#include "xlock.h"
#endif
-#ifdef HAVE_COCOA
+#ifdef HAVE_JWXYZ
# include "jwxyz.h"
#else
# include <X11/Xlib.h>
{
antinspectstruct *mp = &antinspect[MI_SCREEN(mi)];
- if(event->xany.type == ButtonPress && event->xbutton.button == Button1) {
- mp->button_down_p = True;
- gltrackball_start(mp->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) {
- mp->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 (mp->trackball, event->xbutton.button, 5,
- !event->xbutton.state);
- return True;
- }
- else if(event->xany.type == MotionNotify && mp->button_down_p) {
- gltrackball_track (mp->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
+ if (gltrackball_event_handler (event, mp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &mp->button_down_p))
+ return True;
return False;
}
mp = &antinspect[MI_SCREEN(mi)];
mp->step = NRAND(90);
mp->ant_position = NRAND(90);
- mp->trackball = gltrackball_init ();
+ mp->trackball = gltrackball_init (False);
if ((mp->glx_context = init_GL(mi)) != NULL) {
reshape_antinspect(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
- glRotatef(current_device_rotation(), 0, 0, 1);
mi->polygon_count = 0;
/* position camera --- this works well, we can peer inside
the antbubble */
glTranslatef(0.0, 0.0, -10.0);
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ glRotatef(o, 0, 0, 1);
+ }
+# endif
+
gltrackball_rotate(mp->trackball);
glRotatef((15.0/2.0 + 15.0*sin(mp->ant_step/100.0)), 1.0, 0.0, 0.0);
glRotatef(30.0, 1.0, 0.0, 0.0);