598 lines
18 KiB
C
598 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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#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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static 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,
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* 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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if( !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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fgWarning( "XF86VidModeGetViewPort failed" );
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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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/* Query the current display settings: */
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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( "XF86VidModeGetModeLine failed" );
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# else
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/*
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* XXX warning fghRememberState: missing XFree86 video mode extensions,
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* XXX game mode will not change screen resolution when activated
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*/
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# endif
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#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
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/* DEVMODE devMode; */
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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( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS,
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&fgDisplay.DisplayMode );
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/* Make sure we will be restoring all settings needed */
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fgDisplay.DisplayMode.dmFields |=
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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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static void fghRestoreState( void )
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{
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#if TARGET_HOST_UNIX_X11
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# ifdef X_XF86VidModeGetAllModeLines
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/* Restore the remembered pointer position: */
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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,
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* not approved as X Consortium standards
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*/
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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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if( !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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fgWarning( "XF86VidModeGetAllModeLines failed" );
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return;
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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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* If we find one, switch to it and restore the remembered viewport.
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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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if( !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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fgWarning( "XF86VidModeSwitchToMode failed" );
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break;
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}
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if( !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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fgWarning( "XF86VidModeSetViewPort failed" );
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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 exits.
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*/
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XFlush( fgDisplay.Display );
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break;
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}
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}
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XFree( displayModes );
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}
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# else
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/*
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* XXX warning fghRestoreState: missing XFree86 video mode extensions,
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* XXX game mode will not change screen resolution when activated
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*/
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# endif
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#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
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/* Restore the previously rememebered desktop display settings */
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ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
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#endif
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}
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#if TARGET_HOST_UNIX_X11
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#ifdef X_XF86VidModeGetAllModeLines
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/*
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* Checks a single display mode settings against user's preferences.
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*/
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static GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
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{
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/* The desired values should be stored in fgState structure... */
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return ( width == fgState.GameModeSize.X ) &&
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( height == fgState.GameModeSize.Y ) &&
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( depth == fgState.GameModeDepth ) &&
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( refresh == fgState.GameModeRefresh );
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}
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/*
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* Checks all display modes settings against user's preferences.
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* Returns the mode number found or -1 if none could be found.
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*/
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static int fghCheckDisplayModes( GLboolean exactMatch, int displayModesCount, XF86VidModeModeInfo** displayModes )
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{
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int i;
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for( i = 0; i < displayModesCount; i++ )
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{
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/* Compute the displays refresh rate, dotclock comes in kHz. */
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int refresh = ( displayModes[ i ]->dotclock * 1000 ) /
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( displayModes[ i ]->htotal * displayModes[ i ]->vtotal );
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if( fghCheckDisplayMode( displayModes[ i ]->hdisplay,
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displayModes[ i ]->vdisplay,
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fgState.GameModeDepth,
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( exactMatch ? refresh : fgState.GameModeRefresh ) ) ) {
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return i;
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}
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}
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return -1;
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}
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#endif
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#endif
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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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static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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{
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GLboolean success = GL_FALSE;
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#if TARGET_HOST_UNIX_X11
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/*
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* This highly depends on the XFree86 extensions,
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* 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 b2Assert modes by calling
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* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the b2Assert:
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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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if( !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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fgWarning( "XF86VidModeGetAllModeLines failed" );
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return success;
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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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* ignoring the refresh rate if no exact match could be found.
