add freeglut (work in progress)
This commit is contained in:
597
Extras/freeglut/freeglut_gamemode.c
Normal file
597
Extras/freeglut/freeglut_gamemode.c
Normal file
@@ -0,0 +1,597 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#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...
|
||||
*/
|
||||
static 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():
|
||||
*/
|
||||
if( !XF86VidModeGetViewPort(
|
||||
fgDisplay.Display,
|
||||
fgDisplay.Screen,
|
||||
&fgDisplay.DisplayViewPortX,
|
||||
&fgDisplay.DisplayViewPortY ) )
|
||||
fgWarning( "XF86VidModeGetViewPort failed" );
|
||||
|
||||
/*
|
||||
* 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( "XF86VidModeGetModeLine failed" );
|
||||
|
||||
# else
|
||||
/*
|
||||
* XXX warning fghRememberState: missing XFree86 video mode extensions,
|
||||
* XXX game mode will not change screen resolution when activated
|
||||
*/
|
||||
# endif
|
||||
|
||||
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
|
||||
|
||||
/* 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
|
||||
*/
|
||||
static void fghRestoreState( void )
|
||||
{
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
|
||||
# ifdef X_XF86VidModeGetAllModeLines
|
||||
/* 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
|
||||
*/
|
||||
|
||||
if( fgDisplay.DisplayModeValid )
|
||||
{
|
||||
XF86VidModeModeInfo** displayModes;
|
||||
int i, displayModesCount;
|
||||
|
||||
if( !XF86VidModeGetAllModeLines(
|
||||
fgDisplay.Display,
|
||||
fgDisplay.Screen,
|
||||
&displayModesCount,
|
||||
&displayModes ) )
|
||||
{
|
||||
fgWarning( "XF86VidModeGetAllModeLines failed" );
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Check every of the modes looking for one that matches our demands.
|
||||
* If we find one, switch to it and restore the remembered viewport.
|
||||
*/
|
||||
for( i = 0; i < displayModesCount; i++ )
|
||||
{
|
||||
if(displayModes[ i ]->hdisplay == fgDisplay.DisplayMode.hdisplay &&
|
||||
displayModes[ i ]->vdisplay == fgDisplay.DisplayMode.vdisplay &&
|
||||
displayModes[ i ]->dotclock == fgDisplay.DisplayModeClock )
|
||||
{
|
||||
if( !XF86VidModeSwitchToMode(
|
||||
fgDisplay.Display,
|
||||
fgDisplay.Screen,
|
||||
displayModes[ i ] ) )
|
||||
{
|
||||
fgWarning( "XF86VidModeSwitchToMode failed" );
|
||||
break;
|
||||
}
|
||||
|
||||
if( !XF86VidModeSetViewPort(
|
||||
fgDisplay.Display,
|
||||
fgDisplay.Screen,
|
||||
fgDisplay.DisplayViewPortX,
|
||||
fgDisplay.DisplayViewPortY ) )
|
||||
fgWarning( "XF86VidModeSetViewPort failed" );
|
||||
|
||||
|
||||
/*
|
||||
* 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 exits.
|
||||
*/
|
||||
XFlush( fgDisplay.Display );
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
XFree( displayModes );
|
||||
}
|
||||
|
||||
# else
|
||||
/*
|
||||
* XXX warning fghRestoreState: missing XFree86 video mode extensions,
|
||||
* XXX game mode will not change screen resolution when activated
|
||||
*/
|
||||
# endif
|
||||
|
||||
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
|
||||
|
||||
/* Restore the previously rememebered desktop display settings */
|
||||
ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
#ifdef X_XF86VidModeGetAllModeLines
|
||||
|
||||
/*
|
||||
* Checks a single display mode settings against user's preferences.
|
||||
*/
|
||||
static 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 );
|
||||
}
|
||||
|
||||
/*
|
||||
* Checks all display modes settings against user's preferences.
|
||||
* Returns the mode number found or -1 if none could be found.
