success = GL_FALSE;
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GLboolean success = GL_FALSE;
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DEVMODE devMode;
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DEVMODE devModeCurrent;
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char *fggmstr = NULL;
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char *fggmstr = NULL;
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char displayMode[300];
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char displayMode[300];
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success = GL_FALSE;
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/* Get current display mode */
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EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent );
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EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, -1, &devMode );
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/* Now see if requested matches current mode, then we're done
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devMode.dmFields = 0;
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* There's only four fields we touch:
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* - dmPelsWidth
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if (fgState.GameModeSize.X!=-1)
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* - dmPelsHeight
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* - dmBitsPerPel
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* - dmDisplayFrequency
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*/
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if (devModeCurrent.dmPelsWidth ==devModeRequested->dmPelsWidth &&
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devModeCurrent.dmPelsHeight ==devModeRequested->dmPelsHeight &&
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devModeCurrent.dmBitsPerPel ==devModeRequested->dmBitsPerPel &&
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devModeCurrent.dmDisplayFrequency==devModeRequested->dmDisplayFrequency)
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{
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{
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devMode.dmPelsWidth = fgState.GameModeSize.X;
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if (!haveToTest)
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devMode.dmFields |= DM_PELSWIDTH;
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}
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if (fgState.GameModeSize.Y!=-1)
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{
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{
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devMode.dmPelsHeight = fgState.GameModeSize.Y;
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/* update vars in case if actual switch was requested */
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devMode.dmFields |= DM_PELSHEIGHT;
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EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent );
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}
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fgState.GameModeSize.X = devModeCurrent.dmPelsWidth;
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if (fgState.GameModeDepth!=-1)
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fgState.GameModeSize.Y = devModeCurrent.dmPelsHeight;
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{
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fgState.GameModeDepth = devModeCurrent.dmBitsPerPel;
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devMode.dmBitsPerPel = fgState.GameModeDepth;
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fgState.GameModeRefresh = devModeCurrent.dmDisplayFrequency;
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devMode.dmFields |= DM_BITSPERPEL;
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}
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if (fgState.GameModeRefresh!=-1)
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{
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devMode.dmDisplayFrequency = fgState.GameModeRefresh;
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devMode.dmFields |= DM_DISPLAYFREQUENCY;
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}
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}
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switch ( ChangeDisplaySettingsEx(fgDisplay.pDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
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/* We're done */
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return GL_TRUE;
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}
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/* Ok, we do have a mode switch to perform/test */
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switch ( ChangeDisplaySettingsEx(fgDisplay.pDisplay.DisplayName, devModeRequested, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
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{
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{
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case DISP_CHANGE_SUCCESSFUL:
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case DISP_CHANGE_SUCCESSFUL:
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success = GL_TRUE;
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success = GL_TRUE;
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@ -104,11 +77,11 @@ GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
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if (!haveToTest)
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if (!haveToTest)
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{
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{
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/* update vars in case if windows switched to proper mode */
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/* update vars in case if windows switched to proper mode */
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EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );
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EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent );
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fgState.GameModeSize.X = devMode.dmPelsWidth;
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fgState.GameModeSize.X = devModeCurrent.dmPelsWidth;
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fgState.GameModeSize.Y = devMode.dmPelsHeight;
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fgState.GameModeSize.Y = devModeCurrent.dmPelsHeight;
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fgState.GameModeDepth = devMode.dmBitsPerPel;
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fgState.GameModeDepth = devModeCurrent.dmBitsPerPel;
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fgState.GameModeRefresh = devMode.dmDisplayFrequency;
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fgState.GameModeRefresh = devModeCurrent.dmDisplayFrequency;
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}
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}
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break;
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break;
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case DISP_CHANGE_RESTART:
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case DISP_CHANGE_RESTART:
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@ -134,16 +107,79 @@ GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
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if ( !success )
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if ( !success )
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{
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{
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/* I'd rather get info whats going on in my program than wonder about */
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/* I'd rather get info whats going on in my program than wonder about */
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/* magic happenings behind my back, its lib for devels at last ;) */
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/* what magic happens behind my back, its lib for devels after all ;) */
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/* append display mode to error to make things more informative */
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/* append display mode to error to make things more informative */
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sprintf(displayMode,"%s Problem with requested mode: %lux%lu:%lu@%lu", fggmstr, devMode.dmPelsWidth, devMode.dmPelsHeight, devMode.dmBitsPerPel, devMode.dmDisplayFrequency);
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sprintf(displayMode,"%s Problem with requested mode: %lux%lu:%lu@%lu", fggmstr, devModeRequested->dmPelsWidth, devModeRequested->dmPelsHeight, devModeRequested->dmBitsPerPel, devModeRequested->dmDisplayFrequency);
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fgWarning(displayMode);
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fgWarning(displayMode);
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}
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}
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return success;
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return success;
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}
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}
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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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void fgPlatformRememberState( void )
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{
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/* Grab the current desktop settings... */
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EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS,
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&fgDisplay.pDisplay.DisplayMode );
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/* Make sure we will be restoring all settings needed */
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fgDisplay.pDisplay.DisplayMode.dmFields |=
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DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
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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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void fgPlatformRestoreState( void )
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{
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/* Restore the previously remembered desktop display settings */
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fghPlatformChangeDisplayMode(GL_FALSE,&fgDisplay.pDisplay.DisplayMode);
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}
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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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GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
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{
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DEVMODE devMode;
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/* Get current display mode */
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EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devMode );
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devMode.dmFields = 0;
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if (fgState.GameModeSize.X!=-1)
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{
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devMode.dmPelsWidth = fgState.GameModeSize.X;
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devMode.dmFields |= DM_PELSWIDTH;
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}
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if (fgState.GameModeSize.Y!=-1)
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{
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devMode.dmPelsHeight = fgState.GameModeSize.Y;
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devMode.dmFields |= DM_PELSHEIGHT;
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}
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if (fgState.GameModeDepth!=-1)
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{
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devMode.dmBitsPerPel = fgState.GameModeDepth;
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devMode.dmFields |= DM_BITSPERPEL;
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}
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if (fgState.GameModeRefresh!=-1)
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{
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devMode.dmDisplayFrequency = fgState.GameModeRefresh;
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devMode.dmFields |= DM_DISPLAYFREQUENCY;
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}
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return fghPlatformChangeDisplayMode(haveToTest, &devMode);
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}
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void fgPlatformEnterGameMode( void )
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void fgPlatformEnterGameMode( void )
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{
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{
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}
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}
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