/* -*- Mode: C; tab-width: 4 -*- */
/* cage --- the Impossible Cage, an Escher like scene. */
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)cage.c 4.07 98/01/04 xlockmore";
-
+#if 0
+static const char sccsid[] = "@(#)cage.c 5.01 2001/03/01 xlockmore";
#endif
-#undef DEBUG_LISTS
-
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* other special, indirect and consequential damages.
*
* The RotateAroundU() routine was adapted from the book
- * "Computer Graphics Principles and Practice
+ * "Computer Graphics Principles and Practice
* Foley - vanDam - Feiner - Hughes
* Second Edition" Pag. 227, exercise 5.15.
- *
+ *
* This mode shows some interesting scenes that are impossible OR very
* wierd to build in the real universe. Much of the scenes are inspirated
* on Mauritz Cornelis Escher's works which derivated the mode's name.
* M.C. Escher (1898-1972) was a dutch artist and many people prefer to
* say he was a mathematician.
*
- * Thanks goes to Brian Paul for making it possible and inexpensive to use
+ * Thanks goes to Brian Paul for making it possible and inexpensive to use
* OpenGL at home.
*
* Since I'm not a native English speaker, my apologies for any grammatical
- * mistake.
+ * mistakes.
*
* My e-mail address is
- * m-vianna@usa.net
+ * mfvianna@centroin.com.br
*
* Marcelo F. Vianna (Jun-01-1997)
*
* Revision History:
- * 01-Jan-98: Mode separated from escher and renamed
- * 08-Jun-97: New scene implemented: "Impossible Cage" based in a M.C. Escher's
- * painting with the same name (quite similar). The first GL mode
- * to use texture mapping.
- * The "Impossible Cage" scene doesn't use DEPTH BUFFER, the
- * wood planks are drawn consistently using GL_CULL_FACE, and
- * the painter's algorithm is used to sort the planks.
- * Marcelo F. Vianna.
- * 07-Jun-97: Speed ups in Moebius Strip using GL_CULL_FACE.
- * Marcelo F. Vianna.
- * 03-Jun-97: Initial Release (Only one scene: "Moebius Strip")
- * The Moebius Strip scene was inspirated in a M.C. Escher's
- * painting named Moebius Strip II in wich ants walk across a
- * Moebius Strip path, sometimes meeting each other and sometimes
- * being in "opposite faces" (note that the moebius strip has
- * only one face and one edge).
- * Marcelo F. Vianna.
- *
+ * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
+ * 01-Mar-2001: Added FPS stuff E.Lassauge <lassauge@mail.dotcom.fr>
+ * 01-Nov-2000: Allocation checks
+ * 01-Jan-1998: Mode separated from escher and renamed
+ * 08-Jun-1997: New scene implemented: "Impossible Cage" based in a M.C.
+ * Escher's painting with the same name (quite similar). The
+ * first GL mode to use texture mapping.
+ * The "Impossible Cage" scene doesn't use DEPTH BUFFER, the
+ * wood planks are drawn consistently using GL_CULL_FACE, and
+ * the painter's algorithm is used to sort the planks.
+ * Marcelo F. Vianna.
+ * 07-Jun-1997: Speed ups in Moebius Strip using GL_CULL_FACE.
+ * Marcelo F. Vianna.
+ * 03-Jun-1997: Initial Release (Only one scene: "Moebius Strip")
+ * The Moebius Strip scene was inspirated in a M.C. Escher's
+ * painting named Moebius Strip II in wich ants walk across a
+ * Moebius Strip path, sometimes meeting each other and sometimes
+ * being in "opposite faces" (note that the moebius strip has
+ * only one face and one edge).
+ * Marcelo F. Vianna.
