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FreeGLUT-Vita/freeglut/freeglut/src/freeglut_gamemode.c
2003-08-19 00:11:59 +00:00

660 lines
18 KiB
C

/*
* freeglut_gamemode.c
*
* The game mode handling code.
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Thu Dec 16 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#define G_LOG_DOMAIN "freeglut-gamemode"
#include "../include/GL/freeglut.h"
#include "freeglut_internal.h"
/*
* TODO BEFORE THE STABLE RELEASE:
*
* glutGameModeString() -- missing
* glutEnterGameMode() -- X11 version
* glutLeaveGameMode() -- is that correct?
* glutGameModeGet() -- is that correct?
*/
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
/*
* Remembers the current visual settings, so that
* we can change them and restore later...
*/
void fghRememberState( void )
{
#if TARGET_HOST_UNIX_X11
/*
* This highly depends on the XFree86 extensions, not approved as X Consortium standards
*/
# ifdef X_XF86VidModeGetModeLine
/*
* Remember the current ViewPort location of the screen to be able to
* restore the ViewPort on LeaveGameMode():
*/
XF86VidModeGetViewPort(
fgDisplay.Display,
fgDisplay.Screen,
&fgDisplay.DisplayViewPortX,
&fgDisplay.DisplayViewPortY
);
/*
* Remember the current pointer location before going fullscreen
* for restoring it later:
*/
{
Window junk_window;
unsigned int mask;
XQueryPointer(
fgDisplay.Display, fgDisplay.RootWindow,
&junk_window, &junk_window,
&fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
&fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask
);
}
/*
* Query the current display settings:
*/
fgDisplay.DisplayModeValid =
XF86VidModeGetModeLine(
fgDisplay.Display,
fgDisplay.Screen,
&fgDisplay.DisplayModeClock,
&fgDisplay.DisplayMode
);
if (!fgDisplay.DisplayModeValid)
fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
# else
# warning fghRememberState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
# endif
#elif TARGET_HOST_WIN32
/* DEVMODE devMode; */
/*
* Grab the current desktop settings...
*/
/* hack to get around my stupid cross-gcc headers */
#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode );
/*
* Make sure we will be restoring all settings needed
*/
fgDisplay.DisplayMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
#endif
}
/*
* Restores the previously remembered visual settings
*/
void fghRestoreState( void )
{
#if TARGET_HOST_UNIX_X11
/*
* Restore the remembered pointer position:
*/
XWarpPointer(
fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
);
/*
* This highly depends on the XFree86 extensions, not approved as X Consortium standards
*/
# ifdef X_XF86VidModeGetAllModeLines
if (fgDisplay.DisplayModeValid)
{
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
/*
* Query for all the display available...
*/
XF86VidModeGetAllModeLines(
fgDisplay.Display,
fgDisplay.Screen,
&displayModesCount,
&displayModes
);
/*
* Check every of the modes looking for one that matches our demands
*/
for( i=0; i<displayModesCount; i++ )
{
if( displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay &&
displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
{
/*
* OK, this is the display mode we have been looking for...
*/
XF86VidModeSwitchToMode(
fgDisplay.Display,
fgDisplay.Screen,
displayModes[ i ]
);
/*
* Now we can restore the remembered ViewPort:
*/
XF86VidModeSetViewPort(
fgDisplay.Display,
fgDisplay.Screen,
fgDisplay.DisplayViewPortX,
fgDisplay.DisplayViewPortY
);
/*
* For the case this would be the last X11 call the application
* calls exit() we've to flush the X11 output queue to have the
* commands sent to the X server before the application exists.
*/
XFlush(fgDisplay.Display);
return;
}
}
}
# else
# warning fghRestoreState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
# endif
#elif TARGET_HOST_WIN32
/*
* Restore the previously rememebered desktop display settings
*/
ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
#endif
}
/*
* Checks the display mode settings against user's preferences
*/
GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
{
/*
* The desired values should be stored in fgState structure...
*/
return( (width == fgState.GameModeSize.X) && (height == fgState.GameModeSize.Y) &&
(depth == fgState.GameModeDepth) && (refresh == fgState.GameModeRefresh) );
}
/*
* Changes the current display mode to match user's settings
*/
GLboolean fghChangeDisplayMode( GLboolean haveToTest )
{
#if TARGET_HOST_UNIX_X11
/*
* This highly depends on the XFree86 extensions, not approved as X Consortium standards
*/
# ifdef X_XF86VidModeGetAllModeLines
/*
* This is also used by applcations which check modes by calling
* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
*/
if (haveToTest || fgDisplay.DisplayModeValid)
{
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
/*
* Query for all the display available...
