GLUT-2.7.0.10: A binding for the OpenGL Utility Toolkit

Copyright(c) Sven Panne 2002-2013
LicenseBSD3
MaintainerSven Panne <svenpanne@gmail.com>
Stabilitystable
Portabilityportable
Safe HaskellNone
LanguageHaskell2010

Graphics.UI.GLUT.GameMode

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.

Synopsis

Documentation

data GameModeCapability Source

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)

gameModeCapabilities :: SettableStateVar [GameModeCapabilityDescription] Source

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.

enterGameMode :: MonadIO m => m (Window, Bool) Source

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.

leaveGameMode :: MonadIO m => m () Source

Leave game mode, restoring the old display mode and destroying the game mode window.

type BitsPerPlane = Int Source

The color depth of the screen, measured in bits (e.g. 8, 16, 24, 32, ...)

type RefreshRate = Int Source

The refresh rate of the screen, measured in Hertz (e.g. 60, 75, 100, ...)

gameModeInfo :: GettableStateVar (Maybe GameModeInfo) Source

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.

gameModeActive :: GettableStateVar Bool Source

Contains True when the game mode is active, False otherwise.