*/
/*-
* In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
*/
-#include <X11/Intrinsic.h>
-
#ifdef STANDALONE
-# define PROGCLASS "Cage"
-# define HACK_INIT init_cage
-# define HACK_DRAW draw_cage
-# define cage_opts xlockmore_opts
-# define DEFAULTS "*cycles: 1 \n" \
- "*delay: 20000 \n" \
- "*wireframe: False \n"
+# define MODE_cage
+# define DEFAULTS "*delay: 25000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_cage 0
+# define release_cage 0
+# define cage_handle_event xlockmore_no_events
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
-
#endif /* !STANDALONE */
-#ifdef USE_GL
+#ifdef MODE_cage
-
-#include <GL/glu.h>
+#if 0
#include "e_textures.h"
+#else
+#include "ximage-loader.h"
+#include "images/gen/wood_png.h"
+#endif
-ModeSpecOpt cage_opts =
-{0, NULL, 0, NULL, NULL};
+ENTRYPOINT ModeSpecOpt cage_opts =
+{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL};
#ifdef USE_MODULES
ModStruct cage_description =
-{"cage", "init_cage", "draw_cage", "release_cage",
- "draw_cage", "change_cage", NULL, &cage_opts,
- 1000, 1, 1, 1, 1.0, 4, "",
+{"cage", "init_cage", "draw_cage", NULL,
+ "draw_cage", "change_cage", (char *) NULL, &cage_opts,
+ 25000, 1, 1, 1, 1.0, 4, "",
"Shows the Impossible Cage, an Escher-like GL scene", 0, NULL};
#endif
#define Pi M_PI
#endif
+#define ObjWoodPlank 0
+#define MaxObj 1
+
/*************************************************************************/
typedef struct {
GLint WindH, WindW;
GLfloat step;
- int AreObjectsDefined[1];
GLXContext *glx_context;
} cagestruct;
-static float front_shininess[] =
-{60.0};
-static float front_specular[] =
-{0.7, 0.7, 0.7, 1.0};
-static float ambient[] =
-{0.0, 0.0, 0.0, 1.0};
-static float diffuse[] =
-{1.0, 1.0, 1.0, 1.0};
-static float position0[] =
-{1.0, 1.0, 1.0, 0.0};
-static float position1[] =
-{-1.0, -1.0, 1.0, 0.0};
-static float lmodel_ambient[] =
-{0.5, 0.5, 0.5, 1.0};
-static float lmodel_twoside[] =
-{GL_TRUE};
-
-static float MaterialWhite[] =
-{0.7, 0.7, 0.7, 1.0};
-
-static cagestruct *cage = NULL;
-static GLuint objects;
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
-#define ObjWoodPlank 0
+static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
+
+static cagestruct *cage = (cagestruct *) NULL;
#define PlankWidth 3.0
#define PlankHeight 0.35
#define PlankThickness 0.15
-static void
-draw_woodplank(cagestruct * cp)
+static Bool
+draw_woodplank(ModeInfo *mi, cagestruct * cp, int wire)
{
- if (!cp->AreObjectsDefined[ObjWoodPlank]) {
- glNewList(objects + ObjWoodPlank, GL_COMPILE_AND_EXECUTE);
- glBegin(GL_QUADS);
- glNormal3f(0, 0, 1);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, PlankHeight, PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
- glNormal3f(0, 0, -1);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
- glNormal3f(0, 1, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, PlankHeight, PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
- glNormal3f(0, -1, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
- glNormal3f(1, 0, 0);
- glTexCoord2f(0, 0);
- glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(PlankWidth, PlankHeight, PlankThickness);
- glNormal3f(-1, 0, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
- glEnd();
- glEndList();
- cp->AreObjectsDefined[ObjWoodPlank] = 1;
-#ifdef DEBUG_LISTS
- (void) printf("WoodPlank drawn SLOWLY\n");
-#endif
- } else {
- glCallList(objects + ObjWoodPlank);
-#ifdef DEBUG_LISTS
- (void) printf("WoodPlank drawn quickly\n");
-#endif
- }
+ glBegin(wire ? GL_LINES : GL_QUADS);
+ glNormal3f(0, 0, 1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, PlankHeight, PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(0, 0, -1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(0, 1, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, PlankHeight, PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(0, -1, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(1, 0, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(PlankWidth, PlankHeight, PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(-1, 0, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
+ mi->polygon_count++;
+ glEnd();
+
+ return True;
}
-static void
-draw_impossiblecage(cagestruct * cp)
+static Bool
+draw_impossiblecage(ModeInfo *mi, cagestruct * cp, int wire)
{
glPushMatrix();
glRotatef(90, 0, 1, 0);
glTranslatef(0.0, PlankHeight - PlankWidth, -PlankThickness - PlankWidth);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glRotatef(90, 0, 0, 1);
glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - PlankThickness);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glRotatef(90, 0, 1, 0);
glTranslatef(0.0, PlankWidth - PlankHeight, -PlankThickness - PlankWidth);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, PlankWidth - PlankHeight, 3 * PlankThickness - PlankWidth);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glRotatef(90, 0, 0, 1);
glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - PlankThickness);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - 3 * PlankThickness);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, PlankHeight - PlankWidth, 3 * PlankThickness - PlankWidth);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glRotatef(90, 0, 0, 1);