*/
XF86VidModeGetAllModeLines(
fgDisplay.Display,
fgDisplay.Screen,
&displayModesCount,
&displayModes
);
/*
* Check every of the modes looking for one that matches our demands
*/
for( i=0; i<displayModesCount; i++ )
{
if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, displayModes[ i ]->vdisplay,
fgState.GameModeDepth, fgState.GameModeRefresh ) )
{
if( haveToTest )
return( TRUE );
/*
* OKi, this is the display mode we have been looking for...
*/
XF86VidModeSwitchToMode(
fgDisplay.Display,
fgDisplay.Screen,
displayModes[ i ]
);
/*
* Return successfull...
*/
return( TRUE );
}
}
}
/*
* Something must have went wrong
*/
return( FALSE );
# else
# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
# endif
#elif TARGET_HOST_WIN32
unsigned int displayModes = 0, mode = 0xffffffff;
GLboolean success = FALSE;
/* HDC desktopDC; */
DEVMODE devMode;
/*
* Enumerate the available display modes
* Try to get a complete match
*/
while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
{
/*
* Does the enumerated display mode match the user's preferences?
*/
if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
devMode.dmBitsPerPel, devMode.dmDisplayFrequency ) )
{
/*
* OKi, we've found a matching display mode, remember its number and break
*/
mode = displayModes;
break;
}
/*
* Switch to the next display mode, if any
*/
displayModes++;
}
if ( mode == 0xffffffff )
{
/* then try without Display Frequency */
displayModes = 0;
/*
* Enumerate the available display modes
*/
while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
{
/* then try without Display Frequency */
if( fghCheckDisplayMode( devMode.dmPelsWidth, devMode.dmPelsHeight,
devMode.dmBitsPerPel, fgState.GameModeRefresh))
{
/*
* OKi, we've found a matching display mode, remember its number and break
*/
mode = displayModes;
break;
}
/*
* Switch to the next display mode, if any
*/
displayModes++;
}
}
/*
* Did we find a matching display mode?
*/
if( mode != 0xffffffff )
{
int retVal = DISP_CHANGE_SUCCESSFUL;
/*
* Mark the values we want to modify in the display change call
*/
devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
/*
* Change the current display mode (possibly in test mode only)
*/
retVal = ChangeDisplaySettings( &devMode, haveToTest ? CDS_TEST : 0 );
/*
* I don't know if it's really needed, but looks nice:
*/
success = (retVal == DISP_CHANGE_SUCCESSFUL) || (retVal == DISP_CHANGE_NOTUPDATED);
/*
* If it was not a test, remember the current screen settings
*/
if( !haveToTest && success )
{
fgState.GameModeSize.X = devMode.dmPelsWidth;
fgState.GameModeSize.Y = devMode.dmPelsHeight;
fgState.GameModeDepth = devMode.dmBitsPerPel;
fgState.GameModeRefresh = devMode.dmDisplayFrequency;
}
}
/*
* Otherwise we must have failed somewhere
*/
return( success );
#endif
}
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
* Sets the game mode display string
*/
void FGAPIENTRY glutGameModeString( const char* string )
{
int width = 640, height = 480, depth = 16, refresh = 72;
/*
* This one seems a bit easier than glutInitDisplayString. The bad thing
* about it that I was unable to find the game mode string definition, so
* that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which
* appears in all GLUT game mode programs I have seen to date.
*/
if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) != 4 )
if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )
if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )
if( sscanf( string, "%ix%i", &width, &height ) != 2 )
if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )
if( sscanf( string, ":%i", &depth ) != 1 )
if( sscanf( string, "@%i", &refresh ) != 1 )
fgWarning( "unable to parse game mode string `%s'", string );
/*
* Hopefully it worked, and if not, we still have the default values
*/
fgState.GameModeSize.X = width;
fgState.GameModeSize.Y = height;
fgState.GameModeDepth = depth;
fgState.GameModeRefresh = refresh;
}
/*
* Enters the game mode
*/
int FGAPIENTRY glutEnterGameMode( void )
{
/*
* Check if a game mode window already exists...
