freeglut_gamemode.c
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上传日期:2022-01-07
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文件大小:18k
- /*
- * 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_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 ***/