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-rw-r--r--kscreensaver/kdesavers/gravity.cpp419
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;
-
-}
-