*/
if( fgStructure.GameMode != NULL )
{
/*
* ...if so, delete it before proceeding...
*/
fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
}
else
{
/*
* ...otherwise remember the current resolution, etc.
*/
fghRememberState();
}
/*
* We are ready to change the current screen's resolution now
*/
if( fghChangeDisplayMode( FALSE ) == FALSE )
{
fgWarning( "failed to change screen settings" );
return( FALSE );
}
/*
* Finally, have the game mode window created
*/
fgStructure.GameMode = fgCreateWindow(
NULL, "FREEGLUT", 0, 0, fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE
);
#if TARGET_HOST_UNIX_X11
/* Move the window up to the topleft corner */
XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, 0, 0);
/*
* Sync needed to avoid a real race, the Xserver must have really created
* the window before we can grab the pointer into it:
*/
XSync(fgDisplay.Display, False);
/* Move the Pointer to the middle of the fullscreen window */
XWarpPointer(
fgDisplay.Display,
None,
fgDisplay.RootWindow,
0, 0, 0, 0,
fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
);
/*
* Grab the pointer to confine it into the window after the calls to
* XWrapPointer() which ensure that the pointer really enters the window.
*
* We also need to wait here until XGrabPointer() returns GrabSuccess,
* otherwise the new window is not viewable yet and if the next function
* (XSetInputFocus) is called with a not yet viewable window, it will exit
* the application which we have to aviod, so wait until it's viewable:
*/
while (GrabSuccess =! XGrabPointer(
fgDisplay.Display, fgStructure.GameMode->Window.Handle,
TRUE, ButtonPressMask|ButtonReleaseMask|ButtonMotionMask
|PointerMotionMask,
GrabModeAsync, GrabModeAsync,
fgStructure.GameMode->Window.Handle, None, CurrentTime)) {
usleep (100);
}
/*
* Change input focus to the new window. This will exit the application
* if the new window is not viewable yet, see the XGrabPointer loop above.
*/
XSetInputFocus(
fgDisplay.Display,
fgStructure.GameMode->Window.Handle,
RevertToNone,
CurrentTime
);
# ifdef X_XF86VidModeSetViewPort
if (fgDisplay.DisplayModeValid) {
int x, y;
Window child;
/*
* Change to viewport to the window topleft edge:
*/
XF86VidModeSetViewPort(fgDisplay.Display, fgDisplay.Screen, 0, 0);
/*
* Final window repositioning: It could be avoided using an undecorated
* window using override_redirect, but this * would possily require more
* changes and investigation.
*/
/* Get the current postion of the drawable area on screen */
XTranslateCoordinates(
fgDisplay.Display,
fgStructure.Window->Window.Handle,
fgDisplay.RootWindow,
0, 0, &x, &y,
&child
);
/* Move the decorataions out of the topleft corner of the display */
XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, -x, -y);
}
#endif
/*
* Grab the keyboard, too
*/
XGrabKeyboard(
fgDisplay.Display,
fgStructure.GameMode->Window.Handle,
FALSE,
GrabModeAsync, GrabModeAsync,
CurrentTime
);
#endif
/*
* Return successfull
*/
return( TRUE );
}
/*
* Leaves the game mode
*/
void FGAPIENTRY glutLeaveGameMode( void )
{
freeglut_return_if_fail( fgStructure.GameMode != NULL );
/*
* First of all, have the game mode window destroyed
*/
fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
#if TARGET_HOST_UNIX_X11
/*
* Ungrab the mouse and keyboard
*/
XUngrabPointer( fgDisplay.Display, CurrentTime );
XUngrabKeyboard( fgDisplay.Display, CurrentTime );
#endif
/*
* Then, have the desktop visual settings restored
*/
fghRestoreState();
}
/*
* Returns information concerning the freeglut game mode
*/
int FGAPIENTRY glutGameModeGet( GLenum eWhat )
{
/*
* See why are we bothered
*/
switch( eWhat )
{
case GLUT_GAME_MODE_ACTIVE:
/*
* Check if the game mode is currently active
*/
return( fgStructure.GameMode != NULL );
case GLUT_GAME_MODE_POSSIBLE:
/*
* Check if the current game mode settings are valid
*/
return( fghChangeDisplayMode( TRUE ) );
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 ***/