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Graphics.UI.GLUT.GameMode | Portability | portable | Stability | stable | Maintainer | sven.panne@aedion.de |
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Description |
In addition to the functionality offered by
fullScreen, GLUT offers an sub-API to change the
screen resolution, color depth, and refresh rate of the display for a single
full screen window. This mode of operation is called game mode, and is
restricted in various ways: No pop-up menus are allowed for this full screen
window, no other (sub-)windows can be created, and all other applications are
hidden.
X Implementation Notes: Note that game mode is not fully supported in the
original GLUT for X, it is essentially the same as using
fullScreen. The GLUT clone freeglut
(see http://freeglut.sourceforge.net/) does not have this restriction.
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Synopsis |
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Documentation |
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data GameModeCapability | Source |
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Capabilities for gameModeCapabilities
| Constructors | GameModeWidth | Width of the screen resolution in pixels
| GameModeHeight | Height of the screen resolution in pixels
| GameModeBitsPerPlane | Color depth of the screen in bits
| GameModeRefreshRate | Refresh rate in Hertz
| GameModeNum | Match the Nth frame buffer configuration
compatible with the given capabilities
(numbering starts at 1)
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| Instances | |
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data GameModeCapabilityDescription | Source |
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Controls the game mode to be used when enterGameMode is called. It is
described by a list of zero or more capability descriptions, which are
translated into a set of criteria used to select the appropriate screen
configuration. The criteria are matched in strict left to right order of
precdence. That is, the first specified criterion (leftmost) takes precedence
over the later criteria for non-exact criteria
(IsGreaterThan,
IsLessThan, etc.). Exact criteria
(IsEqualTo,
IsNotEqualTo) must match exactly so
precedence is not relevant.
To determine which configuration will actually be tried by enterGameMode
(if any), use gameModeInfo.
Note that even for game mode the current values of
initialDisplayModeor
initialDisplayCapabilities will
determine which buffers are available, if double buffering is used or not,
etc.
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Enter game mode, trying to change resolution, refresh rate, etc., as
specified by the current value of gameModeCapabilities. An identifier for
the game mode window and a flag, indicating if the display mode actually
changed, are returned. The game mode window is made the current window.
Re-entering game mode is allowed, the previous game mode window gets
destroyed by this, and a new one is created.
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Leave game mode, restoring the old display mode and destroying the game
mode window.
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The color depth of the screen, measured in bits (e.g. 8, 16, 24, 32, ...)
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The refresh rate of the screen, measured in Hertz (e.g. 60, 75, 100, ...)
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Constructors | | Instances | |
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Return Just the mode which would be tried by the next call to
enterGameMode. Returns Nothing if the mode requested by the current value
of gameModeCapabilities is not possible, in which case enterGameMode
would simply create a full screen window using the current mode.
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Contains True when the game mode is active, False otherwise.
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Produced by Haddock version 0.9 |