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
This commit is contained in:
dcnieho 2012-11-20 02:17:31 +00:00
parent 2de980d6b4
commit d01664a8bf

View File

@ -28,6 +28,95 @@
#include <GL/freeglut.h> #include <GL/freeglut.h>
#include "../fg_internal.h" #include "../fg_internal.h"
/*
*
*
*/
GLboolean fghPlatformChangeDisplayMode(GLboolean haveToTest, DEVMODE *devModeRequested)
{
GLboolean success = GL_FALSE;
DEVMODE devModeCurrent;
char *fggmstr = NULL;
char displayMode[300];
/* Get current display mode */
EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent );
/* Now see if requested matches current mode, then we're done
* There's only four fields we touch:
* - dmPelsWidth
* - dmPelsHeight
* - dmBitsPerPel
* - dmDisplayFrequency
*/
if (devModeCurrent.dmPelsWidth ==devModeRequested->dmPelsWidth &&
devModeCurrent.dmPelsHeight ==devModeRequested->dmPelsHeight &&
devModeCurrent.dmBitsPerPel ==devModeRequested->dmBitsPerPel &&
devModeCurrent.dmDisplayFrequency==devModeRequested->dmDisplayFrequency)
{
if (!haveToTest)
{
/* update vars in case if actual switch was requested */
EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent );
fgState.GameModeSize.X = devModeCurrent.dmPelsWidth;
fgState.GameModeSize.Y = devModeCurrent.dmPelsHeight;
fgState.GameModeDepth = devModeCurrent.dmBitsPerPel;
fgState.GameModeRefresh = devModeCurrent.dmDisplayFrequency;
}
/* We're done */
return GL_TRUE;
}
/* Ok, we do have a mode switch to perform/test */
switch ( ChangeDisplaySettingsEx(fgDisplay.pDisplay.DisplayName, devModeRequested, 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.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent );
fgState.GameModeSize.X = devModeCurrent.dmPelsWidth;
fgState.GameModeSize.Y = devModeCurrent.dmPelsHeight;
fgState.GameModeDepth = devModeCurrent.dmBitsPerPel;
fgState.GameModeRefresh = devModeCurrent.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 */
/* what magic happens behind my back, its lib for devels after all ;) */
/* append display mode to error to make things more informative */
sprintf(displayMode,"%s Problem with requested mode: %lux%lu:%lu@%lu", fggmstr, devModeRequested->dmPelsWidth, devModeRequested->dmPelsHeight, devModeRequested->dmBitsPerPel, devModeRequested->dmDisplayFrequency);
fgWarning(displayMode);
}
return success;
}
/* /*
* Remembers the current visual settings, so that * Remembers the current visual settings, so that
* we can change them and restore later... * we can change them and restore later...
@ -35,11 +124,7 @@
void fgPlatformRememberState( void ) void fgPlatformRememberState( void )
{ {
/* Grab the current desktop settings... */ /* Grab the current desktop settings... */
EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS,
/* hack to get around my stupid cross-gcc headers */
#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, FREEGLUT_ENUM_CURRENT_SETTINGS,
&fgDisplay.pDisplay.DisplayMode ); &fgDisplay.pDisplay.DisplayMode );
/* Make sure we will be restoring all settings needed */ /* Make sure we will be restoring all settings needed */
@ -54,7 +139,7 @@ void fgPlatformRememberState( void )
void fgPlatformRestoreState( void ) void fgPlatformRestoreState( void )
{ {
/* Restore the previously remembered desktop display settings */ /* Restore the previously remembered desktop display settings */
ChangeDisplaySettingsEx( fgDisplay.pDisplay.DisplayName,&fgDisplay.pDisplay.DisplayMode, 0,0,0 ); fghPlatformChangeDisplayMode(GL_FALSE,&fgDisplay.pDisplay.DisplayMode);
} }
@ -65,14 +150,10 @@ void fgPlatformRestoreState( void )
*/ */
GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest ) GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
{ {
GLboolean success = GL_FALSE;
DEVMODE devMode; DEVMODE devMode;
char *fggmstr = NULL;
char displayMode[300];
success = GL_FALSE; /* Get current display mode */
EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devMode );
EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, -1, &devMode );
devMode.dmFields = 0; devMode.dmFields = 0;
if (fgState.GameModeSize.X!=-1) if (fgState.GameModeSize.X!=-1)
@ -96,52 +177,7 @@ GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
devMode.dmFields |= DM_DISPLAYFREQUENCY; devMode.dmFields |= DM_DISPLAYFREQUENCY;
} }
switch ( ChangeDisplaySettingsEx(fgDisplay.pDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) ) return fghPlatformChangeDisplayMode(haveToTest, &devMode);
{
case DISP_CHANGE_SUCCESSFUL:
success = GL_TRUE;
if (!haveToTest)
{
/* update vars in case if windows switched to proper mode */
EnumDisplaySettings( fgDisplay.pDisplay.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: %lux%lu:%lu@%lu", fggmstr, devMode.dmPelsWidth, devMode.dmPelsHeight, devMode.dmBitsPerPel, devMode.dmDisplayFrequency);
fgWarning(displayMode);
}
return success;
} }
void fgPlatformEnterGameMode( void ) void fgPlatformEnterGameMode( void )