diff options
Diffstat (limited to 'tdescreensaver/kdesavers/Flux.cpp')
-rw-r--r-- | tdescreensaver/kdesavers/Flux.cpp | 967 |
1 files changed, 967 insertions, 0 deletions
diff --git a/tdescreensaver/kdesavers/Flux.cpp b/tdescreensaver/kdesavers/Flux.cpp new file mode 100644 index 00000000..0ee9c0d3 --- /dev/null +++ b/tdescreensaver/kdesavers/Flux.cpp @@ -0,0 +1,967 @@ +//============================================================================ +// +// Terence Welsh Screensaver - Flux +// http://www.reallyslick.com/ +// +// Ported to KDE by Karl Robillard +// +/* + * Copyright (C) 2002 Terence M. Welsh + * + * Flux is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License version 2 as + * published by the Free Software Foundation. + * + * Flux is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + */ +//============================================================================ + + +/* + TODO + + [ ] Regular and others are messed up after Sparkler. + Insane seems to reset them. +*/ + + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <time.h> +#include <tqtimer.h> +#include "Flux.h" +#include "Flux.moc" + + +#define NUMCONSTS 8 +#define PIx2 6.28318530718f +#define DEG2RAD 0.0174532925f + + +void hsl2rgb(float h, float s, float l, float &r, float &g, float &b) +{ + // hue influence + if(h < 0.166667){ // full red, some green + r = 1.0; + g = h * 6.0f; + b = 0.0; + } + else { + if(h < 0.5){ // full green + g = 1.0; + if(h < 0.333333){ // some red + r = 1.0f - ((h - 0.166667f) * 6.0f); + b = 0.0; + } + else{ // some blue + b = (h - 0.333333f) * 6.0f; + r = 0.0; + } + } + else{ + if(h < 0.833333){ // full blue + b = 1.0; + if(h < 0.666667){ // some green + g = 1.0f - ((h - 0.5f) * 6.0f); + r = 0.0; + } + else{ // some red + r = (h - 0.666667f) * 6.0f; + g = 0.0; + } + } + else{ // full red, some blue + r = 1.0; + b = 1.0f - ((h - 0.833333f) * 6.0f); + g = 0.0; + } + } + } + + // saturation influence + r = 1.0f - (s * (1.0f - r)); + g = 1.0f - (s * (1.0f - g)); + b = 1.0f - (s * (1.0f - b)); + + // luminosity influence + r *= l; + g *= l; + b *= l; +} + + +// Useful random number macros +// Don't forget to initialize with srand() +inline int myRandi(int x){ + return((rand() * x) / RAND_MAX); +} +inline float myRandf(float x){ + return(float(rand() * x) / float(RAND_MAX)); +} + + +//---------------------------------------------------------------------------- + + +// Flux context to allow many instances. +static FluxWidget* _fc = 0; + +static int whichparticle; + + +// This class is poorly named. It's actually a whole trail of particles. +class particle +{ +public: + + particle(); + ~particle(); + float update(float *c); + +private: + + float** vertices; + short trails; + short counter; + float offset[3]; +}; + + +particle::particle() +{ + // Offsets are somewhat like default positions for the head of each + // particle trail. Offsets spread out the particle trails and keep + // them from all overlapping. + offset[0] = cos(PIx2 * float(whichparticle) / float(_fc->dParticles)); + offset[1] = float(whichparticle) / float(_fc->dParticles) - 0.5f; + offset[2] = sin(PIx2 * float(whichparticle) / float(_fc->dParticles)); + whichparticle++; + + // Initialize memory and set initial positions out of view of the camera + trails = _fc->dTrail; + vertices = new float*[ trails ]; + + int i; + for(i=0; i<trails; i++) + { + vertices[i] = new float[5]; // 0,1,2 = position, 3 = hue, 4 = saturation + vertices[i][0] = 0.0f; + vertices[i][1] = 3.0f; + vertices[i][2] = 0.0f; + vertices[i][3] = 0.0f; + vertices[i][4] = 0.0f; + } + + counter = 