Пример #1
0
/*
 * Changes the current display mode to match user's settings
 */
static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
{
    GLboolean success = GL_FALSE;
#if TARGET_HOST_POSIX_X11

    /* first try to use XRandR, then fallback to XF86VidMode */
#   ifdef HAVE_X11_EXTENSIONS_XRANDR_H
    if(xrandr_resize(fgState.GameModeSize.X, fgState.GameModeSize.Y,
                fgState.GameModeRefresh, haveToTest) != -1) {
        return GL_TRUE;
    }
#   endif


    /*
     * This highly depends on the XFree86 extensions,
     * not approved as X Consortium standards
     */
#   ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H

    /*
     * This is also used by applications which check modes by calling
     * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
     */
    if( haveToTest || fgDisplay.DisplayModeValid )
    {
        XF86VidModeModeInfo** displayModes;
        int i, displayModesCount;

        /* If we don't have a valid modeline in the display structure, which
         * can happen if this is called from glutGameModeGet instead of
         * glutEnterGameMode, then we need to query the current mode, to make
         * unspecified settings to default to their current values.
         */
        if(!fgDisplay.DisplayModeValid) {
            if(!XF86VidModeGetModeLine(fgDisplay.Display, fgDisplay.Screen,
                    &fgDisplay.DisplayModeClock, &fgDisplay.DisplayMode)) {
                return success;
            }
        }

        if (fgState.GameModeSize.X == -1)
        {
            fgState.GameModeSize.X = fgDisplay.DisplayMode.hdisplay;
        }
        if (fgState.GameModeSize.Y == -1)
        {
            fgState.GameModeSize.Y = fgDisplay.DisplayMode.vdisplay;
        }
        if (fgState.GameModeDepth == -1)
        {
            /* can't get color depth from this, nor can we change it, do nothing
             * TODO: get with XGetVisualInfo()? but then how to set?
             */
        }
        if (fgState.GameModeRefresh == -1)
        {
            /* Compute the displays refresh rate, dotclock comes in kHz. */
            int refresh = ( fgDisplay.DisplayModeClock * 1000 ) /
                ( fgDisplay.DisplayMode.htotal * fgDisplay.DisplayMode.vtotal );

            fgState.GameModeRefresh = refresh;
        }

        /* query all possible display modes */
        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 );
    }

#   endif


#elif TARGET_HOST_MS_WINDOWS

    DEVMODE  devMode;
    char *fggmstr = NULL;
    char displayMode[300];

    success = GL_FALSE;

    EnumDisplaySettings( fgDisplay.DisplayName, -1, &devMode ); 
    devMode.dmFields = 0;

    if (fgState.GameModeSize.X!=-1)
    {
        devMode.dmPelsWidth  = fgState.GameModeSize.X;
        devMode.dmFields |= DM_PELSWIDTH;
    }
    if (fgState.GameModeSize.Y!=-1)
    {
        devMode.dmPelsHeight  = fgState.GameModeSize.Y;
        devMode.dmFields |= DM_PELSHEIGHT;
    }
    if (fgState.GameModeDepth!=-1)
    {
        devMode.dmBitsPerPel  = fgState.GameModeDepth;
        devMode.dmFields |= DM_BITSPERPEL;
    }
    if (fgState.GameModeRefresh!=-1)
    {
        devMode.dmDisplayFrequency  = fgState.GameModeRefresh;
        devMode.dmFields |= DM_DISPLAYFREQUENCY;
    }

    switch ( ChangeDisplaySettingsEx(fgDisplay.DisplayName, &devMode, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) )
    {
    case DISP_CHANGE_SUCCESSFUL:
        success = GL_TRUE;

        if (!haveToTest)
        {
            /* update vars in case if windows switched to proper mode */
            EnumDisplaySettings( fgDisplay.DisplayName, 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 )
    {
        /* 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 ;) */
        
        /* append display mode to error to make things more informative */
        sprintf(displayMode,"%s Problem with requested mode: %ix%i:%i@%i", fggmstr, devMode.dmPelsWidth, devMode.dmPelsHeight, devMode.dmBitsPerPel, devMode.dmDisplayFrequency);
        fgWarning(displayMode);
    }
#endif

    return success;
}
Пример #2
0
/*
 * Changes the current display mode to match user's settings
 */
static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
{
    GLboolean success = GL_FALSE;
#if TARGET_HOST_UNIX_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_WIN32 || TARGET_HOST_WINCE

    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;
}
Пример #3
0
/*
 * Changes the current display mode to match user's settings
 */
GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
{
    GLboolean success = GL_FALSE;
    /* first try to use XRandR, then fallback to XF86VidMode */
#   ifdef HAVE_X11_EXTENSIONS_XRANDR_H
    if(xrandr_resize(fgState.GameModeSize.X, fgState.GameModeSize.Y,
                fgState.GameModeRefresh, haveToTest) != -1) {
        return GL_TRUE;
    }
#   endif


    /*
     * This highly depends on the XFree86 extensions,
     * not approved as X Consortium standards
     */
#   ifdef HAVE_X11_EXTENSIONS_XF86VMODE_H

    /*
     * This is also used by applications which check modes by calling
     * glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
     */
    if( haveToTest || fgDisplay.pDisplay.DisplayModeValid )
    {
        XF86VidModeModeInfo** displayModes;
        int i, displayModesCount;

        /* If we don't have a valid modeline in the display structure, which
         * can happen if this is called from glutGameModeGet instead of
         * glutEnterGameMode, then we need to query the current mode, to make
         * unspecified settings to default to their current values.
         */
        if(!fgDisplay.pDisplay.DisplayModeValid) {
            if(!XF86VidModeGetModeLine(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.Screen,
                    &fgDisplay.pDisplay.DisplayModeClock, &fgDisplay.pDisplay.DisplayMode)) {
                return success;
            }
        }

        if (fgState.GameModeSize.X == -1)
        {
            fgState.GameModeSize.X = fgDisplay.pDisplay.DisplayMode.hdisplay;
        }
        if (fgState.GameModeSize.Y == -1)
        {
            fgState.GameModeSize.Y = fgDisplay.pDisplay.DisplayMode.vdisplay;
        }
        if (fgState.GameModeDepth == -1)
        {
            /* can't get color depth from this, nor can we change it, do nothing
             * TODO: get with XGetVisualInfo()? but then how to set?
             */
        }
        if (fgState.GameModeRefresh == -1)
        {
            /* Compute the displays refresh rate, dotclock comes in kHz. */
            int refresh = ( fgDisplay.pDisplay.DisplayModeClock * 1000 ) /
                ( fgDisplay.pDisplay.DisplayMode.htotal * fgDisplay.pDisplay.DisplayMode.vtotal );

            fgState.GameModeRefresh = refresh;
        }

        /* query all possible display modes */
        if( !XF86VidModeGetAllModeLines(
                 fgDisplay.pDisplay.Display,
                 fgDisplay.pDisplay.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.pDisplay.Display,
                     fgDisplay.pDisplay.Screen,
                     displayModes[ i ] ) )
                fgWarning( "XF86VidModeSwitchToMode failed" );
        }

        XFree( displayModes );
    }

#   endif

    return success;
}