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*/
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i = fghCheckDisplayModes( GL_TRUE, displayModesCount, displayModes );
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if( i < 0 ) {
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i = fghCheckDisplayModes( GL_FALSE, displayModesCount, displayModes );
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}
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success = ( i < 0 ) ? GL_FALSE : GL_TRUE;
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if( !haveToTest && success ) {
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if( !XF86VidModeSwitchToMode(
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fgDisplay.Display,
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fgDisplay.Screen,
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displayModes[ i ] ) )
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fgWarning( "XF86VidModeSwitchToMode failed" );
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}
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XFree( displayModes );
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}
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# else
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/*
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* XXX warning fghChangeDisplayMode: missing XFree86 video mode extensions,
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* XXX game mode will not change screen resolution when activated
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*/
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success = GL_TRUE;
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# endif
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#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
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DEVMODE devMode;
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char *fggmstr = NULL;
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success = GL_FALSE;
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EnumDisplaySettings( NULL, -1, &devMode );
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devMode.dmFields |= DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
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devMode.dmPelsWidth = fgState.GameModeSize.X;
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devMode.dmPelsHeight = fgState.GameModeSize.Y;
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devMode.dmBitsPerPel = fgState.GameModeDepth;
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devMode.dmDisplayFrequency = fgState.GameModeRefresh;
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devMode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
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switch ( ChangeDisplaySettingsEx(NULL, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
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{
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case DISP_CHANGE_SUCCESSFUL:
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success = GL_TRUE;
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/* update vars in case if windows switched to proper mode */
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EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &devMode );
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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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break;
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case DISP_CHANGE_RESTART:
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fggmstr = "The computer must be restarted for the graphics mode to work.";
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break;
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case DISP_CHANGE_BADFLAGS:
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fggmstr = "An invalid set of flags was passed in.";
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break;
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case DISP_CHANGE_BADPARAM:
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fggmstr = "An invalid parameter was passed in. This can include an invalid flag or combination of flags.";
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break;
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case DISP_CHANGE_FAILED:
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fggmstr = "The display driver failed the specified graphics mode.";
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break;
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case DISP_CHANGE_BADMODE:
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fggmstr = "The graphics mode is not supported.";
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break;
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default:
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fggmstr = "Unknown error in graphics mode???"; /* dunno if it is possible,MSDN does not mention any other error */
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break;
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}
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if ( !success )
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fgWarning(fggmstr); /* 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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#endif
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return success;
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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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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeString" );
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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 ) !=
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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(
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"unable to parse game mode string `%s'",
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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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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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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
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if( fgStructure.GameMode )
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fgAddToWindowDestroyList( fgStructure.GameMode );
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else
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fghRememberState( );
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if( ! fghChangeDisplayMode( GL_FALSE ) )
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{
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fgWarning( "failed to change screen settings" );
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return 0;
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}
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fgStructure.GameMode = fgCreateWindow(
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NULL, "FREEGLUT", 0, 0,
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fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
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);
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fgStructure.GameMode->State.Width = fgState.GameModeSize.X;
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fgStructure.GameMode->State.Height = fgState.GameModeSize.Y;
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fgStructure.GameMode->State.NeedToResize = GL_TRUE;
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fgStructure.GameMode->State.IsGameMode = GL_TRUE;
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#if TARGET_HOST_UNIX_X11
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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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/*
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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,
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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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* 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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/* 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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# ifdef X_XF86VidModeSetViewPort
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if( fgDisplay.DisplayModeValid )
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{
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int x, y;
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Window child;
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/* Change to viewport to the window topleft edge: */
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if( !XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ) )
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fgWarning( "XF86VidModeSetViewPort failed" );
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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
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* more 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.CurrentWindow->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.CurrentWindow->Window.Handle,
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-x, -y);
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}
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#endif
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/* Grab the keyboard, too */
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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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return fgStructure.GameMode->ID;
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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_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
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|
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freeglut_return_if_fail( fgStructure.GameMode );
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|
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fgStructure.GameMode->State.IsGameMode = GL_FALSE;
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|
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fgAddToWindowDestroyList( fgStructure.GameMode );
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|
fgStructure.GameMode = NULL;
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|
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|
#if TARGET_HOST_UNIX_X11
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|
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XUngrabPointer( fgDisplay.Display, CurrentTime );
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|
XUngrabKeyboard( fgDisplay.Display, CurrentTime );
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|
|
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#endif
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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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|
*/
|
|
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;
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|
|
|
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 ***/
|