glPushMatrix();
glLoadIdentity();
- glRotatef(current_device_rotation(), 0, 0, 1);
+ /* glRotatef(current_device_rotation(), 0, 0, 1); */
glOrtho (0, mi->xgwa.width, 0, mi->xgwa.height, -1, 1);
for (k = 0; k < overlays; k++)
bit_configuration *bp;
int i;
- if (!bps) {
- bps = (bit_configuration *)
- calloc (MI_NUM_SCREENS(mi), sizeof (bit_configuration));
- if (!bps) {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
+ MI_INIT (mi, bps, NULL);
bp = &bps[MI_SCREEN(mi)];
}
glPushMatrix ();
- glRotatef(current_device_rotation(), 0, 0, 1);
glScalef(1.1, 1.1, 1.1);
+# 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 (1/h, 1/h, 1/h);
+ glRotatef(o, 0, 0, 1);
+ }
+# endif
+
{
double x, y, z;
get_position (bp->rot, &x, &y, &z, !bp->button_down_p);