# define DEFAULTS "*delay: 10000 \n" \
"*showFPS: False \n"
-# define refresh_bubble3d 0
-# define bubble3d_handle_event 0
+# define release_bubble3d 0
+# define bubble3d_handle_event xlockmore_no_events
#include "xlockmore.h"
#else
#include "xlock.h"
#define DEF_TRANSPARENT "True"
-#define DEF_COLOR "random"
+#define DEF_BUBBLECOLOR "random"
static Bool transparent_p;
static char *bubble_color_str;
static XrmOptionDescRec opts[] = {
{ "-transparent", ".transparent", XrmoptionNoArg, "True" },
{ "+transparent", ".transparent", XrmoptionNoArg, "False" },
- { "-color", ".bubble3d.bubblecolor", XrmoptionSepArg, 0 },
+ { "-color", ".bubblecolor", XrmoptionSepArg, 0 },
};
static argtype vars[] = {
{&transparent_p, "transparent", "Transparent", DEF_TRANSPARENT, t_Bool},
- {&bubble_color_str, "bubblecolor", "BubbleColor", DEF_COLOR, t_String},
+ {&bubble_color_str, "bubblecolor", "BubbleColor", DEF_BUBBLECOLOR, t_String},
};
ENTRYPOINT ModeSpecOpt bubble3d_opts = {countof(opts), opts, countof(vars), vars, NULL};
{"bubbles3d",
"init_bubble3d",
"draw_bubble3d",
- "release_bubble3d",
+ NULL,
"change_bubble3d",
"init_bubble3d",
- NULL,
+ "free_bubble3d",
&bubble3d_opts,
1000, 1, 2, 1, 64, 1.0, "",
"Richard Jones's GL bubbles",
}
ENTRYPOINT void
-reshape_bubble3d(ModeInfo *mi, int w, int h)
+reshape_bubble3d(ModeInfo *mi, int width, int height)
{
- glViewport(0, 0, (GLsizei) w, (GLsizei) h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(45, (GLdouble) w / (GLdouble) h, 3, 8);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0, 0, -5);
+ double h = (GLfloat) height / (GLfloat) width;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ h = height / (GLfloat) width;
+ }
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(45, 1/h, 3, 8);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0, 0, -5);
}
static void
int screen = MI_SCREEN(mi);
struct context *c;
- if (contexts == 0) {
- contexts = (struct context *) calloc(sizeof (struct context), MI_NUM_SCREENS(mi));
-
- if (contexts == 0)
- return;
- }
+ MI_INIT (mi, contexts);
c = &contexts[screen];
c->glx_context = init_GL(mi);
init_colors(mi);
glb_config.polygon_count = 0;
glPushMatrix();
- glRotatef(current_device_rotation(), 0, 0, 1);
+
+# 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
+
do_display(c);
glPopMatrix();
mi->polygon_count = glb_config.polygon_count;
#endif /* !STANDALONE */
ENTRYPOINT void
-release_bubble3d(ModeInfo * mi)
+free_bubble3d(ModeInfo * mi)
{
- if (contexts) {
- int screen;
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- struct context *c = &contexts[screen];
- if (c->draw_context)
- glb_draw_end(c->draw_context);
- }
- free (contexts);
- contexts = 0;
- }
- FreeAllGL(mi);
+ struct context *c = &contexts[MI_SCREEN(mi)];
+ if (c->draw_context)
+ glb_draw_end(c->draw_context);
}
XSCREENSAVER_MODULE ("Bubble3D", bubble3d)