Example #1
0
/* CENTRY */
void APIENTRY 
glutFullScreen(void)
{
  assert(!__glutCurrentWindow->parent);
  IGNORE_IN_GAME_MODE();
#if !defined(_WIN32)
  if (__glutMotifHints == None) {
    __glutMotifHints = XSGIFastInternAtom(__glutDisplay, "_MOTIF_WM_HINTS",
      SGI_XA__MOTIF_WM_HINTS, 0);
    if (__glutMotifHints == None) {
      __glutWarning("Could not intern X atom for _MOTIF_WM_HINTS.");
    }
  }
#endif

  __glutCurrentWindow->desiredX = 0;
  __glutCurrentWindow->desiredY = 0;
  __glutCurrentWindow->desiredWidth = __glutScreenWidth;
  __glutCurrentWindow->desiredHeight = __glutScreenHeight;
  __glutCurrentWindow->desiredConfMask |= CWX | CWY | CWWidth | CWHeight;

  __glutPutOnWorkList(__glutCurrentWindow,
    GLUT_CONFIGURE_WORK | GLUT_FULL_SCREEN_WORK);
}
  /* There isn't any concept of multiple screens in Win32, therefore,
     we don't need to keep track of the screen we're on... it's always
     the same one. */
  __glutScreen          = 0;
}
#else /* !_WIN32 */
void
__glutOpenXConnection(char *display)
{
  int errorBase, eventBase;

  __glutDisplay = XOpenDisplay(display);
  if (!__glutDisplay)
    __glutFatalError("could not open display: %s",
      XDisplayName(display));
  if (synchronize)
    XSynchronize(__glutDisplay, True);
  if (!glXQueryExtension(__glutDisplay, &errorBase, &eventBase))
    __glutFatalError(
      "OpenGL GLX extension not supported by display: %s",
      XDisplayName(display));
  __glutScreen = DefaultScreen(__glutDisplay);
  __glutRoot = RootWindow(__glutDisplay, __glutScreen);
  __glutScreenWidth = DisplayWidth(__glutDisplay, __glutScreen);
  __glutScreenHeight = DisplayHeight(__glutDisplay,
    __glutScreen);
  __glutConnectionFD = ConnectionNumber(__glutDisplay);
  __glutWMDeleteWindow = XSGIFastInternAtom(__glutDisplay,
    "WM_DELETE_WINDOW", SGI_XA_WM_DELETE_WINDOW, False);
}
Example #3
0
int GLUTAPIENTRY
glutEnterGameMode(void)
{
  GLUTwindow *window;
  int width, height;
  Window win;

  if (__glutMappedMenu) {
    __glutFatalUsage("entering game mode not allowed while menus in use");
  }
  if (__glutGameModeWindow) {
    /* Already in game mode, so blow away game mode
       window so apps can change resolutions. */
    window = __glutGameModeWindow;
    /* Setting the game mode window to NULL tricks
       the window destroy code into not undoing the
       screen display change since we plan on immediately
       doing another mode change. */
    __glutGameModeWindow = NULL;
    __glutDestroyWindow(window, window);
  }

  /* Assume default screen size until we find out if we
     can actually change the display settings. */
  width = __glutScreenWidth;
  height = __glutScreenHeight;

  if (currentDm) {
#ifdef _WIN32
    LONG status;
    static int registered = 0;

    status = ChangeDisplaySettings(&currentDm->devmode,
      CDS_FULLSCREEN);
    if (status == DISP_CHANGE_SUCCESSFUL) {
      __glutDisplaySettingsChanged = 1;
      width = currentDm->cap[DM_WIDTH];
      height = currentDm->cap[DM_HEIGHT];
      if (!registered) {
        atexit(__glutCloseDownGameMode);
        registered = 1;
      }
    } else {
      /* Switch back to default resolution. */
      ChangeDisplaySettings(NULL, 0);
    }
#endif
  }

  window = __glutCreateWindow(NULL, 0, 0,
    width, height, /* game mode */ 1);
  win = window->win;

#if !defined(_WIN32)
  if (__glutMotifHints == None) {
    __glutMotifHints = XSGIFastInternAtom(__glutDisplay, "_MOTIF_WM_HINTS",
      SGI_XA__MOTIF_WM_HINTS, 0);
    if (__glutMotifHints == None) {
      __glutWarning("Could not intern X atom for _MOTIF_WM_HINTS.");
    }
  }

  /* Game mode window is a toplevel window. */
  XSetWMProtocols(__glutDisplay, win, &__glutWMDeleteWindow, 1);
#endif

  /* Schedule the fullscreen property to be added and to
     make sure the window is configured right.  Win32
     doesn't need this. */
  window->desiredX = 0;
  window->desiredY = 0;
  window->desiredWidth = width;
  window->desiredHeight = height;
  window->desiredConfMask |= CWX | CWY | CWWidth | CWHeight;
#ifdef _WIN32
  /* Win32 does not want to use GLUT_FULL_SCREEN_WORK
     for game mode because we need to be maximizing
     the window in game mode, not just sizing it to
     take up the full screen.  The Win32-ness of game
     mode happens when you pass 1 in the gameMode parameter
     to __glutCreateWindow above.  A gameMode of creates
     a WS_POPUP window, not a standard WS_OVERLAPPEDWINDOW
     window.  WS_POPUP ensures the taskbar is hidden. */
  __glutPutOnWorkList(window,
    GLUT_CONFIGURE_WORK);
#else
  __glutPutOnWorkList(window,
    GLUT_CONFIGURE_WORK | GLUT_FULL_SCREEN_WORK);
#endif

  __glutGameModeWindow = window;
  return window->num + 1;
}