diff options
Diffstat (limited to 'kscreensaver/kdesavers/gravity.cpp')
-rw-r--r-- | kscreensaver/kdesavers/gravity.cpp | 419 |
1 files changed, 0 insertions, 419 deletions
diff --git a/kscreensaver/kdesavers/gravity.cpp b/kscreensaver/kdesavers/gravity.cpp deleted file mode 100644 index 1f51a5a7..00000000 --- a/kscreensaver/kdesavers/gravity.cpp +++ /dev/null @@ -1,419 +0,0 @@ -//----------------------------------------------------------------------------- -// -// kgravity - Partical Gravity Screen Saver for KDE 2 -// -// Copyright (c) Ian Reinhart Geiser 2001 -// -// TDEConfig code and KScreenSaver "Setup..." improvements by -// Nick Betcher <nbetcher@usinternet.com> 2001 -// -#include <stdlib.h> -#include <tqlabel.h> -#include <tqlayout.h> -#include <kapplication.h> -#include <klocale.h> -#include <kconfig.h> -#include <kcolordialog.h> -#include <kbuttonbox.h> -#include <kcolorbutton.h> -#include "gravity.h" -#include "gravity.moc" -#ifdef TQ_WS_MACX -#include <OpenGL/glu.h> -#include <OpenGL/gl.h> -#else -#include <GL/glu.h> -#include <GL/gl.h> -#endif -#include <tqimage.h> -#include <kdebug.h> -#include <tqpainter.h> -#include <tqradiobutton.h> -#include <tqspinbox.h> -#include <kstandarddirs.h> -#include <math.h> -#include <kmessagebox.h> -// libkscreensaver interface -extern "C" -{ - KDE_EXPORT const char *kss_applicationName = "kgravity.kss"; - KDE_EXPORT const char *kss_description = I18N_NOOP( "Particle Gravity Screen Saver" ); - KDE_EXPORT const char *kss_version = "2.2.0"; - - KDE_EXPORT KScreenSaver *kss_create( WId id ) - { - return new KGravitySaver( id ); - } - - KDE_EXPORT TQDialog *kss_setup() - { - return new KGravitySetup(); - } -} - -//----------------------------------------------------------------------------- -// dialog to setup screen saver parameters -// -KGravitySetup::KGravitySetup( TQWidget *parent, const char *name ) - : SetupUi( parent, name, TRUE ) -{ - readSettings(); - - preview->setFixedSize( 220, 170 ); - preview->setBackgroundColor( black ); -#ifdef TQ_WS_X11 - preview->show(); // otherwise saver does not get correct size -#endif - saver = new KGravitySaver( preview->winId() ); -; - connect( PushButton1, TQT_SIGNAL( clicked() ), TQT_SLOT( slotOkPressed() ) ); - connect( PushButton2, TQT_SIGNAL( clicked() ), TQT_SLOT( reject() ) ); - connect( PushButton3, TQT_SIGNAL( clicked() ), TQT_SLOT( aboutPressed() ) ); - connect( SpinBox1, TQT_SIGNAL( valueChanged(int)), saver, TQT_SLOT( updateSize(int))); - connect( RadioButton1, TQT_SIGNAL( toggled(bool)), saver, TQT_SLOT( doStars(bool))); - -} - -KGravitySetup::~KGravitySetup() -{ - delete saver; -} - -// read settings from config file -void KGravitySetup::readSettings() -{ - TDEConfig config("kssgravityrc", false, false); - - config.setGroup( "Settings" ); - TQString boolval = config.readEntry( "Stars", "false" ); - if (boolval == "true") { - RadioButton1->setDown(true); - RadioButton1_2->setDown(false); - } else { - if (boolval == "false") - { - RadioButton1->setDown(false); - RadioButton1_2->setDown(true); - } - } - - TQString starammount = config.readEntry("StarSize", "75"); - SpinBox1->setValue(starammount.toInt()); - -} - -// Ok pressed - save settings and exit -void KGravitySetup::slotOkPressed() -{ - TDEConfig config("kssgravityrc", false, false); - config.setGroup( "Settings" ); - - if (RadioButton1->isOn() == true) - { - config.writeEntry( "Stars", "true" ); - } else { - if (RadioButton1_2->isOn() == true) - { - config.writeEntry( "Stars", "false" ); - } - } - config.writeEntry( "StarSize", TQString::number(SpinBox1->value()) ); - - config.sync(); - - accept(); -} - -void KGravitySetup::aboutPressed() -{ - KMessageBox::about(this, - i18n("<h3>Gravity</h3>\n<p>Particle Gravity Screen Saver for TDE</p>\nCopyright (c) Ian Reinhart Geiser 2001<br>\n\n<p>TDEConfig code and KScreenSaver \"Setup...