Mercurial > hgrepos > Python2 > PyMuPDF
view mupdf-source/thirdparty/freeglut/src/mswin/fg_gamemode_mswin.c @ 21:2f43e400f144
Provide an "all" target to build both the sdist and the wheel
| author | Franz Glasner <fzglas.hg@dom66.de> |
|---|---|
| date | Fri, 19 Sep 2025 10:28:53 +0200 |
| parents | b50eed0cc0ef |
| children |
line wrap: on
line source
/* * 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 ) { }
