diff 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>
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/mswin/fg_gamemode_mswin.c	Mon Sep 15 11:43:07 2025 +0200
@@ -0,0 +1,188 @@
+/*
+ * fg_gamemode_mswin.c
+ *
+ * The Windows-specific mouse cursor related stuff.
+ *
+ * Copyright (c) 2012 Stephen J. Baker. All Rights Reserved.
+ * Written by John F. Fay, <fayjf@sourceforge.net>
+ * Creation date: Thu Jan 19, 2012
+ *
+ * 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"
+
+/*
+ * Changes to requested devmode, if it doesn't match current mode
+ */
+GLboolean fghChangeDisplayMode(GLboolean haveToTest, DEVMODE *devModeRequested)
+{
+    GLboolean success = GL_FALSE;
+    DEVMODE  devModeCurrent;
+    char *fggmstr = NULL;
+    char displayMode[300];
+
+    /* Get current display mode */
+    EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent );
+    /* Now see if requested matches current mode, then we're done
+     * There's only four fields we touch:
+     * - dmPelsWidth
+     * - dmPelsHeight
+     * - dmBitsPerPel
+     * - dmDisplayFrequency
+     */
+    if (devModeCurrent.dmPelsWidth       ==devModeRequested->dmPelsWidth &&
+        devModeCurrent.dmPelsHeight      ==devModeRequested->dmPelsHeight && 
+        devModeCurrent.dmBitsPerPel      ==devModeRequested->dmBitsPerPel && 
+        devModeCurrent.dmDisplayFrequency==devModeRequested->dmDisplayFrequency)
+    {
+        if (!haveToTest)
+        {
+            /* update vars in case if actual switch was requested */
+            EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent );
+            fgState.GameModeSize.X  = devModeCurrent.dmPelsWidth;        
+            fgState.GameModeSize.Y  = devModeCurrent.dmPelsHeight;
+            fgState.GameModeDepth   = devModeCurrent.dmBitsPerPel;
+            fgState.GameModeRefresh = devModeCurrent.dmDisplayFrequency;
+        }
+
+        /* We're done */
+        return GL_TRUE;
+    }
+
+
+    /* Ok, we do have a mode switch to perform/test */
+    switch ( ChangeDisplaySettingsEx(fgDisplay.pDisplay.DisplayName, devModeRequested, 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.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &devModeCurrent );
+            fgState.GameModeSize.X  = devModeCurrent.dmPelsWidth;        
+            fgState.GameModeSize.Y  = devModeCurrent.dmPelsHeight;
+            fgState.GameModeDepth   = devModeCurrent.dmBitsPerPel;
+            fgState.GameModeRefresh = devModeCurrent.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 */
+        /* what magic happens behind my back, its lib for devels after all ;) */
+
+        /* append display mode to error to make things more informative */
+        sprintf(displayMode,"%s Problem with requested mode: %lux%lu:%lu@%lu", fggmstr, devModeRequested->dmPelsWidth, devModeRequested->dmPelsHeight, devModeRequested->dmBitsPerPel, devModeRequested->dmDisplayFrequency);
+        fgWarning(displayMode);
+    }
+    
+    return success;
+}
+
+/*
+ * Remembers the current visual settings, so that
+ * we can change them and restore later...
+ */
+void fgPlatformRememberState( void )
+{
+    /* Grab the current desktop settings... */
+    EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS,
+                         &fgDisplay.pDisplay.DisplayMode );
+
+    /* Make sure we will be restoring all settings needed */
+    fgDisplay.pDisplay.DisplayMode.dmFields |=
+        DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY;
+
+}
+
+/*
+ * Restores the previously remembered visual settings
+ */
+void fgPlatformRestoreState( void )
+{
+    /* Restore the previously remembered desktop display settings */
+    fghChangeDisplayMode(GL_FALSE,&fgDisplay.pDisplay.DisplayMode);
+}
+
+
+
+
+/*
+ * Changes the current display mode to match user's settings
+ */
+GLboolean fgPlatformChangeDisplayMode( GLboolean haveToTest )
+{
+    DEVMODE  devMode;
+
+    /* Get current display mode */
+    EnumDisplaySettings( fgDisplay.pDisplay.DisplayName, ENUM_CURRENT_SETTINGS, &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;
+    }
+
+    return fghChangeDisplayMode(haveToTest, &devMode);
+}
+
+void fgPlatformEnterGameMode( void ) 
+{
+}
+
+void fgPlatformLeaveGameMode( void ) 
+{
+}