diff mupdf-source/thirdparty/freeglut/src/fg_gamemode.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>
date Mon, 15 Sep 2025 11:43:07 +0200
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/mupdf-source/thirdparty/freeglut/src/fg_gamemode.c	Mon Sep 15 11:43:07 2025 +0200
@@ -0,0 +1,168 @@
+/*
+ * fg_gamemode.c
+ *
+ * The game mode handling code.
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: Thu Dec 16 1999
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include <GL/freeglut.h>
+#include "fg_internal.h"
+
+
+/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
+extern void fgPlatformRememberState( void );
+extern void fgPlatformRestoreState( void );
+extern GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest );
+extern void fgPlatformEnterGameMode( void );
+extern void fgPlatformLeaveGameMode( void );
+
+
+/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
+
+/*
+ * Sets the game mode display string
+ */
+void FGAPIENTRY glutGameModeString( const char* string )
+{
+    int width = -1, height = -1, depth = -1, refresh = -1;
+
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeString" );
+
+    /*
+     * This one seems a bit easier than glutInitDisplayString. The bad thing
+     * about it that I was unable to find the game mode string definition, so
+     * that I assumed it is: "[width]x[height]:[depth]@[refresh rate]", which
+     * appears in all GLUT game mode programs I have seen to date.
+     */
+    if( sscanf( string, "%ix%i:%i@%i", &width, &height, &depth, &refresh ) !=
+        4 )
+        if( sscanf( string, "%ix%i:%i", &width, &height, &depth ) != 3 )
+            if( sscanf( string, "%ix%i@%i", &width, &height, &refresh ) != 3 )
+                if( sscanf( string, "%ix%i", &width, &height ) != 2 )
+                    if( sscanf( string, ":%i@%i", &depth, &refresh ) != 2 )
+                        if( sscanf( string, ":%i", &depth ) != 1 )
+                            if( sscanf( string, "@%i", &refresh ) != 1 )
+                                fgWarning(
+                                    "unable to parse game mode string `%s'",
+                                    string
+                                );
+
+    /* All values not specified are now set to -1, which means those
+     * aspects of the current display mode are not changed in
+     * fgPlatformChangeDisplayMode() above.
+     */
+    fgState.GameModeSize.X  = width;
+    fgState.GameModeSize.Y  = height;
+    fgState.GameModeDepth   = depth;
+    fgState.GameModeRefresh = refresh;
+}
+
+
+
+/*
+ * Enters the game mode
+ */
+int FGAPIENTRY glutEnterGameMode( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
+
+    if( fgStructure.GameModeWindow )
+        fgAddToWindowDestroyList( fgStructure.GameModeWindow );
+    else
+        fgPlatformRememberState( );
+
+    if( ! fgPlatformChangeDisplayMode( GL_FALSE ) )
+    {
+        fgWarning( "failed to change screen settings" );
+        return 0;
+    }
+
+    fgStructure.GameModeWindow = fgCreateWindow(
+        NULL, "FREEGLUT", GL_TRUE, 0, 0,
+        GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
+        GL_TRUE, GL_FALSE
+    );
+
+    glutFullScreen();
+
+    fgPlatformEnterGameMode();
+
+    return fgStructure.GameModeWindow->ID;
+}
+
+/*
+ * Leaves the game mode
+ */
+void FGAPIENTRY glutLeaveGameMode( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
+
+    freeglut_return_if_fail( fgStructure.GameModeWindow );
+
+    fgAddToWindowDestroyList( fgStructure.GameModeWindow );
+    fgStructure.GameModeWindow = NULL;
+
+    fgPlatformLeaveGameMode();
+
+    fgPlatformRestoreState();
+}
+
+/*
+ * Returns information concerning the freeglut game mode
+ */
+int FGAPIENTRY glutGameModeGet( GLenum eWhat )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGameModeGet" );
+
+    switch( eWhat )
+    {
+    case GLUT_GAME_MODE_ACTIVE:
+        return !!fgStructure.GameModeWindow;
+
+    case GLUT_GAME_MODE_POSSIBLE:
+        return fgPlatformChangeDisplayMode( GL_TRUE );
+
+    case GLUT_GAME_MODE_WIDTH:
+        return fgState.GameModeSize.X;
+
+    case GLUT_GAME_MODE_HEIGHT:
+        return fgState.GameModeSize.Y;
+
+    case GLUT_GAME_MODE_PIXEL_DEPTH:
+        return fgState.GameModeDepth;
+
+    case GLUT_GAME_MODE_REFRESH_RATE:
+        return fgState.GameModeRefresh;
+
+    case GLUT_GAME_MODE_DISPLAY_CHANGED:
+        /*
+         * This is true if the game mode has been activated successfully..
+         */
+        return !!fgStructure.GameModeWindow;
+    }
+
+    fgWarning( "Unknown gamemode get: %d", eWhat );
+    return -1;
+}
+
+/*** END OF FILE ***/