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 ---------------------------------------------------- */ |
33 | extern void fgPlatformRememberState( void ); |
34 | extern void fgPlatformRestoreState( void ); |
35 | extern GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest ); |
36 | extern void fgPlatformEnterGameMode( void ); |
37 | extern void fgPlatformLeaveGameMode( void ); |
38 | |
39 | |
40 | /* -- INTERFACE FUNCTIONS -------------------------------------------------- */ |
41 | |
42 | /* |
43 | * Sets the game mode display string |
44 | */ |
45 | void 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 | */ |
85 | int 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 | */ |
116 | void 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 | */ |
133 | int 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 | |