1/*
2 * fg_gamemode.c
3 *
4 * The game mode handling code.
5 *
6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8 * Creation date: Thu Dec 16 1999
9 *
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
16 *
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
19 *
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
24 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
25 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 */
27
28#include <GL/freeglut.h>
29#include "fg_internal.h"
30
31
32/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
33extern void fgPlatformRememberState( void );
34extern void fgPlatformRestoreState( void );
35extern GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest );
36extern void fgPlatformEnterGameMode( void );
37extern void fgPlatformLeaveGameMode( void );
38
39
40/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
41
42/*
43 * Sets the game mode display string
44 */
45void FGAPIENTRY glutGameModeString( const char* string )
46{
47 int width = -1, height = -1, depth = -1, refresh = -1;
48
49 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeString" );
50
51 /*
52 * This one seems a bit easier than glutInitDisplayString. The bad thing
53 * about it that I was unable to find the game mode string definition, so
54 * that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which
55 * appears in all GLUT game mode programs I have seen to date.
56 */
57 if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) !=
58 4 )
59 if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )
60 if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )
61 if( sscanf( string, "%ix%i", &width, &height ) != 2 )
62 if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )
63 if( sscanf( string, ":%i", &depth ) != 1 )
64 if( sscanf( string, "@%i", &refresh ) != 1 )
65 fgWarning(
66 "unable to parse game mode string `%s'",
67 string
68 );
69
70 /* All values not specified are now set to -1, which means those
71 * aspects of the current display mode are not changed in
72 * fgPlatformChangeDisplayMode() above.
73 */
74 fgState.GameModeSize.X = width;
75 fgState.GameModeSize.Y = height;
76 fgState.GameModeDepth = depth;
77 fgState.GameModeRefresh = refresh;
78}
79
80
81
82/*
83 * Enters the game mode
84 */
85int FGAPIENTRY glutEnterGameMode( void )
86{
87 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
88
89 if( fgStructure.GameModeWindow )
90 fgAddToWindowDestroyList( fgStructure.GameModeWindow );
91 else
92 fgPlatformRememberState( );
93
94 if( ! fgPlatformChangeDisplayMode( GL_FALSE ) )
95 {
96 fgWarning( "failed to change screen settings" );
97 return 0;
98 }
99
100 fgStructure.GameModeWindow = fgCreateWindow(
101 NULL, "FREEGLUT", GL_TRUE, 0, 0,
102 GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
103 GL_TRUE, GL_FALSE
104 );
105
106 glutFullScreen();
107
108 fgPlatformEnterGameMode();
109
110 return fgStructure.GameModeWindow->ID;
111}
112
113/*
114 * Leaves the game mode
115 */
116void FGAPIENTRY glutLeaveGameMode( void )
117{
118 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
119
120 freeglut_return_if_fail( fgStructure.GameModeWindow );
121
122 fgAddToWindowDestroyList( fgStructure.GameModeWindow );
123 fgStructure.GameModeWindow = NULL;
124
125 fgPlatformLeaveGameMode();
126
127 fgPlatformRestoreState();
128}
129
130/*
131 * Returns information concerning the freeglut game mode
132 */
133int FGAPIENTRY glutGameModeGet( GLenum eWhat )
134{
135 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
136
137 switch( eWhat )
138 {
139 case GLUT_GAME_MODE_ACTIVE:
140 return !!fgStructure.GameModeWindow;
141
142 case GLUT_GAME_MODE_POSSIBLE:
143 return fgPlatformChangeDisplayMode( GL_TRUE );
144
145 case GLUT_GAME_MODE_WIDTH:
146 return fgState.GameModeSize.X;
147
148 case GLUT_GAME_MODE_HEIGHT:
149 return fgState.GameModeSize.Y;
150
151 case GLUT_GAME_MODE_PIXEL_DEPTH:
152 return fgState.GameModeDepth;
153
154 case GLUT_GAME_MODE_REFRESH_RATE:
155 return fgState.GameModeRefresh;
156
157 case GLUT_GAME_MODE_DISPLAY_CHANGED:
158 /*
159 * This is true if the game mode has been activated successfully..
160 */
161 return !!fgStructure.GameModeWindow;
162 }
163
164 fgWarning( "Unknown gamemode get: %d", eWhat );
165 return -1;
166}
167
168/*** END OF FILE ***/
169