|
||||
*/
|
||||
static int fghCheckDisplayModes( GLboolean exactMatch, int displayModesCount, XF86VidModeModeInfo** displayModes )
|
||||
{
|
||||
int i;
|
||||
for( i = 0; i < displayModesCount; i++ )
|
||||
{
|
||||
/* Compute the displays refresh rate, dotclock comes in kHz. */
|
||||
int refresh = ( displayModes[ i ]->dotclock * 1000 ) /
|
||||
( displayModes[ i ]->htotal * displayModes[ i ]->vtotal );
|
||||
|
||||
if( fghCheckDisplayMode( displayModes[ i ]->hdisplay,
|
||||
displayModes[ i ]->vdisplay,
|
||||
fgState.GameModeDepth,
|
||||
( exactMatch ? refresh : fgState.GameModeRefresh ) ) ) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Changes the current display mode to match user's settings
|
||||
*/
|
||||
static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
|
||||
{
|
||||
GLboolean success = GL_FALSE;
|
||||
#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 b2Assert modes by calling
|
||||
* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the b2Assert:
|
||||
*/
|
||||
if( haveToTest || fgDisplay.DisplayModeValid )
|
||||
{
|
||||
XF86VidModeModeInfo** displayModes;
|
||||
int i, displayModesCount;
|
||||
|
||||
if( !XF86VidModeGetAllModeLines(
|
||||
fgDisplay.Display,
|
||||
fgDisplay.Screen,
|
||||
&displayModesCount,
|
||||
&displayModes ) )
|
||||
{
|
||||
fgWarning( "XF86VidModeGetAllModeLines failed" );
|
||||
return success;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Check every of the modes looking for one that matches our demands,
|
||||
* ignoring the refresh rate if no exact match could be found.
|
||||
*/
|
||||
i = fghCheckDisplayModes( GL_TRUE, displayModesCount, displayModes );
|
||||
if( i < 0 ) {
|
||||
i = fghCheckDisplayModes( GL_FALSE, displayModesCount, displayModes );
|
||||
}
|
||||
success = ( i < 0 ) ? GL_FALSE : GL_TRUE;
|
||||
|
||||
if( !haveToTest && success ) {
|
||||
if( !XF86VidModeSwitchToMode(
|
||||
fgDisplay.Display,
|
||||
fgDisplay.Screen,
|
||||
displayModes[ i ] ) )
|
||||
fgWarning( "XF86VidModeSwitchToMode failed" );
|
||||
}
|
||||
|
||||
XFree( displayModes );
|
||||
}
|
||||
|
||||
# else
|
||||
|
||||
/*
|
||||
* XXX warning fghChangeDisplayMode: missing XFree86 video mode extensions,
|
||||
* XXX game mode will not change screen resolution when activated
|
||||
*/
|
||||
success = GL_TRUE;
|
||||
|
||||
# endif
|
||||
|
||||
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
|
||||
|
||||
DEVMODE devMode;
|
||||
char *fggmstr = NULL;
|
||||
|
||||
success = GL_FALSE;
|
||||
|
||||
EnumDisplaySettings( NULL, -1, &devMode );
|
||||
devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
|
||||
|
||||
devMode.dmPelsWidth = fgState.GameModeSize.X;
|
||||
devMode.dmPelsHeight = fgState.GameModeSize.Y;
|
||||
devMode.dmBitsPerPel = fgState.GameModeDepth;
|
||||
devMode.dmDisplayFrequency = fgState.GameModeRefresh;
|
||||
devMode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
|
||||
|
||||
switch ( ChangeDisplaySettingsEx(NULL, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
|
||||
{
|
||||
case DISP_CHANGE_SUCCESSFUL:
|
||||
success = GL_TRUE;
|
||||
|
||||
/* update vars in case if windows switched to proper mode */
|
||||
EnumDisplaySettings( NULL, 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 )
|
||||
fgWarning(fggmstr); /* 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 ;) */
|
||||
#endif
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
|
||||
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
|
||||
|
||||
/*
|
||||
* Sets the game mode display string
|
||||
*/
|
||||
void FGAPIENTRY glutGameModeString( const char* string )
|
||||
{
|
||||
int width = 640, height = 480, depth = 16, refresh = 72;
|
||||
|
||||
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeString" );
