lh = texture_string_width (data, "M", 0);
w = texture_string_width (data, string, &h);
+# ifdef USE_IPHONE
+ /* Size of the font is in points, so scale iOS pixels to points. */
+ {
+ GLfloat scale = 1;
+ scale = window_width / 768.0;
+ if (scale < 1) scale = 1;
+
+ /* jwxyz-XLoadFont has already doubled the font size, to compensate
+ for physically smaller screens. Undo that, since OpenGL hacks
+ use full-resolution framebuffers, unlike X11 hacks. */
+ scale /= 2;
+
+ window_width /= scale;
+ window_height /= scale;
+ glScalef (scale, scale, scale);
+ }
+# endif /* USE_IPHONE */
+
if (rot > 135 || rot < -135) /* 180 */
{
glTranslatef (window_width, window_height, 0);