\" improvements by Nick Betcher <nbetcher@usinternet.com> 2001</p>")); -} -//----------------------------------------------------------------------------- - - -KGravitySaver::KGravitySaver( WId id ) : KScreenSaver( id ) -{ - - kdDebug() << "Blank" << endl; - - timer = new TQTimer( this ); - timer->start( 25, TRUE ); - setBackgroundColor( black ); - erase(); - gravity = new Gravity(); - embed(gravity); -#ifdef TQ_WS_X11 - gravity->show(); -#endif - connect( timer, TQT_SIGNAL(timeout()), this, TQT_SLOT(blank()) ); -} - -KGravitySaver::~KGravitySaver() -{ - -} - -// read configuration settings from config file -void KGravitySaver::readSettings() -{ -// Please remove me - -} - -void KGravitySaver::blank() -{ - // Play gravity - - gravity->updateGL(); - timer->start( 25, TRUE ); - -} -Gravity::Gravity( TQWidget * parent, const char * name) : TQGLWidget (parent,name) -{ - rainbow=true; - slowdown=2.0f; - zoom=-50.0f; - index=0; - size = 3.95f; -// obj = gluNewQuadric(); - -// This has to be here because you can't update the gravity until 'gravity' is created! - TDEConfig config("kssgravityrc", false, false); - config.setGroup( "Settings" ); - TQString boolval = config.readEntry( "Stars", "false" ); - if (boolval == "true") { - setStars(true); - } else { - if (boolval == "false") - { - setStars(false); - } - } - - TQString starammount = config.readEntry("StarSize", "75"); - float passvalue = (starammount.toInt() / 100.0); - setSize(passvalue); - -} - -Gravity::~Gravity() -{ - glDeleteTextures( 1, &texture[0] ); - gluDeleteQuadric(obj); -} - -/** load the particle file */ -bool Gravity::loadParticle() -{ - /* Status indicator */ - bool Status = TRUE; - TQImage buf; - - kdDebug() << "Loading: " << locate("data", "kscreensaver/particle.png") << endl; - if (buf.load( locate("data", "kscreensaver/particle.png") ) ) - - { - tex = convertToGLFormat(buf); // flipped 32bit RGBA - kdDebug() << "Texture loaded: " << tex.numBytes () << endl; - } - else - { - TQImage dummy( 32, 32, 32 ); - dummy.fill( TQt::white.rgb() ); - buf = dummy; - tex = convertToGLFormat( buf ); - } - - /* Set the status to true */ - //Status = TRUE; - glGenTextures(1, &texture[0]); /* create three textures */ - glBindTexture(GL_TEXTURE_2D, texture[0]); - /* use linear filtering */ - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - /* actually generate the texture */ - glTexImage2D(GL_TEXTURE_2D, 0, 4, tex.width(), tex.height(), 0, - GL_RGBA, GL_UNSIGNED_BYTE, tex.bits()); - - - - return Status; -} -/** setup the GL enviroment */ -void Gravity::initializeGL () -{ - - kdDebug() << "InitGL" << endl; - - if (loadParticle()) // Jump To Texture Loading Routine - { - /* Enable smooth shading */ - glShadeModel( GL_SMOOTH ); - - /* Set the background black */ - glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); - - /* Depth buffer setup */ - glClearDepth( 1.0f ); - - /* Enables Depth Testing */ - glDisable( GL_DEPTH_TEST ); - - /* Enable Blending */ - glEnable( GL_BLEND ); - /* Type Of Blending To Perform */ - glBlendFunc( GL_SRC_ALPHA, GL_ONE ); - - - /* Really Nice Perspective Calculations */ - glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); - /* Really Nice Point Smoothing */ - glHint( GL_POINT_SMOOTH_HINT, GL_NICEST ); - - /* Enable Texture Mapping */ - glEnable( GL_TEXTURE_2D ); - /* Select Our Texture */ - glBindTexture( GL_TEXTURE_2D, texture[0] ); - - for (loop=0;loop<MAX_PARTICLES;loop++) // Initials All The Textures - { - buildParticle(loop); - } - } - else - exit(0); -} -/** resize the gl view */ -void Gravity::resizeGL ( int width, int height ) -{ - kdDebug() << "ResizeGL " << width << "," <<height<< endl; - if (height==0) // Prevent A Divide By Zero By - { - height=1; // Making Height Equal One - } - - glViewport(0,0,width,height); // Reset The Current Viewport - - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - - // Calculate The Aspect Ratio Of The Window - gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); - - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glLoadIdentity(); -} -/** paint the GL view */ -void Gravity::paintGL () -{ - //kdDebug() << "PaintGL" << endl; - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer - glLoadIdentity(); - // Reset The ModelView Matrix - transIndex++; - //glRotatef(transIndex, 1,0,0); - //glRotatef(transIndex, 0,1,0); - //glRotatef(transIndex, 0,0,1); - float xmax = 5.0; - float ymax = 5.0; - glTranslatef( GLfloat(xmax*sin(3.14*transIndex/360)-xmax), - GLfloat(ymax*cos(3.14*transIndex/360)-ymax), - 0.0 ); - //glRotatef(transIndex, 0,GLfloat(zmax*cos(3.14*transIndex/360000)), GLfloat(zmax*cos(3.14*transIndex/360000))); - - for (loop=0;loop<MAX_PARTICLES;loop++) // Loop Through All The Particles - { - if (particle[loop].active) // If The Particle Is Active - { - float x=particle[loop].x; // Grab Our Particle X Position - float y=particle[loop].y; // Grab Our Particle Y Position - float z=particle[loop].z+zoom; // Particle Z Pos + Zoom - /* Select Our Texture */ - - /* Draw The Particle Using Our RGB Values, - * Fade The Particle Based On It's Life - */ - particle[loop].life=(particle[loop].index/particle[loop].indexo)*2.0f; - glColor4f( particle[loop].r, - particle[loop].g, - particle[loop].b, - particle[loop].life ); - - /* Build Quad From A Triangle Strip */ - if( !stars ) - glBegin( GL_TRIANGLE_STRIP ); - else - glBegin( GL_TRIANGLE_FAN ); - /* Top Right */ - glTexCoord2d( 1, 1 ); - glVertex3f( x + particle[loop].size, y + particle[loop].size, z ); - /* Top Left */ - glTexCoord2d( 0, 1 ); - glVertex3f( x - particle[loop].size, y + particle[loop].size, z ); - /* Bottom Right */ - glTexCoord2d( 1, 0 ); - glVertex3f( x + particle[loop].size, y - particle[loop].size, z ); - /* Bottom Left */ - glTexCoord2d( 0, 0 ); - glVertex3f( x - particle[loop].size, y - particle[loop].size, z ); - glEnd( ); - particle[loop].x=(particle[loop].xo*sin(particle[loop].index))*pow((double) particle[loop].index/particle[loop].indexo,(double) 8.0); - particle[loop].y=(particle[loop].yo*sin(particle[loop].index))*pow((double) particle[loop].index/particle[loop].indexo,(double) 8.0); - particle[loop].z=(particle[loop].zo*sin(particle[loop].index))*pow((double) particle[loop].index/particle[loop].indexo,(double) 8.0); - particle[loop].index-=0.05; - if (particle[loop].index<0.0f ) // If Particle Is Burned Out - { - buildParticle(loop); - } - // Lets stir some things up - } - } - - glFlush(); -} -void Gravity::setSize( float newSize ) -{ - size = newSize; -} -void Gravity::setStars( bool doStars ) -{ - stars = doStars; -} - -void KGravitySaver::updateSize(int newSize) -{ - gravity->setSize(newSize/100); -} -void KGravitySaver::doStars(bool starState) -{ - gravity->setStars(starState); -} - -void Gravity::buildParticle(int loop) -{ - GLfloat colors[12][3]= - {{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f}, - {0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f}, - {0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}}; - col = ( ++col ) % 12; - particle[loop].active=true; - particle[loop].index=TDEApplication::random()%100; - particle[loop].indexo=particle[loop].index; - particle[loop].fade=float(TDEApplication::random()%100)/1000.0f+0.003f; // Random Fade Value - particle[loop].r=colors[col][0]; // Select Red From Color Table - particle[loop].g=colors[col][1]; // Select Green From Color Table - particle[loop].b=colors[col][2]; // Select Blue From Color Table - particle[loop].size=size; - particle[loop].x = float(TDEApplication::random()%100-50)*4.0; - particle[loop].y = float(TDEApplication::random()%20-10)*4.0; - particle[loop].z = float(TDEApplication::random()%100-50)*4.0; - particle[loop].xo = particle[loop].x; - if ((1+(TDEApplication::random() % 10) > 5)) - particle[loop].yo = particle[loop].y; - else - particle[loop].yo = 0.0; - particle[loop].zo = particle[loop].z; - -} - |