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/*
* 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 "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_POSIX_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_MS_WINDOWS
/* 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_POSIX_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_MS_WINDOWS
/* Restore the previously rememebered desktop display settings */
ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
#endif
}
#if TARGET_HOST_POSIX_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_POSIX_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;
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_MS_WINDOWS
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.GameModeWindow )
fgAddToWindowDestroyList( fgStructure.GameModeWindow );
else
fghRememberState( );
if( ! fghChangeDisplayMode( GL_FALSE ) )
{
fgWarning( "failed to change screen settings" );
return 0;
}
fgStructure.GameModeWindow = fgCreateWindow(
NULL, "FREEGLUT", GL_TRUE, 0, 0,
GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
GL_TRUE, GL_FALSE
);
fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
#if TARGET_HOST_POSIX_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.GameModeWindow->Window.Handle,
TRUE,
ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
| PointerMotionMask,
GrabModeAsync, GrabModeAsync,
fgStructure.GameModeWindow->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.GameModeWindow->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.GameModeWindow->Window.Handle,
FALSE,
GrabModeAsync, GrabModeAsync,
CurrentTime
);
#endif
return fgStructure.GameModeWindow->ID;
}
/*
* Leaves the game mode
*/
void FGAPIENTRY glutLeaveGameMode( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
freeglut_return_if_fail( fgStructure.GameModeWindow );
fgAddToWindowDestroyList( fgStructure.GameModeWindow );
fgStructure.GameModeWindow = NULL;
#if TARGET_HOST_POSIX_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.GameModeWindow;
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.GameModeWindow;
}
fgWarning( "Unknown gamemode get: %d", eWhat );
return -1;
}
/*** END OF FILE ***/