"*showFPS: False \n" \
"*wireframe: False \n" \
-# define refresh_sballs 0
+# define release_sballs 0
#define MODE_sballs
#include "xlockmore.h" /* from the xscreensaver distribution */
#include "gltrackball.h"
#include "visgl.h"
#endif /* !STANDALONE */
-#ifdef MODE_sballs
-
#define MINSIZE 32 /* minimal viewport size */
#define FRAME 50 /* frame count interval */
#define MAX_OBJ 8 /* number of 3D objects */
#if defined( USE_XPM ) || defined( USE_XPMINC ) || defined( STANDALONE )
/* USE_XPM & USE_XPMINC in xlock mode ; HAVE_XPM in xscreensaver mode */
-# include "xpm-ximage.h"
+# include "ximage-loader.h"
# define I_HAVE_XPM
-# ifdef STANDALONE
-
-# ifdef __GNUC__
- __extension__ /* don't warn about "string length is greater than the length
- ISO C89 compilers are required to support" when including
- the following XPM file... */
-# endif
-# include "../images/sball.xpm"
-# ifdef __GNUC__
- __extension__
-# endif
-# include "../images/sball-bg.xpm"
-# else /* !STANDALONE */
-# include "pixmaps/sball.xpm"
-# include "pixmaps/sball-bg.xpm"
-# endif /* !STANDALONE */
-#endif /* HAVE_XPM */
+# include "images/gen/sball_png.h"
+# include "images/gen/sball-bg_png.h"
/* Manage option vars */
#define DEF_TEXTURE "True"
#define DEF_OBJECT "0"
static Bool do_texture;
-static int object;
+static int object, object_arg;
static int spheres;
static XrmOptionDescRec opts[] = {
static argtype vars[] = {
{&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
- {&object, "object", "Object", DEF_OBJECT, t_Int},
+ {&object_arg, "object", "Object", DEF_OBJECT, t_Int},
};
#ifdef USE_MODULES
ModStruct sballs_description =
- { "sballs", "init_sballs", "draw_sballs", "release_sballs",
- "draw_sballs", "change_sballs", (char *) NULL, &sballs_opts,
+ { "sballs", "init_sballs", "draw_sballs", NULL,
+ "draw_sballs", "change_sballs", "free_sballs", &sballs_opts,
/*
delay,count,cycles,size,ncolors,sat
*/
glBindTexture(GL_TEXTURE_2D, sb->backid);
#endif /* HAVE_GLBINDTEXTURE */
- sb->btexture = xpm_to_ximage(MI_DISPLAY(mi),
- MI_VISUAL(mi),
- MI_COLORMAP(mi),
- sball_bg);
+ sb->btexture = image_data_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
+ sball_bg_png,
+ sizeof(sball_bg_png));
if (!(sb->btexture)) {
(void) fprintf(stderr, "Error reading the background texture.\n");
glDeleteTextures(1, &sb->backid);
clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
sb->btexture->width, sb->btexture->height, 0,
- GL_RGBA,
- /* GL_UNSIGNED_BYTE, */
- GL_UNSIGNED_INT_8_8_8_8_REV,
- sb->btexture->data);
+ GL_RGBA, GL_UNSIGNED_BYTE, sb->btexture->data);
check_gl_error("texture");
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ Let's pixellate it instead:
+*/
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, sb->faceid);
#endif /* HAVE_GLBINDTEXTURE */
- sb->ftexture = xpm_to_ximage(MI_DISPLAY(mi),
- MI_VISUAL(mi),
- MI_COLORMAP(mi),
- sball);
+ sb->ftexture = image_data_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
+ sball_png, sizeof(sball_png));
if (!(sb->ftexture)) {
(void) fprintf(stderr, "Error reading the face texture.\n");
glDeleteTextures(1, &sb->faceid);
clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
sb->ftexture->width, sb->ftexture->height, 0,
- GL_RGBA,
- /* GL_UNSIGNED_BYTE, */
- GL_UNSIGNED_INT_8_8_8_8_REV,
- sb->ftexture->data);
+ GL_RGBA, GL_UNSIGNED_BYTE, sb->ftexture->data);
check_gl_error("texture");
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ Let's pixellate it instead:
+*/
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
sb->WIDTH = (size > MI_WIDTH(mi)) ? MI_WIDTH(mi) : size;
sb->HEIGHT = (size > MI_HEIGHT(mi)) ? MI_HEIGHT(mi) : size;
}
+
+ if (width > height * 5) { /* tiny window: show middle */
+ sb->WIDTH = width;
+ sb->HEIGHT = sb->WIDTH*0.75;
+ }
+