0; +} + + +particle::~particle() +{ + for(int i=0; i<trails; i++) + delete[] vertices[i]; + delete[] vertices; +} + + +float particle::update(float *c) +{ + int i, p, growth; + float rgb[3]; + float cx, cy, cz; // Containment variables + float luminosity; + static float expander = 1.0f + 0.0005f * float(_fc->dExpansion); + static float blower = 0.001f * float(_fc->dWind); + //static float otherxyz[3]; + float depth = 0; + + // Record old position + int oldc = counter; + float oldpos[3]; + oldpos[0] = vertices[oldc][0]; + oldpos[1] = vertices[oldc][1]; + oldpos[2] = vertices[oldc][2]; + + counter ++; + if(counter >= _fc->dTrail) + counter = 0; + + // Here's the iterative math for calculating new vertex positions + // first calculate limiting terms which keep vertices from constantly + // flying off to infinity + cx = vertices[oldc][0] * (1.0f - 1.0f / (vertices[oldc][0] * vertices[oldc][0] + 1.0f)); + cy = vertices[oldc][1] * (1.0f - 1.0f / (vertices[oldc][1] * vertices[oldc][1] + 1.0f)); + cz = vertices[oldc][2] * (1.0f - 1.0f / (vertices[oldc][2] * vertices[oldc][2] + 1.0f)); + // then calculate new positions + vertices[counter][0] = vertices[oldc][0] + c[6] * offset[0] - cx + + c[2] * vertices[oldc][1] + + c[5] * vertices[oldc][2]; + vertices[counter][1] = vertices[oldc][1] + c[6] * offset[1] - cy + + c[1] * vertices[oldc][2] + + c[4] * vertices[oldc][0]; + vertices[counter][2] = vertices[oldc][2] + c[6] * offset[2] - cz + + c[0] * vertices[oldc][0] + + c[3] * vertices[oldc][1]; + + // Pick a hue + vertices[counter][3] = cx * cx + cy * cy + cz * cz; + if(vertices[counter][3] > 1.0f) + vertices[counter][3] = 1.0f; + vertices[counter][3] += c[7]; + // Limit the hue (0 - 1) + if(vertices[counter][3] > 1.0f) + vertices[counter][3] -= 1.0f; + if(vertices[counter][3] < 0.0f) + vertices[counter][3] += 1.0f; + // Pick a saturation + vertices[counter][4] = c[0] + vertices[counter][3]; + // Limit the saturation (0 - 1) + if(vertices[counter][4] < 0.0f) + vertices[counter][4] = -vertices[counter][4]; + vertices[counter][4] -= float(int(vertices[counter][4])); + vertices[counter][4] = 1.0f - (vertices[counter][4] * vertices[counter][4]); + + // Bring particles back if they escape + if(!counter){ + if((vertices[0][0] > 1000000000.0f) || (vertices[0][0] < -1000000000.0f) + || (vertices[0][1] > 1000000000.0f) || (vertices[0][1] < -1000000000.0f) + || (vertices[2][2] > 1000000000.0f) || (vertices[0][2] < -1000000000.0f)){ + vertices[0][0] = myRandf(2.0f) - 1.0f; + vertices[0][1] = myRandf(2.0f) - 1.0f; + vertices[0][2] = myRandf(2.0f) - 1.0f; + } + } + + // Draw every vertex in particle trail + p = counter; + growth = 0; + luminosity = _fc->lumdiff; + for(i=0; i<_fc->dTrail; i++){ + p ++; + if(p >= _fc->dTrail) + p = 0; + growth++; + + // assign color to particle + hsl2rgb(vertices[p][3], vertices[p][4], luminosity, rgb[0], rgb[1], rgb[2]); + glColor3fv(rgb); + + glPushMatrix(); + if(_fc->dGeometry == 1) // Spheres + glTranslatef(vertices[p][0], vertices[p][1], vertices[p][2]); + else{ // Points or lights + depth = _fc->cosCameraAngle * vertices[p][2] - _fc->sinCameraAngle * vertices[p][0]; + glTranslatef(_fc->cosCameraAngle * vertices[p][0] + _fc->sinCameraAngle + * vertices[p][2], vertices[p][1], depth); + } + if(_fc->dGeometry){ // Spheres or lights + switch(_fc->dTrail - growth){ + case 0: + glScalef(0.259f, 0.259f, 0.259f); + break; + case 1: + glScalef(0.5f, 0.5f, 0.5f); + break; + case 2: + glScalef(0.707f, 0.707f, 0.707f); + break; + case 3: + glScalef(0.866f, 0.866f, 0.866f); + break; + case 4: + glScalef(0.966f, 0.966f, 0.966f); + } + } + switch(_fc->dGeometry){ + case 0: // Points + switch(_fc->dTrail - growth){ + case 0: + glPointSize(float(_fc->dSize * (depth + 200.0f) * 0.001036f)); + break; + case 1: + glPointSize(float(_fc->dSize * (depth + 200.0f) * 0.002f)); + break; + case 2: + glPointSize(float(_fc->dSize * (depth + 200.0f) * 0.002828f)); + break; + case 3: + glPointSize(float(_fc->dSize * (depth + 200.0f) * 0.003464f)); + break; + case 4: + glPointSize(float(_fc->dSize * (depth + 200.0f) * 0.003864f)); + break; + default: + glPointSize(float(_fc->dSize * (depth + 200.0f) * 0.004f)); + } + glBegin(GL_POINTS); + glVertex3f(0.0f,0.0f,0.0f); + glEnd(); + break; + case 1: // Spheres + case 2: // Lights + glCallList(1); + } + glPopMatrix(); + vertices[p][0] *= expander; + vertices[p][1] *= expander; + vertices[p][2] *= expander; + vertices[p][2] += blower; + luminosity += _fc->lumdiff; + } + + // Find distance between new position and old position and return it + oldpos[0] -= vertices[counter][0]; + oldpos[1] -= vertices[counter][1]; + oldpos[2] -= vertices[counter][2]; + return(float(sqrt(oldpos[0] * oldpos[0] + oldpos[1] * oldpos[1] + oldpos[2] * oldpos[2]))); +} + + +// This class is a set of particle trails and constants that enter +// into their equations of motion. +class flux +{ +public: + + flux(); + ~flux(); + void update(); + + particle *particles; + int randomize; + float c[NUMCONSTS]; // constants + float cv[NUMCONSTS]; // constants' change velocities + int currentSmartConstant; + float oldDistance; +}; + + +flux::flux() +{ + whichparticle = 0; + + particles = new particle[_fc->dParticles]; + randomize = 1; + + float instability = _fc->dInstability; + int i; + for(i=0; i<NUMCONSTS; i++) + { + c[i] = myRandf(2.0f) - 1.0f; + cv[i] = myRandf(0.000005f * instability * instability) + + 0.000001f * instability * instability; + } + + currentSmartConstant = 0; + oldDistance = 0.0f; +} + + +flux::~flux() +{ + delete[] particles; +} + + +void flux::update() +{ + int i; + + // randomize constants + if(_fc->dRandomize){ + randomize --; + if(randomize <= 0){ + for(i=0; i<NUMCONSTS; i++) + c[i] = myRandf(2.0f) - 1.0f; + int temp = 101 - _fc->dRandomize; + temp = temp * temp; + randomize = temp + myRandi(temp); + } + } + + // update constants + for(i=0; i<NUMCONSTS; i++){ + c[i] += cv[i]; + if(c[i] >= 1.0f){ + c[i] = 1.0f; + cv[i] = -cv[i]; + } + if(c[i] <= -1.0f){ + c[i] = -1.0f; + cv[i] = -cv[i]; + } + } + + // update all particles in this flux field + float dist; + for(i=0; i<_fc->dParticles; i++) + dist = particles[i].update(c); + + // use dist from last particle to activate smart constants + _fc->dSmart = 0; + if(_fc->dSmart){ + const float upper = 0.4f; + const float lower = 0.2f; + int beSmart = 0; + if(dist > upper && dist > oldDistance) + beSmart = 1; + if(dist < lower && dist < oldDistance) + beSmart = 1; + if(beSmart){ + cv[currentSmartConstant] = -cv[currentSmartConstant]; + currentSmartConstant ++; + if(currentSmartConstant >= _fc->dSmart) + currentSmartConstant = 0; + } + oldDistance = dist; + } +} + + +//---------------------------------------------------------------------------- + + +FluxWidget::FluxWidget( TQWidget* parent, const char* name ) + : TQGLWidget(parent, name), _fluxes(0) +{ + setDefaults( Regular ); + + _frameTime = 1000 / 60; + _timer = new TQTimer( this ); + connect( _timer, TQT_SIGNAL(timeout()), this, TQT_SLOT(nextFrame()) ); +} + + +FluxWidget::~FluxWidget() +{ + // Free memory + delete[] _fluxes; +} + + +void FluxWidget::paintGL() +{ + // clear the screen + glLoadIdentity(); + + if(dBlur) // partially + { + int viewport[4]; + glGetIntegerv(GL_VIEWPORT, viewport); + float