git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@164 7f0cb862-5218-0410-a997-914c9d46530a
660 lines
18 KiB
C
660 lines
18 KiB
C
/*
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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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#define G_LOG_DOMAIN "freeglut-gamemode"
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#include "../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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/*
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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 fghRememberState( void )
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{
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#if TARGET_HOST_UNIX_X11
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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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*/
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# ifdef X_XF86VidModeGetModeLine
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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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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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);
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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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{
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Window junk_window;
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unsigned int mask;
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XQueryPointer(
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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, &mask
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);
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}
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/*
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* Query the current display settings:
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*/
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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( "Runtime use of XF86VidModeGetModeLine failed.\n" );
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# else
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# warning fghRememberState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
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# endif
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#elif TARGET_HOST_WIN32
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/* DEVMODE devMode; */
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/*
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* Grab the current desktop settings...
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*/
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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( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode );
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/*
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* Make sure we will be restoring all settings needed
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*/
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fgDisplay.DisplayMode.dmFields |= 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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void fghRestoreState( void )
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{
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#if TARGET_HOST_UNIX_X11
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/*
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* Restore the remembered pointer position:
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*/
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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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/*
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* This highly depends on the XFree86 extensions, not approved as X Consortium standards
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*/
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# ifdef X_XF86VidModeGetAllModeLines
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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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/*
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* Query for all the display available...
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*/
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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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/*
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* Check every of the modes looking for one that matches our demands
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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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/*
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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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fgDisplay.Display,
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fgDisplay.Screen,
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displayModes[ i ]
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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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fgDisplay.Display,
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fgDisplay.Screen,
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fgDisplay.DisplayViewPortX,
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fgDisplay.DisplayViewPortY
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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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* 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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*/
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XFlush(fgDisplay.Display);
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return;
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}
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}
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}
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# else
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# warning fghRestoreState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
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# endif
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#elif TARGET_HOST_WIN32
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/*
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* Restore the previously rememebered desktop display settings
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*/
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ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
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#endif
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}
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/*
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* Checks the display mode settings against user's preferences
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*/
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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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*/
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return( (width == fgState.GameModeSize.X) && (height == fgState.GameModeSize.Y) &&
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(depth == fgState.GameModeDepth) && (refresh == fgState.GameModeRefresh) );
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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 fghChangeDisplayMode( GLboolean haveToTest )
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{
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#if TARGET_HOST_UNIX_X11
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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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*/
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# ifdef X_XF86VidModeGetAllModeLines
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/*
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* This is also used by applcations 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;
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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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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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/*
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* Check every of the modes looking for one that matches our demands
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*/
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for( i=0; i<displayModesCount; i++ )
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{
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if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, displayModes[ i ]->vdisplay,
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fgState.GameModeDepth, fgState.GameModeRefresh ) )
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{
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if( haveToTest )
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return( TRUE );
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/*
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* OKi, this is the display mode we have been looking for...
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*/
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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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/*
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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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* Something must have went wrong
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*/
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return( FALSE );
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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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# endif
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#elif TARGET_HOST_WIN32
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unsigned int displayModes = 0, mode = 0xffffffff;
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GLboolean success = FALSE;
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/* HDC desktopDC; */
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DEVMODE devMode;
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/*
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* Enumerate the available display modes
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* Try to get a complete match
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*/
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while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
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{
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/*
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* Does the enumerated display mode match the user's preferences?
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*/
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if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
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devMode.dmBitsPerPel, devMode.dmDisplayFrequency ) )
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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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* Switch to the next display mode, if any
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*/
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displayModes++;
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}
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if ( mode == 0xffffffff )
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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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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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* Switch to the next display mode, if any
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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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* Did we find a matching display mode?
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*/
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if( mode != 0xffffffff )
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{
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int retVal = DISP_CHANGE_SUCCESSFUL;
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/*
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* Mark the values we want to modify in the display change call
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*/
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devMode.dmFields |= 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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/*
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* I don't know if it's really needed, but looks nice:
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*/
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success = (retVal == DISP_CHANGE_SUCCESSFUL) || (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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{
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fgState.GameModeSize.X = devMode.dmPelsWidth;
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fgState.GameModeSize.Y = devMode.dmPelsHeight;
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fgState.GameModeDepth = devMode.dmBitsPerPel;
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fgState.GameModeRefresh = devMode.dmDisplayFrequency;
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}
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}
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/*
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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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}
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/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
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/*
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* Sets the game mode display string
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*/
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void FGAPIENTRY glutGameModeString( const char* string )
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{
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int width = 640, height = 480, depth = 16, refresh = 72;
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/*
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* This one seems a bit easier than glutInitDisplayString. The bad thing
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* about it that I was unable to find the game mode string definition, so
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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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*/
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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", &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", &width, &height ) != 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", &refresh ) != 1 )
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fgWarning( "unable to parse game mode string `%s'", string );
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/*
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* Hopefully it worked, and if not, we still have the default values
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*/
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fgState.GameModeSize.X = width;
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fgState.GameModeSize.Y = height;
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fgState.GameModeDepth = depth;
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fgState.GameModeRefresh = refresh;
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}
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/*
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* Enters the game mode
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*/
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int FGAPIENTRY glutEnterGameMode( void )
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{
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/*
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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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}
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else
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{
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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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{
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fgWarning( "failed to change screen settings" );
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return( FALSE );
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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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NULL, "FREEGLUT", 0, 0, fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE
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);
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#if TARGET_HOST_UNIX_X11
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/* Move the window up to the topleft corner */
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XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0);
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/*
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* Sync needed to avoid a real race, the Xserver must have really created
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* the window before we can grab the pointer into it:
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*/
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XSync(fgDisplay.Display, False);
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/* Move the Pointer to the middle of the fullscreen window */
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XWarpPointer(
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fgDisplay.Display,
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None,
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fgDisplay.RootWindow,
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0, 0, 0, 0,
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fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
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);
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/*
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* Grab the pointer to confine it into the window after the calls to
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* XWrapPointer() which ensure that the pointer really enters the window.