glViewport((MI_WIDTH(mi) - sb->WIDTH) / 2, (MI_HEIGHT(mi) - sb->HEIGHT) / 2, sb->WIDTH, sb->HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glColor3f(0, 0, 0);
}
glBegin(GL_QUAD_STRIP);
+#ifndef HAVE_MOBILE
+ /* Letterbox the background image */
glNormal3f(0, 0, 1); glTexCoord2f(0,0); glVertex3f(8, 4.1, -4);
glNormal3f(0, 0, 1); glTexCoord2f(0,1); glVertex3f(8, -4.1, -4);
glNormal3f(0, 0, 1); glTexCoord2f(1,0); glVertex3f(-8, 4.1, -4);
glNormal3f(0, 0, 1); glTexCoord2f(1,1); glVertex3f(-8, -4.1, -4);
+#else
+ /* Fill the iPhone screen. Letterboxing looks dumb there. */
+ glNormal3f(0, 0, 1); glTexCoord2f(0,0); glVertex3f(4, 5.2, -4);
+ glNormal3f(0, 0, 1); glTexCoord2f(0,1); glVertex3f(4, -5.2, -4);
+ glNormal3f(0, 0, 1); glTexCoord2f(1,0); glVertex3f(-4, 5.2, -4);
+ glNormal3f(0, 0, 1); glTexCoord2f(1,1); glVertex3f(-4, -5.2, -4);
+#endif
glEnd();
mi->polygon_count++;
if (do_texture)
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, sb->faceid);
-#endif /* HAVE_GLBINDTEXTURE */
else
+#endif /* HAVE_GLBINDTEXTURE */
glEnable(GL_LIGHTING);
for (sphere=0;sphere<spheres;sphere++)
{
sb->speed = MI_CYCLES(mi);
/* initialise object number */
- if ((object == 0) || (object > MAX_OBJ))
- object = NRAND(MAX_OBJ-1)+1;
- object--;
+ object = object_arg-1;
+ if (object < 0 || object >= MAX_OBJ)
+ object = NRAND(MAX_OBJ);
/* initialise sphere number */
spheres = MI_COUNT(mi);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
glEnable(GL_LIGHT1);
-
- glClearColor(0, 0, 0, 0);
}
/*
{
sballsstruct *sb;
- if (sballs == NULL) {
- if ((sballs = (sballsstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof(sballsstruct))) == NULL)
- return;
- }
+ MI_INIT(mi, sballs);
sb = &sballs[MI_SCREEN(mi)];
- sb->trackball = gltrackball_init ();
+ sb->trackball = gltrackball_init (True);
if ((sb->glx_context = init_GL(mi)) != NULL) {
/*
*-----------------------------------------------------------------------------
* The display is being taken away from us. Free up malloc'ed
- * memory and X resources that we've alloc'ed. Only called
- * once, we must zap everything for every screen.
+ * memory and X resources that we've alloc'ed.
*-----------------------------------------------------------------------------
*/
-ENTRYPOINT void release_sballs(ModeInfo * mi)
+ENTRYPOINT void free_sballs(ModeInfo * mi)
{
- int screen;
-
- if (sballs != NULL) {
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- sballsstruct *sb = &sballs[screen];
- if (sb->btexture)
- {
- glDeleteTextures(1,&sb->backid);
- XDestroyImage(sb->btexture);
- }
- if (sb->ftexture)
- {
- glDeleteTextures(1,&sb->faceid);
- XDestroyImage(sb->ftexture);
- }
+ sballsstruct *sb = &sballs[MI_SCREEN(mi)];
+ if (sb->glx_context)
+ {
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sb->glx_context));
+ if (sb->btexture)
+ {
+ glDeleteTextures(1,&sb->backid);
+ XDestroyImage(sb->btexture);
+ sb->btexture = 0;
+ }
+ if (sb->ftexture)
+ {
+ glDeleteTextures(1,&sb->faceid);
+ XDestroyImage(sb->ftexture);
+ sb->ftexture = 0;
}
- (void) free((void *) sballs);
- sballs = (sballsstruct *) NULL;
}
- FreeAllGL(mi);
}
ENTRYPOINT Bool
{
sballsstruct *sb = &sballs[MI_SCREEN(mi)];
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
- {
- sb->button_down_p = True;
- gltrackball_start (sb->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)
- {
- sb->button_down_p = False;
- return True;
- }
- else if (event->xany.type == ButtonPress &&
- (event->xbutton.button == Button4 ||
- event->xbutton.button == Button5))
- {
- gltrackball_mousewheel (sb->trackball, event->xbutton.button, 5,
- !!event->xbutton.state);
- return True;
- }
- else if (event->xany.type == MotionNotify &&
- sb->button_down_p)
- {
- gltrackball_track (sb->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
+ if (gltrackball_event_handler (event, sb->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &sb->button_down_p))
+ return True;
return False;
}