viewRatio = float(viewport[2]) / float(viewport[3]); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glColor4f(0.0f, 0.0f, 0.0f, 0.5f - (float(sqrt(sqrt(double(dBlur)))) * 0.15495f)); + glBegin(GL_TRIANGLE_STRIP); + glVertex3f(-3.0f * viewRatio, -3.0f, 0.0f); + glVertex3f(3.0f * viewRatio, -3.0f, 0.0f); + glVertex3f(-3.0f * viewRatio, 3.0f, 0.0f); + glVertex3f(3.0f * viewRatio, 3.0f, 0.0f); + glEnd(); + } + else // completely + { + glClear(GL_COLOR_BUFFER_BIT); + } + + cameraAngle += 0.01f * float(dRotation); + if(cameraAngle >= 360.0f) + cameraAngle -= 360.0f; + if(dGeometry == 1) // Only rotate for spheres + glRotatef(cameraAngle, 0.0f, 1.0f, 0.0f); + else + { + cosCameraAngle = cos(cameraAngle * DEG2RAD); + sinCameraAngle = sin(cameraAngle * DEG2RAD); + } + + // set up blend modes for rendering particles + switch(dGeometry) + { + case 0: // Blending for points + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glEnable(GL_BLEND); + glEnable(GL_POINT_SMOOTH); + glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); + break; + + case 1: // No blending for spheres, but we need z-buffering + glDisable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + glClear(GL_DEPTH_BUFFER_BIT); + break; + + case 2: // Blending for lights + glBlendFunc(GL_ONE, GL_ONE); + glEnable(GL_BLEND); + } + + // Update particles + if( _fluxes ) + { + _fc = this; + int i; + for(i=0; i<dFluxes; i++) + _fluxes[i].update(); + } + + glFlush(); +} + + +void FluxWidget::resizeGL( int w, int h ) +{ + glViewport(0, 0, w, h ); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(100.0, (float) w / (float) h, 0.01, 200); + glTranslatef(0.0, 0.0, -2.5); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); +} + + +// Window initialization +void FluxWidget::initializeGL() +{ + //resizeGL( width(), height() ); + + updateParameters(); + + _timer->start( _frameTime, true ); +} + + +#ifdef UNIT_TEST +void FluxWidget::keyPressEvent( TQKeyEvent* e ) +{ + if( e->key() == TQt::Key_0 ) { setDefaults( 0 ); updateParameters(); } + if( e->key() == TQt::Key_1 ) { setDefaults( 1 ); updateParameters(); } + if( e->key() == TQt::Key_2 ) { setDefaults( 2 ); updateParameters(); } + if( e->key() == TQt::Key_3 ) { setDefaults( 3 ); updateParameters(); } + if( e->key() == TQt::Key_4 ) { setDefaults( 4 ); updateParameters(); } + if( e->key() == TQt::Key_5 ) { setDefaults( 5 ); updateParameters(); } +} +#endif + + +void FluxWidget::nextFrame() +{ + updateGL(); + _timer->start( _frameTime, true ); +} + + +/** + May be called at any time - makes no OpenGL calls. +*/ +void FluxWidget::setDefaults( int which ) +{ + switch(which) + { + case Hypnotic: + dFluxes = 2; + dParticles = 10; + dTrail = 40; + dGeometry = 2; + dSize = 15; + dRandomize = 80; + dExpansion = 20; + dRotation = 0; + dWind = 40; + dInstability = 10; + dBlur = 30; + break; + + case Insane: + dFluxes = 4; + dParticles = 30; + dTrail = 8; + dGeometry = 2; + dSize = 25; + dRandomize = 0; + dExpansion = 80; + dRotation = 60; + dWind = 40; + dInstability = 100; + dBlur = 10; + break; + + case Sparklers: + dFluxes = 3; + dParticles = 20; + dTrail = 6; + dGeometry = 1; + dSize = 20; + dComplexity = 3; + dRandomize = 85; + dExpansion = 60; + dRotation = 30; + dWind = 20; + dInstability = 30; + dBlur = 0; + break; + + case Paradigm: + dFluxes = 1; + dParticles = 40; + dTrail = 40; + dGeometry = 2; + dSize = 5; + dRandomize = 90; + dExpansion = 30; + dRotation = 20; + dWind = 10; + dInstability = 5; + dBlur = 10; + break; + + case Galactic: + dFluxes = 1; + dParticles = 2; + dTrail = 1500; + dGeometry = 2; + dSize = 10; + dRandomize = 0; + dExpansion = 5; + dRotation = 25; + dWind = 0; + dInstability = 5; + dBlur = 0; + break; + + case Regular: + default: + dFluxes = 1; + dParticles = 20; + dTrail = 40; + dGeometry = 2; + dSize = 15; + dRandomize = 0; + dExpansion = 40; + dRotation = 30; + dWind = 20; + dInstability = 20; + dBlur = 0; + break; + } +} + + +/** + Called after dGeometry, dTrail, or dFluxes is changed + (such as with setDefaults). +*/ +void FluxWidget::updateParameters() +{ + int i, j; + float x, y, temp; + + srand((unsigned)time(NULL)); + rand(); rand(); rand(); rand(); rand(); + + cameraAngle = 0.0f; + + glFrontFace(GL_CCW); + glEnable(GL_CULL_FACE); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if(dGeometry == 0) + { + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + glDisable(GL_TEXTURE_2D); + + glEnable(GL_POINT_SMOOTH); + //glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); + } + else if(dGeometry == 1) // Spheres and their lighting + { + glNewList(1, GL_COMPILE); + GLUquadricObj* qobj = gluNewQuadric(); + gluSphere(qobj, 0.005f * dSize, dComplexity + 2, dComplexity + 1); + gluDeleteQuadric(qobj); + glEndList(); + + glDisable(GL_TEXTURE_2D); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + + float ambient[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + float diffuse[4] = {1.0f, 1.0f, 1.0f, 0.0f}; + float specular[4] = {1.0f, 1.0f, 1.0f, 0.0f}; + float position[4] = {500.0f, 500.0f, 500.0f, 0.0f}; + + glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); + glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); + glLightfv(GL_LIGHT0, GL_SPECULAR, specular); + glLightfv(GL_LIGHT0, GL_POSITION, position); + glEnable(GL_COLOR_MATERIAL); + glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); + } + else if(dGeometry == 2) // Init lights + { + for(i=0; i<LIGHTSIZE; i++) + { + for(j=0; j<LIGHTSIZE; j++) + { + x = float(i - LIGHTSIZE / 2) / float(LIGHTSIZE / 2); + y = float(j - LIGHTSIZE / 2) / float(LIGHTSIZE / 2); + temp = 1.0f - float(sqrt((x * x) + (y * y))); + if(temp > 1.0f) + temp = 1.0f; + if(temp < 0.0f) + temp = 0.0f; + lightTexture[i][j] = (unsigned char) (255.0f * temp * temp); + } + } + + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 1); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, 1, LIGHTSIZE, LIGHTSIZE, 0, + GL_LUMINANCE, GL_UNSIGNED_BYTE, lightTexture); + + temp = float(dSize) * 0.005f; + glNewList(1, GL_COMPILE); + glBindTexture(GL_TEXTURE_2D, 1); + glBegin(GL_TRIANGLES); + glTexCoord2f(0.0f, 0.0f); + glVertex3f(-temp, -temp, 0.0f); + glTexCoord2f(1.0f, 0.0f); + glVertex3f(temp, -temp, 0.0f); + glTexCoord2f(1.0f, 1.0f); + glVertex3f(temp, temp, 0.0f); + glTexCoord2f(0.0f, 0.0f); + glVertex3f(-temp, -temp, 0.0f); + glTexCoord2f(1.0f, 1.0f); + glVertex3f(temp, temp, 0.0f); + glTexCoord2f(0.0f, 1.0f); + glVertex3f(-temp, temp, 0.0f); + glEnd(); + glEndList(); + } + + // Initialize luminosity difference + lumdiff = 1.0f / float(dTrail); + + _fc = this; + delete[] _fluxes; + _fluxes = new flux[dFluxes]; +} + + +//---------------------------------------------------------------------------- + + +#ifndef UNIT_TEST +#include <klocale.h> +#include <kglobal.h> +#include <kconfig.h> + + +// libtdescreensaver interface +extern "C" +{ + KDE_EXPORT const char* kss_applicationName = "kflux.kss"; + KDE_EXPORT const char* kss_description = I18N_NOOP( "Flux" ); + KDE_EXPORT const char* kss_version = "1.0"; + + KDE_EXPORT KScreenSaver* kss_create( WId id ) + { + return new KFluxScreenSaver( id ); + } + + KDE_EXPORT TQDialog* kss_setup() + { + return new