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179 lines
5.8 KiB
C
179 lines
5.8 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 "fg_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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extern void fgPlatformRememberState( void );
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extern void fgPlatformRestoreState( void );
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extern GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest );
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extern void fgPlatformEnterGameMode( void );
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extern void fgPlatformLeaveGameMode( void );
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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 = -1, height = -1, depth = -1, refresh = -1;
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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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/* All values not specified are now set to -1, which means those
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* aspects of the current display mode are not changed in
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* fgPlatformChangeDisplayMode() above.
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*/
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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.GameModeWindow )
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fgAddToWindowDestroyList( fgStructure.GameModeWindow );
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else
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fgPlatformRememberState( );
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if( ! fgPlatformChangeDisplayMode( 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.GameModeWindow = fgCreateWindow(
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NULL, "FREEGLUT", GL_TRUE, 0, 0,
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GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
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GL_TRUE, GL_FALSE
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);
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fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
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fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
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fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
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fgPlatformEnterGameMode();
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return fgStructure.GameModeWindow->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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freeglut_return_if_fail( fgStructure.GameModeWindow );
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fgAddToWindowDestroyList( fgStructure.GameModeWindow );
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fgStructure.GameModeWindow = NULL;
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fgPlatformLeaveGameMode();
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fgPlatformRestoreState();
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}
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/*
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* Returns information concerning the freeglut game mode
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*/
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int FGAPIENTRY glutGameModeGet( GLenum eWhat )
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{
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
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switch( eWhat )
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{
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case GLUT_GAME_MODE_ACTIVE:
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return !!fgStructure.GameModeWindow;
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case GLUT_GAME_MODE_POSSIBLE:
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return fgPlatformChangeDisplayMode( GL_TRUE );
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case GLUT_GAME_MODE_WIDTH:
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return fgState.GameModeSize.X;
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case GLUT_GAME_MODE_HEIGHT:
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return fgState.GameModeSize.Y;
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case GLUT_GAME_MODE_PIXEL_DEPTH:
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return fgState.GameModeDepth;
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case GLUT_GAME_MODE_REFRESH_RATE:
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return fgState.GameModeRefresh;
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case GLUT_GAME_MODE_DISPLAY_CHANGED:
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/*
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* This is true if the game mode has been activated successfully..
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*/
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return !!fgStructure.GameModeWindow;
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}
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fgWarning( "Unknown gamemode get: %d", eWhat );
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return -1;
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}
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/*** END OF FILE ***/
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