📄 glut_gamemode.c
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return -1; } bpp = (int) strtol(&word[1], &response, 0); if (response == &word[1]) { /* Not a valid number. */ return -1; } criterion[0].capability = DM_PIXEL_DEPTH; criterion[0].comparison = EQ; criterion[0].value = bpp; got = specialCaseParse(response, &criterion[1], 1 << DM_WIDTH | 1 << DM_PIXEL_DEPTH); if (got >= 0) { return got + 1; } else { return -1; } case '@': /* The @HZ case. */ if (mask & (1 << DM_HERTZ)) { return -1; } hertz = (int) strtol(&word[1], &response, 0); if (response == &word[1]) { /* Not a valid number. */ return -1; } criterion[0].capability = DM_HERTZ; criterion[0].comparison = EQ; criterion[0].value = hertz; got = specialCaseParse(response, &criterion[1], ~DM_HERTZ); if (got >= 0) { return got + 1; } else { return -1; } case '\0': return 0; } return -1;}/* This routine is based on similiar code in glut_dstr.c */static intparseCriteria(char *word, Criterion * criterion){ char *cstr, *vstr, *response; int comparator, value = 0; cstr = strpbrk(word, "=><!~"); if (cstr) { switch (cstr[0]) { case '=': comparator = EQ; vstr = &cstr[1]; break; case '~': comparator = MIN; vstr = &cstr[1]; break; case '>': if (cstr[1] == '=') { comparator = GTE; vstr = &cstr[2]; } else { comparator = GT; vstr = &cstr[1]; } break; case '<': if (cstr[1] == '=') { comparator = LTE; vstr = &cstr[2]; } else { comparator = LT; vstr = &cstr[1]; } break; case '!': if (cstr[1] == '=') { comparator = NEQ; vstr = &cstr[2]; } else { return -1; } break; default: return -1; } value = (int) strtol(vstr, &response, 0); if (response == vstr) { /* Not a valid number. */ return -1; } *cstr = '\0'; } else { comparator = NONE; } switch (word[0]) { case 'b': if (!strcmp(word, "bpp")) { criterion[0].capability = DM_PIXEL_DEPTH; if (comparator == NONE) { return -1; } else { criterion[0].comparison = comparator; criterion[0].value = value; return 1; } } return -1; case 'h': if (!strcmp(word, "height")) { criterion[0].capability = DM_HEIGHT; if (comparator == NONE) { return -1; } else { criterion[0].comparison = comparator; criterion[0].value = value; return 1; } } if (!strcmp(word, "hertz")) { criterion[0].capability = DM_HERTZ; if (comparator == NONE) { return -1; } else { criterion[0].comparison = comparator; criterion[0].value = value; return 1; } } return -1; case 'n': if (!strcmp(word, "num")) { criterion[0].capability = DM_NUM; if (comparator == NONE) { return -1; } else { criterion[0].comparison = comparator; criterion[0].value = value; return 1; } } return -1; case 'w': if (!strcmp(word, "width")) { criterion[0].capability = DM_WIDTH; if (comparator == NONE) { return -1; } else { criterion[0].comparison = comparator; criterion[0].value = value; return 1; } } return -1; } if (comparator == NONE) { return specialCaseParse(word, criterion, 0); } return -1;}/* This routine is based on similiar code in glut_dstr.c */static Criterion *parseDisplayString(const char *display, int *ncriteria){ Criterion *criteria = NULL; int n, parsed; char *copy, *word; copy = __glutStrdup(display); /* Attempt to estimate how many criteria entries should be needed. */ n = 0; word = strtok(copy, " \t"); while (word) { n++; word = strtok(NULL, " \t"); } /* Allocate number of words of criteria. A word could contain as many as four criteria in the worst case. Example: 800x600:16@60 */ criteria = (Criterion *) malloc(4 * n * sizeof(Criterion)); if (!criteria) { __glutFatalError("out of memory."); } /* Re-copy the copy of the display string. */ strcpy(copy, display); n = 0; word = strtok(copy, " \t"); while (word) { parsed = parseCriteria(word, &criteria[n]); if (parsed >= 0) { n += parsed; } else { __glutWarning("Unrecognized game mode string word: %s (ignoring)\n", word); } word = strtok(NULL, " \t"); } free(copy); *ncriteria = n; return criteria;}void GLUTAPIENTRYglutGameModeString(const char *string){ Criterion *criteria; int ncriteria; initGameModeSupport(); criteria = parseDisplayString(string, &ncriteria); currentDm = findMatch(dmodes, ndmodes, criteria, ncriteria); free(criteria);}int GLUTAPIENTRYglutEnterGameMode(void){ GLUTwindow *window; int width, height; Window win; if (__glutMappedMenu) { __glutFatalUsage("entering game mode not allowed while menus in use"); } if (__glutGameModeWindow) { /* Already in game mode, so blow away game mode window so apps can change resolutions. */ window = __glutGameModeWindow; /* Setting the game mode window to NULL tricks the window destroy code into not undoing the screen display change since we plan on immediately doing another mode change. */ __glutGameModeWindow = NULL; __glutDestroyWindow(window, window); } /* Assume default screen size until we find out if we can actually change the display settings. */ width = __glutScreenWidth; height = __glutScreenHeight; if (currentDm) {#ifdef _WIN32 LONG status; static int registered = 0; status = ChangeDisplaySettings(¤tDm->devmode, CDS_FULLSCREEN); if (status == DISP_CHANGE_SUCCESSFUL) { __glutDisplaySettingsChanged = 1; width = currentDm->cap[DM_WIDTH]; height = currentDm->cap[DM_HEIGHT]; if (!registered) { atexit(__glutCloseDownGameMode); registered = 1; } } else { /* Switch back to default resolution. */ ChangeDisplaySettings(NULL, 0); }#endif } window = __glutCreateWindow(NULL, 0, 0, width, height, /* game mode */ 1); win = window->win;#if !defined(_WIN32) if (__glutMotifHints == None) { __glutMotifHints = XSGIFastInternAtom(__glutDisplay, "_MOTIF_WM_HINTS", SGI_XA__MOTIF_WM_HINTS, 0); if (__glutMotifHints == None) { __glutWarning("Could not intern X atom for _MOTIF_WM_HINTS."); } } /* Game mode window is a toplevel window. */ XSetWMProtocols(__glutDisplay, win, &__glutWMDeleteWindow, 1);#endif /* Schedule the fullscreen property to be added and to make sure the window is configured right. Win32 doesn't need this. */ window->desiredX = 0; window->desiredY = 0; window->desiredWidth = width; window->desiredHeight = height; window->desiredConfMask |= CWX | CWY | CWWidth | CWHeight;#ifdef _WIN32 /* Win32 does not want to use GLUT_FULL_SCREEN_WORK for game mode because we need to be maximizing the window in game mode, not just sizing it to take up the full screen. The Win32-ness of game mode happens when you pass 1 in the gameMode parameter to __glutCreateWindow above. A gameMode of creates a WS_POPUP window, not a standard WS_OVERLAPPEDWINDOW window. WS_POPUP ensures the taskbar is hidden. */ __glutPutOnWorkList(window, GLUT_CONFIGURE_WORK);#else __glutPutOnWorkList(window, GLUT_CONFIGURE_WORK | GLUT_FULL_SCREEN_WORK);#endif __glutGameModeWindow = window; return window->num + 1;}int GLUTAPIENTRYglutGameModeGet(GLenum mode){ switch (mode) { case GLUT_GAME_MODE_ACTIVE: return __glutGameModeWindow != NULL; case GLUT_GAME_MODE_POSSIBLE: return currentDm != NULL; case GLUT_GAME_MODE_WIDTH: return currentDm ? currentDm->cap[DM_WIDTH] : -1; case GLUT_GAME_MODE_HEIGHT: return currentDm ? currentDm->cap[DM_HEIGHT] : -1; case GLUT_GAME_MODE_PIXEL_DEPTH: return currentDm ? currentDm->cap[DM_PIXEL_DEPTH] : -1; case GLUT_GAME_MODE_REFRESH_RATE: return currentDm ? currentDm->cap[DM_HERTZ] : -1; case GLUT_GAME_MODE_DISPLAY_CHANGED: return __glutDisplaySettingsChanged; default: return -1; }}
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