|
||||
|
||||
/*
|
||||
* 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 )
|
||||
{
|
||||
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
|
||||
|
||||
if( fgStructure.GameMode )
|
||||
fgAddToWindowDestroyList( fgStructure.GameMode );
|
||||
else
|
||||
fghRememberState( );
|
||||
|
||||
if( ! fghChangeDisplayMode( GL_FALSE ) )
|
||||
{
|
||||
fgWarning( "failed to change screen settings" );
|
||||
return 0;
|
||||
}
|
||||
|
||||
fgStructure.GameMode = fgCreateWindow(
|
||||
NULL, "FREEGLUT", 0, 0,
|
||||
fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
|
||||
);
|
||||
|
||||
fgStructure.GameMode->State.Width = fgState.GameModeSize.X;
|
||||
fgStructure.GameMode->State.Height = fgState.GameModeSize.Y;
|
||||
fgStructure.GameMode->State.NeedToResize = GL_TRUE;
|
||||
|
||||
fgStructure.GameMode->State.IsGameMode = GL_TRUE;
|
||||
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
|
||||
/*
|
||||
* 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 );
|
||||
|
||||
/*
|
||||
* 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
|
||||
);
|
||||
|
||||
/* 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
|
||||
);
|
||||
|
||||
# ifdef X_XF86VidModeSetViewPort
|
||||
|
||||
if( fgDisplay.DisplayModeValid )
|
||||
{
|
||||
int x, y;
|
||||
Window child;
|
||||
|
||||
/* Change to viewport to the window topleft edge: */
|
||||
if( !XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ) )
|
||||
fgWarning( "XF86VidModeSetViewPort failed" );
|
||||
|
||||
/*
|
||||
* 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.CurrentWindow->Window.Handle,
|
||||
fgDisplay.RootWindow,
|
||||
0, 0, &x, &y,
|
||||
&child
|
||||
);
|
||||
|
||||
/* Move the decorataions out of the topleft corner of the display */
|
||||
XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
|
||||
-x, -y);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/* Grab the keyboard, too */
|
||||
XGrabKeyboard(
|
||||
fgDisplay.Display,
|
||||
fgStructure.GameMode->Window.Handle,
|
||||
FALSE,
|
||||
GrabModeAsync, GrabModeAsync,
|
||||
CurrentTime
|
||||
);
|
||||
|
||||
#endif
|
||||
|
||||
return fgStructure.GameMode->ID;
|
||||
}
|
||||
|
||||
/*
|
||||
* Leaves the game mode
|
||||
*/
|
||||
void FGAPIENTRY glutLeaveGameMode( void )
|
||||
{
|
||||
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
|
||||
|
||||
freeglut_return_if_fail( fgStructure.GameMode );
|
||||
|
||||
fgStructure.GameMode->State.IsGameMode = GL_FALSE;
|
||||
|
||||
fgAddToWindowDestroyList( fgStructure.GameMode );
|
||||
fgStructure.GameMode = NULL;
|
||||
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
|
||||
XUngrabPointer( fgDisplay.Display, CurrentTime );
|
||||
XUngrabKeyboard( fgDisplay.Display, CurrentTime );
|
||||
|
||||
#endif
|
||||
|
||||
fghRestoreState();
|
||||
}
|
||||
|
||||
/*
|
||||
* Returns information concerning the freeglut game mode
|
||||
*/
|
||||
int FGAPIENTRY glutGameModeGet( GLenum eWhat )
|
||||
{
|
||||
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
|
||||
|
||||
switch( eWhat )
|
||||
{
|
||||
case GLUT_GAME_MODE_ACTIVE:
|
||||
return !!fgStructure.GameMode;
|
||||
|
||||
case GLUT_GAME_MODE_POSSIBLE:
|
||||
return fghChangeDisplayMode( GL_TRUE );
|
||||
|
||||
case GLUT_GAME_MODE_WIDTH:
|
||||
return fgState.GameModeSize.X;
|
||||
|
||||
case GLUT_GAME_MODE_HEIGHT:
|
||||
return fgState.GameModeSize.Y;
|
||||
|
||||
case GLUT_GAME_MODE_PIXEL_DEPTH:
|
||||
return fgState.GameModeDepth;
|
||||
|
||||
case GLUT_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;
|
||||
}
|
||||
|
||||
fgWarning( "Unknown gamemode get: %d", eWhat );
|
||||
return -1;
|
||||
}
|
||||
|
||||
/*** END OF FILE ***/
|
||||
Reference in New Issue
Block a user