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