"*cycles: 20 \n" \
"*size: -6 \n"
# define refresh_rubik 0
-# define rubik_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
# include "vis.h"
#endif /* !STANDALONE */
+#include "gltrackball.h"
+
#ifdef MODE_rubik
#define DEF_SIZEX "0"
GLfloat rotatestep;
GLfloat PX, PY, VX, VY;
GLXContext *glx_context;
+ Bool button_down_p;
+ trackball_state *trackball;
} rubikstruct;
static const float front_shininess[] = {60.0};
}
+ENTRYPOINT Bool
+rubik_handle_event (ModeInfo *mi, XEvent *event)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
+ {
+ rp->button_down_p = True;
+ gltrackball_start (rp->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)
+ {
+ rp->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 (rp->trackball, event->xbutton.button, 10,
+ !!event->xbutton.state);
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ rp->button_down_p)
+ {
+ gltrackball_track (rp->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+
+ return False;
+}
+
+
static Bool
pinit(ModeInfo * mi)
{
rp->PX = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
rp->PY = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
+ rp->trackball = gltrackball_init ();
+
if ((rp->glx_context = init_GL(mi)) != NULL) {
reshape_rubik(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glScalef(Scale4Iconic * rp->WindH / rp->WindW, Scale4Iconic, Scale4Iconic);
}
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
+ gltrackball_rotate (rp->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
+
glRotatef(rp->step * 100, 1, 0, 0);
glRotatef(rp->step * 95, 0, 1, 0);
glRotatef(rp->step * 90, 0, 0, 1);