Mercurial > hgrepos > Python2 > PyMuPDF
comparison mupdf-source/thirdparty/freeglut/src/mswin/fg_gamemode_mswin.c @ 2:b50eed0cc0ef upstream
ADD: MuPDF v1.26.7: the MuPDF source as downloaded by a default build of PyMuPDF 1.26.4.
The directory name has changed: no version number in the expanded directory now.
| author | Franz Glasner <fzglas.hg@dom66.de> |
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| date | Mon, 15 Sep 2025 11:43:07 +0200 |
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| 1:1d09e1dec1d9 | 2:b50eed0cc0ef |
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| 1 /* | |
| 2 * fg_gamemode_mswin.c | |
| 3 * | |
| 4 * The Windows-specific mouse cursor related stuff. | |
| 5 * | |
| 6 * Copyright (c) 2012 Stephen J. Baker. All Rights Reserved. | |
| 7 * Written by John F. Fay, <fayjf@sourceforge.net> | |
| 8 * Creation date: Thu Jan 19, 2012 | |
| 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 * Changes to requested devmode, if it doesn't match current mode | |
| 33 */ | |
| 34 GLboolean fghChangeDisplayMode(GLboolean haveToTest, DEVMODE *devModeRequested) | |
| 35 { | |
| 36 GLboolean success = GL_FALSE; | |
| 37 DEVMODE devModeCurrent; | |
| 38 char *fggmstr = NULL; | |
| 39 char displayMode[300]; | |
| 40 | |
| 41 /* Get current display mode */ | |
| 42 EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent ); | |
| 43 /* Now see if requested matches current mode, then we're done | |
| 44 * There's only four fields we touch: | |
| 45 * - dmPelsWidth | |
| 46 * - dmPelsHeight | |
| 47 * - dmBitsPerPel | |
| 48 * - dmDisplayFrequency | |
| 49 */ | |
| 50 if (devModeCurrent.dmPelsWidth ==devModeRequested->dmPelsWidth && | |
| 51 devModeCurrent.dmPelsHeight ==devModeRequested->dmPelsHeight && | |
| 52 devModeCurrent.dmBitsPerPel ==devModeRequested->dmBitsPerPel && | |
| 53 devModeCurrent.dmDisplayFrequency==devModeRequested->dmDisplayFrequency) | |
| 54 { | |
| 55 if (!haveToTest) | |
| 56 { | |
| 57 /* update vars in case if actual switch was requested */ | |
| 58 EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent ); | |
| 59 fgState.GameModeSize.X = devModeCurrent.dmPelsWidth; | |
| 60 fgState.GameModeSize.Y = devModeCurrent.dmPelsHeight; | |
| 61 fgState.GameModeDepth = devModeCurrent.dmBitsPerPel; | |
| 62 fgState.GameModeRefresh = devModeCurrent.dmDisplayFrequency; | |
| 63 } | |
| 64 | |
| 65 /* We're done */ | |
| 66 return GL_TRUE; | |
| 67 } | |
| 68 | |
| 69 | |
| 70 /* Ok, we do have a mode switch to perform/test */ | |
| 71 switch ( ChangeDisplaySettingsEx(fgDisplay.pDisplay.DisplayName, devModeRequested, NULL, haveToTest ? CDS_TEST : CDS_FULLSCREEN , NULL) ) | |
| 72 { | |
| 73 case DISP_CHANGE_SUCCESSFUL: | |
| 74 success = GL_TRUE; | |
| 75 | |
| 76 if (!haveToTest) | |
| 77 { | |
| 78 /* update vars in case if windows switched to proper mode */ | |
| 79 EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent ); | |
| 80 fgState.GameModeSize.X = devModeCurrent.dmPelsWidth; | |
| 81 fgState.GameModeSize.Y = devModeCurrent.dmPelsHeight; | |
| 82 fgState.GameModeDepth = devModeCurrent.dmBitsPerPel; | |
| 83 fgState.GameModeRefresh = devModeCurrent.dmDisplayFrequency; | |
| 84 } | |
| 85 break; | |
| 86 case DISP_CHANGE_RESTART: | |
| 87 fggmstr = "The computer must be restarted for the graphics mode to work."; | |
| 88 break; | |
| 89 case DISP_CHANGE_BADFLAGS: | |
| 90 fggmstr = "An invalid set of flags was passed in."; | |
