#ifdef STANDALONE
#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
+ "*suppressRotationAnimation: True\n" \
"*componentFont: -*-courier-bold-r-normal-*-*-140-*-*-*-*-*-*"
# define refresh_circuit 0
GLfloat lspec[] = {0.6, 0.6, 0.6, 0};
GLfloat lcol[] = {0.4, 0.4, 0.4, 0};
GLfloat lshine = 40;
- float th, size;
glPushMatrix();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col);
glDisable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
- if (c->pins == 8)
- size = 0.4;
- else
- size = 0.6;
- th = size*2/3;
{
GLfloat texfg[] = {0.7, 0.7, 0.7, 1.0};
GLfloat s = 0.015;
XCharStruct e;
- int w, h;
texture_string_metrics (ci->font, c->text, &e, 0, 0);
- w = e.width;
- h = e.ascent + e.descent;
glPushMatrix();
glTranslatef (0, 0, 0.1);
GLfloat texfg[] = {0.7, 0.7, 0.7, 1.0};
GLfloat s = 0.015;
XCharStruct e;
- int w, h;
+ int w;
texture_string_metrics (ci->font, t->text, &e, 0, 0);
w = e.width;
- h = e.ascent + e.descent;
glPushMatrix();
glRotatef (90, 1, 0, 0);
glTranslatef (0.5, -0.05, 0.21);
GLfloat texfg[] = {0.7, 0.7, 0.7, 1.0};
GLfloat s = 0.015;
XCharStruct e;
- int w, h;
+ int w;
texture_string_metrics (ci->font, t->text, &e, 0, 0);
w = e.width;
- h = e.ascent + e.descent;
glPushMatrix();
glTranslatef (0.75, 0.75, 0.01);
glScalef (s, s, s);
glEnable(GL_LIGHTING);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
- /* glRotatef(current_device_rotation(), 0, 0, 1); */
gluLookAt(ci->viewer[0], ci->viewer[1], ci->viewer[2],
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
glLighti(GL_LIGHT0, GL_CONSTANT_ATTENUATION, (GLfloat)1);
glLighti(GL_LIGHT0, GL_LINEAR_ATTENUATION, (GLfloat)0.5);
glLighti(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, (GLfloat)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 (h, h, h);
+ h = 2;
+ glScalef (h, h, h);
+ }
+# endif
+
mi->polygon_count += drawgrid(ci);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, light_sp);
if (f_rand() < 0.05) {