* implied warranty.
*/
-#define DEF_FONT "-*-helvetica-bold-r-normal-*-*-480-*-*-*-*-*-*"
+#if defined(HAVE_COCOA) || defined(HAVE_ANDROID)
+# define DEF_FONT "OCR A Std 48, Lucida Console 48, Monaco 48"
+#else
+# define DEF_FONT "-*-helvetica-bold-r-normal-*-*-480-*-*-*-*-*-*"
+#endif
+
#define DEFAULTS "*count: 7 \n" \
"*delay: 10000 \n" \
"*wireframe: False \n" \
# define DEF_SPEED "1.0"
# define DEF_DURATION "5"
# define DEF_MIPMAP "True"
-# define DEF_TITLES "False"
+# define DEF_TITLES "True"
# define DEF_POLAROID "True"
# define DEF_CLIP "True"
# define DEF_SHADOWS "True"
*/
if (titles_p)
{
- int sw, sh, ascent, descent;
+ int sw = 0, sh = 0;
+ int ascent, descent;
+ GLfloat tw = w * 2;
+ GLfloat th = h1 - h;
GLfloat scale = 1;
const char *title = frame->title ? frame->title : "(untitled)";
XCharStruct e;
- /* #### Highly approximate, but doing real clipping is harder... */
- int max = 35;
- if (strlen(title) > max)
- title += strlen(title) - max;
-
texture_string_metrics (ss->texfont, title, &e, &ascent, &descent);
sw = e.width;
- sh = ascent + descent;
+ sh = ascent; /* + descent; */
/* Scale the text to match the pixel size of the photo */
- scale *= w / 300.0;
+ scale *= w / 150.0;
+
+# if defined(HAVE_COCOA)
+ scale /= 2;
+# endif
+
+# if defined(HAVE_MOBILE)
+ scale /= 2;
+# endif
+
+ /* Clip characters off the left end of the string until it fits. */
+ if (clip_p || polaroid_p)
+ while (sw * scale > tw && strlen (title) > 10)
+ {
+ title++;
+ texture_string_metrics (ss->texfont, title, &e, &ascent, &descent);
+ sw = e.width;
+ }
+
+ if (th <= 0) /* Non-polaroid */
+ th = -sh * 1.2;
+
+ glTranslatef (-w, -h1, 0);
+ glTranslatef ((tw - sw*scale) / 2, (th - sh*scale) / 2, 0);
- /* Move to below photo */
- glTranslatef (0, -h - sh * (polaroid_p ? 2.2 : 0.5), 0);
- glTranslatef (-sw*scale/2, sh*scale/2, z);
glScalef (scale, scale, 1);
if (wire || !polaroid_p)
}
else
{
- glColor3f (0, 0, 0);
+ glColor3f (0.5, 0.5, 0.5);
}
if (!wire)
{
glEnable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
+ glDisable (GL_DEPTH_TEST);
print_texture_string (ss->texfont, title);
+ glEnable (GL_DEPTH_TEST);
}
else
{
glVertex3f (0, sh, 0);
glEnd();
}
+
}
glPopMatrix();