| 91 break; | |
| 92 case DISP_CHANGE_BADPARAM: | |
| 93 fggmstr = "An invalid parameter was passed in. This can include an invalid flag or combination of flags."; | |
| 94 break; | |
| 95 case DISP_CHANGE_FAILED: | |
| 96 fggmstr = "The display driver failed the specified graphics mode."; | |
| 97 break; | |
| 98 case DISP_CHANGE_BADMODE: | |
| 99 fggmstr = "The graphics mode is not supported."; | |
| 100 break; | |
| 101 default: | |
| 102 fggmstr = "Unknown error in graphics mode???"; /* dunno if it is possible, MSDN does not mention any other error */ | |
| 103 break; | |
| 104 } | |
| 105 | |
| 106 if ( !success ) | |
| 107 { | |
| 108 /* I'd rather get info whats going on in my program than wonder about */ | |
| 109 /* what magic happens behind my back, its lib for devels after all ;) */ | |
| 110 | |
| 111 /* append display mode to error to make things more informative */ | |
| 112 sprintf(displayMode,"%s Problem with requested mode: %lux%lu:%lu@%lu", fggmstr, devModeRequested->dmPelsWidth, devModeRequested->dmPelsHeight, devModeRequested->dmBitsPerPel, devModeRequested->dmDisplayFrequency); | |
| 113 fgWarning(displayMode); | |
| 114 } | |
| 115 | |
| 116 return success; | |
| 117 } | |
| 118 | |
| 119 /* | |
| 120 * Remembers the current visual settings, so that | |
| 121 * we can change them and restore later... | |
| 122 */ | |
| 123 void fgPlatformRememberState( void ) | |
| 124 { | |
| 125 /* Grab the current desktop settings... */ | |
| 126 EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, | |
| 127 &fgDisplay.pDisplay.DisplayMode ); | |
| 128 | |
| 129 /* Make sure we will be restoring all settings needed */ | |
| 130 fgDisplay.pDisplay.DisplayMode.dmFields |= | |
| 131 DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; | |
| 132 | |
| 133 } | |
| 134 | |
| 135 /* | |
| 136 * Restores the previously remembered visual settings | |
| 137 */ | |
| 138 void fgPlatformRestoreState( void ) | |
| 139 { | |
| 140 /* Restore the previously remembered desktop display settings */ | |
| 141 fghChangeDisplayMode(GL_FALSE,&fgDisplay.pDisplay.DisplayMode); | |
| 142 } | |
| 143 | |
| 144 | |
| 145 | |
| 146 | |
| 147 /* | |
| 148 * Changes the current display mode to match user's settings | |
| 149 */ | |
| 150 GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest ) | |
| 151 { | |
| 152 DEVMODE devMode; | |
| 153 | |
| 154 /* Get current display mode */ | |
| 155 EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devMode ); | |
| 156 devMode.dmFields = 0; | |
| 157 | |
| 158 if (fgState.GameModeSize.X!=-1) | |
| 159 { | |
| 160 devMode.dmPelsWidth = fgState.GameModeSize.X; | |
| 161 devMode.dmFields |= DM_PELSWIDTH; | |
| 162 } | |
| 163 if (fgState.GameModeSize.Y!=-1) | |
| 164 { | |
| 165 devMode.dmPelsHeight = fgState.GameModeSize.Y; | |
| 166 devMode.dmFields |= DM_PELSHEIGHT; | |
| 167 } | |
| 168 if (fgState.GameModeDepth!=-1) | |
| 169 { | |
| 170 devMode.dmBitsPerPel = fgState.GameModeDepth; | |
| 171 devMode.dmFields |= DM_BITSPERPEL; | |
| 172 } | |
| 173 if (fgState.GameModeRefresh!=-1) | |
| 174 { | |
| 175 devMode.dmDisplayFrequency = fgState.GameModeRefresh; | |
| 176 devMode.dmFields |= DM_DISPLAYFREQUENCY; | |
| 177 } | |
| 178 | |
| 179 return fghChangeDisplayMode(haveToTest, &devMode); | |
| 180 } | |
| 181 | |
| 182 void fgPlatformEnterGameMode( void ) | |
| 183 { | |
| 184 } | |
| 185 | |
| 186 void fgPlatformLeaveGameMode( void ) | |
| 187 { | |
| 188 } |
