"*wireframe: False \n" \
# define refresh_sballs 0
+# define release_sballs 0
#define MODE_sballs
#include "xlockmore.h" /* from the xscreensaver distribution */
#include "gltrackball.h"
#ifdef USE_MODULES
ModStruct sballs_description =
- { "sballs", "init_sballs", "draw_sballs", "release_sballs",
+ { "sballs", "init_sballs", "draw_sballs", NULL,
"draw_sballs", "change_sballs", (char *) NULL, &sballs_opts,
/*
delay,count,cycles,size,ncolors,sat
glColor3f(0, 0, 0);
}
glBegin(GL_QUAD_STRIP);
+#ifndef HAVE_MOBILE
+ /* Letterbox the background image */
glNormal3f(0, 0, 1); glTexCoord2f(0,0); glVertex3f(8, 4.1, -4);
glNormal3f(0, 0, 1); glTexCoord2f(0,1); glVertex3f(8, -4.1, -4);
glNormal3f(0, 0, 1); glTexCoord2f(1,0); glVertex3f(-8, 4.1, -4);
glNormal3f(0, 0, 1); glTexCoord2f(1,1); glVertex3f(-8, -4.1, -4);
+#else
+ /* Fill the iPhone screen. Letterboxing looks dumb there. */
+ glNormal3f(0, 0, 1); glTexCoord2f(0,0); glVertex3f(4, 5.2, -4);
+ glNormal3f(0, 0, 1); glTexCoord2f(0,1); glVertex3f(4, -5.2, -4);
+ glNormal3f(0, 0, 1); glTexCoord2f(1,0); glVertex3f(-4, 5.2, -4);
+ glNormal3f(0, 0, 1); glTexCoord2f(1,1); glVertex3f(-4, -5.2, -4);
+#endif
glEnd();
mi->polygon_count++;
if (do_texture)
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, sb->faceid);
-#endif /* HAVE_GLBINDTEXTURE */
else
+#endif /* HAVE_GLBINDTEXTURE */
glEnable(GL_LIGHTING);
for (sphere=0;sphere<spheres;sphere++)
{
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
glEnable(GL_LIGHT1);
-
- glClearColor(0, 0, 0, 0);
}
/*
*-----------------------------------------------------------------------------
*/
+static void free_sballs(ModeInfo * mi);
+
/*
*-----------------------------------------------------------------------------
* Initialize sballs. Called each time the window changes.
{
sballsstruct *sb;
- if (sballs == NULL) {
- if ((sballs = (sballsstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof(sballsstruct))) == NULL)
- return;
- }
+ MI_INIT(mi, sballs, free_sballs);
sb = &sballs[MI_SCREEN(mi)];
- sb->trackball = gltrackball_init ();
+ sb->trackball = gltrackball_init (True);
if ((sb->glx_context = init_GL(mi)) != NULL) {
/*
*-----------------------------------------------------------------------------
* The display is being taken away from us. Free up malloc'ed
- * memory and X resources that we've alloc'ed. Only called
- * once, we must zap everything for every screen.
+ * memory and X resources that we've alloc'ed.
*-----------------------------------------------------------------------------
*/
-ENTRYPOINT void release_sballs(ModeInfo * mi)
+static void free_sballs(ModeInfo * mi)
{
- int screen;
-
- if (sballs != NULL) {
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- sballsstruct *sb = &sballs[screen];
- if (sb->btexture)
- {
- glDeleteTextures(1,&sb->backid);
- XDestroyImage(sb->btexture);
- }
- if (sb->ftexture)
- {
- glDeleteTextures(1,&sb->faceid);
- XDestroyImage(sb->ftexture);
- }
+ sballsstruct *sb = &sballs[MI_SCREEN(mi)];
+ if (sb->glx_context)
+ {
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sb->glx_context));
+ if (sb->btexture)
+ {
+ glDeleteTextures(1,&sb->backid);
+ XDestroyImage(sb->btexture);
+ }
+ if (sb->ftexture)
+ {
+ glDeleteTextures(1,&sb->faceid);
+ XDestroyImage(sb->ftexture);
}
- (void) free((void *) sballs);
- sballs = (sballsstruct *) NULL;
}
- FreeAllGL(mi);
}
ENTRYPOINT Bool
{
sballsstruct *sb = &sballs[MI_SCREEN(mi)];
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
- {
- sb->button_down_p = True;
- gltrackball_start (sb->trackball,
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
- else if (event->xany.type == ButtonRelease &&
- event->xbutton.button == Button1)
- {
- sb->button_down_p = False;
- return True;
- }
- else if (event->xany.type == ButtonPress &&
- (event->xbutton.button == Button4 ||
- event->xbutton.button == Button5 ||
- event->xbutton.button == Button6 ||
- event->xbutton.button == Button7))
- {
- gltrackball_mousewheel (sb->trackball, event->xbutton.button, 5,
- !!event->xbutton.state);
- return True;
- }
- else if (event->xany.type == MotionNotify &&
- sb->button_down_p)
- {
- gltrackball_track (sb->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
+ if (gltrackball_event_handler (event, sb->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &sb->button_down_p))
+ return True;
return False;
}