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*
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* We also need to wait here until XGrabPointer() returns GrabSuccess,
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* otherwise the new window is not viewable yet and if the next function
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* (XSetInputFocus) is called with a not yet viewable window, it will exit
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* the application which we have to aviod, so wait until it's viewable:
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*/
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while (GrabSuccess =! XGrabPointer(
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fgDisplay.Display, fgStructure.GameMode->Window.Handle,
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TRUE, ButtonPressMask|ButtonReleaseMask|ButtonMotionMask
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|PointerMotionMask,
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GrabModeAsync, GrabModeAsync,
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fgStructure.GameMode->Window.Handle, None, CurrentTime)) {
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usleep (100);
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}
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/*
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* Change input focus to the new window. This will exit the application
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* if the new window is not viewable yet, see the XGrabPointer loop above.
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*/
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XSetInputFocus(
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fgDisplay.Display,
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fgStructure.GameMode->Window.Handle,
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RevertToNone,
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CurrentTime
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);
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# ifdef X_XF86VidModeSetViewPort
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if (fgDisplay.DisplayModeValid) {
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int x, y;
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Window child;
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/*
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* Change to viewport to the window topleft edge:
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*/
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XF86VidModeSetViewPort(fgDisplay.Display, fgDisplay.Screen, 0, 0);
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/*
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* Final window repositioning: It could be avoided using an undecorated
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* window using override_redirect, but this * would possily require more
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* changes and investigation.
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*/
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/* Get the current postion of the drawable area on screen */
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XTranslateCoordinates(
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fgDisplay.Display,
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fgStructure.Window->Window.Handle,
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fgDisplay.RootWindow,
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0, 0, &x, &y,
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&child
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);
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/* Move the decorataions out of the topleft corner of the display */
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XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, -x, -y);
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}
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#endif
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/*
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* Grab the keyboard, too
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*/
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XGrabKeyboard(
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fgDisplay.Display,
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fgStructure.GameMode->Window.Handle,
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FALSE,
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GrabModeAsync, GrabModeAsync,
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CurrentTime
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);
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#endif
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/*
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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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* Leaves the game mode
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*/
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void FGAPIENTRY glutLeaveGameMode( void )
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{
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freeglut_return_if_fail( fgStructure.GameMode != NULL );
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/*
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* First of all, have the game mode window destroyed
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*/
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fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
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#if TARGET_HOST_UNIX_X11
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/*
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* Ungrab the mouse and keyboard
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*/
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XUngrabPointer( fgDisplay.Display, CurrentTime );
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XUngrabKeyboard( fgDisplay.Display, CurrentTime );
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#endif
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/*
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* Then, have the desktop visual settings restored
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*/
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fghRestoreState();
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}
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/*
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* Returns information concerning the freeglut game mode
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|
*/
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int FGAPIENTRY glutGameModeGet( GLenum eWhat )
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{
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/*
|
|
* See why are we bothered
|
|
*/
|
|
switch( eWhat )
|
|
{
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case GLUT_GAME_MODE_ACTIVE:
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/*
|
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* Check if the game mode is currently active
|
|
*/
|
|
return( fgStructure.GameMode != NULL );
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|
|
|
case GLUT_GAME_MODE_POSSIBLE:
|
|
/*
|
|
* Check if the current game mode settings are valid
|
|
*/
|
|
return( fghChangeDisplayMode( TRUE ) );
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|
|
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case GLUT_GAME_MODE_WIDTH:
|
|
/*
|
|
* The game mode screen width
|
|
*/
|
|
return( fgState.GameModeSize.X );
|
|
|
|
case GLUT_GAME_MODE_HEIGHT:
|
|
/*
|
|
* The game mode screen height
|
|
*/
|
|
return( fgState.GameModeSize.Y );
|
|
|
|
case GLUT_GAME_MODE_PIXEL_DEPTH:
|
|
/*
|
|
* The game mode pixel depth
|
|
*/
|
|
return( fgState.GameModeDepth );
|
|
|
|
case GLUT_GAME_MODE_REFRESH_RATE:
|
|
/*
|
|
* The 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.GameMode != NULL );
|
|
}
|
|
|
|
return( -1 );
|
|
}
|
|
|
|
/*** END OF FILE ***/
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