"*suppressRotationAnimation: True\n" \
# define refresh_blocktube 0
+# define release_blocktube 0
# define blocktube_handle_event 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#ifdef USE_MODULES
ModStruct blocktube_description =
- {"blocktube", "init_blocktube", "draw_blocktube", "release_blocktube",
+ {"blocktube", "init_blocktube", "draw_blocktube", (char *)NULL,
"draw_blocktube", "init_blocktube", (char *)NULL, &blocktube_opts,
40000, 30, 1, 1, 64, 1.0, "",
"A shifting tunnel of reflective blocks", 0, NULL};
static int cube_vertices(float x, float y, float z, int wire);
ENTRYPOINT void reshape_blocktube (ModeInfo *mi, int width, int height);
+static void free_blocktube (ModeInfo *mi);
ENTRYPOINT void init_blocktube (ModeInfo *mi)
{
blocktube_configuration *lp;
int wire = MI_IS_WIREFRAME(mi);
- if (!lps) {
- lps = (blocktube_configuration *)
- calloc (MI_NUM_SCREENS(mi), sizeof (blocktube_configuration));
- if (!lps) {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
+ MI_INIT(mi, lps, free_blocktube);
lp = &lps[MI_SCREEN(mi)];
lp->glx_context = init_GL(mi);
glFlush();
}
-ENTRYPOINT void release_blocktube (ModeInfo *mi)
+static void free_blocktube (ModeInfo *mi)
{
- if (lps) {
- int screen;
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- blocktube_configuration *lp = &lps[screen];
+ blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
# if defined ( I_HAVE_XPM )
- if (lp->envTexture)
- glDeleteTextures(1, &lp->envTexture);
- if (lp->texti)
- XDestroyImage(lp->texti);
-# endif
- }
- free (lps);
- lps = 0;
+ if (lp->glx_context) {
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(lp->glx_context));
+
+ if (lp->envTexture)
+ glDeleteTextures(1, &lp->envTexture);
+ if (lp->texti)
+ XDestroyImage(lp->texti);
}
- FreeAllGL(mi);
+# endif
}
ENTRYPOINT void reshape_blocktube (ModeInfo *mi, int width, int height)
{
+ blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
GLfloat h = (GLfloat) height / (GLfloat) width;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(lp->glx_context));
+
glViewport(0, 0, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();