KFluxSetup; + } +} + + +//---------------------------------------------------------------------------- + + +KFluxScreenSaver::KFluxScreenSaver( WId id ) : KScreenSaver( id ) +{ + _flux = new FluxWidget; + + readSettings(); + + embed( _flux ); + _flux->show(); +} + + +KFluxScreenSaver::~KFluxScreenSaver() +{ +} + + +static int filterRandom( int n ) +{ + if( (n < 0) || (n >= FluxWidget::DefaultModes) ) + { + srand((unsigned)time(NULL)); + n = rand() % FluxWidget::DefaultModes; + } + return n; +} + + +void KFluxScreenSaver::readSettings() +{ + TDEConfig* config = TDEGlobal::config(); + config->setGroup("Settings"); + + _mode = config->readNumEntry( "Mode", FluxWidget::Regular ); + _flux->setDefaults( filterRandom(_mode) ); +} + + +/** + Any invalid mode will select one at random. +*/ +void KFluxScreenSaver::setMode( int id ) +{ + _mode = id; + _flux->setDefaults( filterRandom(id) ); + _flux->updateParameters(); +} + + +//---------------------------------------------------------------------------- + + +#include <tqlayout.h> +#include <tqpushbutton.h> +#include <tqlabel.h> +#include <tqcombobox.h> +#include <kbuttonbox.h> +#include <kmessagebox.h> + + +static const char* defaultText[] = +{ + I18N_NOOP( "Regular" ), + I18N_NOOP( "Hypnotic" ), + I18N_NOOP( "Insane" ), + I18N_NOOP( "Sparklers" ), + I18N_NOOP( "Paradigm" ), + I18N_NOOP( "Galactic" ), + I18N_NOOP( "(Random)" ), + 0 +}; + + +KFluxSetup::KFluxSetup( TQWidget* parent, const char* name ) + : KDialogBase( parent, name, true, i18n( "Setup Flux Screen Saver" ), + Ok|Cancel|Help, Ok, true ) +{ + setButtonText( Help, i18n( "A&bout" ) ); + TQWidget *main = makeMainWidget(); + + TQHBoxLayout* top = new TQHBoxLayout( main, 0, spacingHint() ); + TQVBoxLayout* leftCol = new TQVBoxLayout; + top->addLayout( leftCol ); + + // Parameters + TQLabel* label = new TQLabel( i18n("Mode:"), main ); + leftCol->addWidget( label ); + + modeW = new TQComboBox( main ); + int i = 0; + while (defaultText[i]) + modeW->insertItem( i18n(defaultText[i++]) ); + leftCol->addWidget( modeW ); + + leftCol->addStretch(); + + // Preview + TQWidget* preview; + preview = new TQWidget( main ); + preview->setFixedSize( 220, 165 ); + preview->setBackgroundColor( black ); + preview->show(); // otherwise saver does not get correct size + _saver = new KFluxScreenSaver( preview->winId() ); + top->addWidget(preview); + + // Now that we have _saver... + modeW->setCurrentItem( _saver->mode() ); // set before we connect + connect( modeW, TQT_SIGNAL(activated(int)), _saver, TQT_SLOT(setMode(int)) ); +} + + +KFluxSetup::~KFluxSetup() +{ + delete _saver; +} + + +void KFluxSetup::slotHelp() +{ + KMessageBox::about(this, + i18n("<h3>Flux 1.0</h3>\n<p>Copyright (c) 2002 Terence M. Welsh<br>\n<a href=\"http://www.reallyslick.com/\">http://www.reallyslick.com/</a></p>\n\n<p>Ported to KDE by Karl Robillard</p>"), + TQString(), KMessageBox::AllowLink); +} + + +/** + Ok pressed - save settings and exit +*/ +void KFluxSetup::slotOk() +{ + TDEConfig* config = TDEGlobal::config(); + config->setGroup("Settings"); + + TQString val; + val.setNum( modeW->currentItem() ); + config->writeEntry("Mode", val ); + + config->sync(); + accept(); +} +#endif + + +//---------------------------------------------------------------------------- + + +#ifdef UNIT_TEST +// moc Flux.h -o Flux.moc +// g++ -g -DUNIT_TEST Flux.cpp -I/usr/lib/qt3/include -lqt -L/usr/lib/qt3/lib -lGLU -lGL + +#include <tqapplication.h> + +int main( int argc, char** argv ) +{ + TQApplication app( argc, argv ); + + FluxWidget w; + w.setDefaults( FluxWidget::Sparklers ); + app.setMainWidget( &w ); + w.show(); + + return app.exec(); +} +#endif + + +//EOF |