Named the game mode fullscreen window after the mode string.

git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@37891 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Philippe Houdoin 2010-08-04 00:14:40 +00:00
parent 9f11a87e65
commit 90bff7f0ed

View File

@ -7,10 +7,13 @@
*/
#include <GL/glut.h>
#include "glutGameMode.h"
#include "glutint.h"
#include "glutState.h"
#include "glutBlocker.h"
// #include "glutBlocker.h"
#include <GL/glut.h>
#include <String.h>
#include <stdio.h>
@ -110,14 +113,22 @@ GlutGameMode::Enter()
screen.GetMode(fGameModeWorkspace, &fCurrentMode);
// create a new window in full screen
glutCreateWindow("glutGameMode");
BString name;
name << "Game Mode " << fCurrentMode.virtual_width
<< "x" << fCurrentMode.virtual_height
<< ":" << _GetModePixelDepth(&fCurrentMode)
<< "@" << _GetModeRefreshRate(&fCurrentMode);
glutCreateWindow(name.String());
BDirectWindow *directWindow
= dynamic_cast<BDirectWindow*>(gState.currentWindow->Window());
if (directWindow == NULL)
// Hum?!
return B_ERROR;
directWindow->Lock();
directWindow->SetFullScreen(true);
directWindow->Unlock();
fDisplayChanged = true;
fActive = true;
@ -160,7 +171,7 @@ GlutGameMode::_FindMatchingMode()
// Lazy retrieval of supported modes...
BScreen screen;
if (screen.GetModeList(&fModesList, &fModesCount) == B_OK) {
// sort modes
// sort modes in decrease order (resolution, depth, frequency)
qsort(fModesList, fModesCount, sizeof(display_mode), _CompareModes);
} else {
// bad luck, no modes can be retrieved!