glTranslatef(0.0, PlankHeight - PlankWidth, PlankThickness - PlankWidth);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - 3 * PlankThickness);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glRotatef(90, 0, 1, 0);
glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth + PlankThickness);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glRotatef(90, 0, 0, 1);
glTranslatef(0.0, PlankWidth - PlankHeight, PlankThickness - PlankWidth);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
glPushMatrix();
glRotatef(90, 0, 1, 0);
glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth + PlankThickness);
- draw_woodplank(cp);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
glPopMatrix();
+ return True;
}
static void
-reshape(ModeInfo * mi, int width, int height)
+reshape_cage(ModeInfo * mi, int width, int height)
{
cagestruct *cp = &cage[MI_SCREEN(mi)];
+ int i;
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ }
- glViewport(0, 0, cp->WindW = (GLint) width, cp->WindH = (GLint) height);
+ glViewport(0, y, cp->WindW = (GLint) width, cp->WindH = (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
glMatrixMode(GL_MODELVIEW);
- if (width >= 1024) {
- glLineWidth(3);
- glPointSize(3);
- } else if (width >= 512) {
- glLineWidth(2);
- glPointSize(2);
- } else {
- glLineWidth(1);
- glPointSize(1);
- }
- cp->AreObjectsDefined[ObjWoodPlank] = 0;
+ i = width / 512 + 1;
+ glLineWidth(i);
+ glPointSize(i);
}
static void
-pinit(void)
+pinit(ModeInfo *mi)
{
- glClearDepth(1.0);
- glClearColor(0.0, 0.0, 0.0, 1.0);
+ /* int status; */
+
+ if (MI_IS_WIREFRAME(mi))
+ return;
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glEnable(GL_CULL_FACE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, WoodTextureWidth, WoodTextureHeight,
- GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
+
+#if 0
+ clear_gl_error();
+ if (MI_IS_MONO(mi))
+ status = 0;
+ else
+ status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
+ WoodTextureWidth, WoodTextureHeight,
+ GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
+ if (status)
+ {
+ const char *s = (char *) gluErrorString (status);
+ fprintf (stderr, "%s: error mipmapping texture: %s\n",
+ progname, (s ? s : "(unknown)"));
+ exit (1);
+ }
+ check_gl_error("mipmapping");
+#else
+ {
+ XImage *img = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
+ wood_png, sizeof(wood_png));
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ img->width, img->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, img->data);
+ check_gl_error("texture");
+ XDestroyImage (img);
+ }
+#endif
+
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
}
-void
-init_cage(ModeInfo * mi)
+ENTRYPOINT void
+init_cage (ModeInfo * mi)
{
- int screen = MI_SCREEN(mi);
cagestruct *cp;
- if (cage == NULL) {
- if ((cage = (cagestruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof (cagestruct))) == NULL)
- return;
- }
- cp = &cage[screen];
- cp->step = NRAND(90);
+ MI_INIT (mi, cage);
+ cp = &cage[MI_SCREEN(mi)];
+ cp->step = NRAND(90);
if ((cp->glx_context = init_GL(mi)) != NULL) {
- reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ reshape_cage(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glDrawBuffer(GL_BACK);
- if (!glIsList(objects))
- objects = glGenLists(1);
- pinit();
+ pinit(mi);
} else {
MI_CLEARWINDOW(mi);
}
}
-void
-draw_cage(ModeInfo * mi)
+ENTRYPOINT void
+draw_cage (ModeInfo * mi)
{
- cagestruct *cp = &cage[MI_SCREEN(mi)];
-
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
+ cagestruct *cp;
- MI_IS_DRAWN(mi) = True;
+ if (cage == NULL)
+ return;
+ cp = &cage[MI_SCREEN(mi)];
+ MI_IS_DRAWN(mi) = True;
if (!cp->glx_context)
return;
+ mi->polygon_count = 0;
glXMakeCurrent(display, window, *(cp->glx_context));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
-
glTranslatef(0.0, 0.0, -10.0);
if (!MI_IS_ICONIC(mi)) {
glScalef(Scale4Iconic * cp->WindH / cp->WindW, Scale4Iconic, Scale4Iconic);
}
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ if (o != 0 && o != 180 && o != -180) {
+ glScalef (1/h, h, 1/h); /* #### not quite right */
+ h = 1.7;
+ glScalef (h, h, h);
+ }
+ }
+# endif
+
/* cage */
glRotatef(cp->step * 100, 0, 0, 1);
glRotatef(25 + cos(cp->step * 5) * 6, 1, 0, 0);
glRotatef(204.5 - sin(cp->step * 5) * 8, 0, 1, 0);
- draw_impossiblecage(cp);
+ if (!draw_impossiblecage(mi, cp, MI_IS_WIREFRAME(mi))) {
+ MI_ABORT(mi);
+ return;
+ }
glPopMatrix();
-
+ if (MI_IS_FPS(mi)) do_fps (mi);
glFlush();
glXSwapBuffers(display, window);
cp->step += 0.025;
}
-void
-change_cage(ModeInfo * mi)
+#ifndef STANDALONE
+ENTRYPOINT void
+change_cage (ModeInfo * mi)
{
cagestruct *cp = &cage[MI_SCREEN(mi)];
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cp->glx_context));
- pinit();
+ pinit(mi);
}
+#endif /* !STANDALONE */
-void
-release_cage(ModeInfo * mi)
-{
- if (cage != NULL) {
- (void) free((void *) cage);
- cage = NULL;
- }
- if (glIsList(objects)) {
- glDeleteLists(objects, 1);
- }
- FreeAllGL(mi);
-}
+XSCREENSAVER_MODULE ("Cage", cage)
#endif