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-rw-r--r--tdescreensaver/kdesavers/fountain.cpp461
1 files changed, 461 insertions, 0 deletions
diff --git a/tdescreensaver/kdesavers/fountain.cpp b/tdescreensaver/kdesavers/fountain.cpp
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+++ b/tdescreensaver/kdesavers/fountain.cpp
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+//-----------------------------------------------------------------------------
+//
+// kfountain - Partical Fountain 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 <kglobal.h>
+#include "fountain.h"
+#include "fountain.moc"
+#ifdef TQ_WS_MACX
+#include <OpenGL/gl.h>
+#include <OpenGL/glu.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>
+// libtdescreensaver interface
+extern "C"
+{
+ KDE_EXPORT const char *kss_applicationName = "kfountain.kss";
+ KDE_EXPORT const char *kss_description = I18N_NOOP( "Particle Fountain Screen Saver" );
+ KDE_EXPORT const char *kss_version = "2.2.0";
+
+ KDE_EXPORT KScreenSaver *kss_create( WId id )
+ {
+ return new KFountainSaver( id );
+ }
+
+ KDE_EXPORT TQDialog *kss_setup()
+ {
+ return new KFountainSetup();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// dialog to setup screen saver parameters
+//
+KFountainSetup::KFountainSetup( TQWidget *parent, const char *name )
+ : SetupUi( parent, name, TRUE )
+{
+ readSettings();
+
+ //TQLabel *label;
+ //TQPushButton *button;
+
+ //setCaption( i18n("Setup Particle Fountain") );
+
+ //TQVBoxLayout *tl = new TQVBoxLayout(this, 10);
+ //TQHBoxLayout *tl1 = new TQHBoxLayout;
+ //tl->addLayout(tl1);
+
+ //TQVBoxLayout *tl11 = new TQVBoxLayout(5);
+ //tl1->addLayout(tl11);
+
+ //label = new TQLabel( i18n("No options here yet...:"), this );
+ ///tl11->addWidget(label);;
+
+ //preview = new TQWidget( this );
+ preview->setFixedSize( 220, 170 );
+ preview->setBackgroundColor( black );
+ preview->show(); // otherwise saver does not get correct size
+ saver = new KFountainSaver( preview->winId() );
+ //tl1->addWidget(preview);
+
+ //KButtonBox *bbox = new KButtonBox(this);
+ //bbox->addStretch(1);
+;
+ 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)));
+
+}
+
+// read settings from config file
+void KFountainSetup::readSettings()
+{
+ TDEConfig config("kssfountainrc", 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 KFountainSetup::slotOkPressed()
+{
+ TDEConfig config("kssfountainrc", 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 KFountainSetup::aboutPressed()
+{
+ KMessageBox::about(this,
+ i18n("<h3>Particle Fountain</h3>\n<p>Particle Fountain 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>"));
+}
+//-----------------------------------------------------------------------------
+
+
+KFountainSaver::KFountainSaver( WId id ) : KScreenSaver( id )
+{
+
+ kdDebug() << "Blank" << endl;
+
+ timer = new TQTimer( this );
+ timer->start( 25, TRUE );
+ setBackgroundColor( black );
+ erase();
+ fountain = new Fountain();
+ embed(fountain);
+ fountain->show();
+ connect( timer, TQT_SIGNAL(timeout()), this, TQT_SLOT(blank()) );
+}
+
+KFountainSaver::~KFountainSaver()
+{
+
+}
+
+// read configuration settings from config file
+void KFountainSaver::readSettings()
+{
+// Please remove me
+
+}
+
+void KFountainSaver::blank()
+{
+ // Play fountain
+
+ fountain->updateGL();
+ timer->start( 25, TRUE );
+
+}
+Fountain::Fountain( TQWidget * parent, const char * name) : TQGLWidget (parent,name)
+{
+ rainbow=true;
+ slowdown=2.0f;
+ zoom=-40.0f;
+ index=0;
+ size = 0.75f;
+ obj = gluNewQuadric();
+
+// This has to be here because you can't update the fountain until 'fountain' is created!
+ TDEConfig config("kssfountainrc", 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);
+
+}
+
+Fountain::~Fountain()
+{
+ glDeleteTextures( 1, &texture[0] );
+ gluDeleteQuadric(obj);
+}
+
+/** load the particle file */
+bool Fountain::loadParticle()
+{
+ /* Status indicator */
+ bool Status = TRUE;
+ TQImage buf;
+
+ kdDebug() << "Loading: " << locate("data", "tdescreensaver/particle.png") << endl;
+ if (buf.load( locate("data", "tdescreensaver/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 Fountain::initializeGL ()
+{
+
+ kdDebug() << "InitGL" << endl;
+ 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}};
+
+ 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
+ {
+ particle[loop].active=true; // Make All The Particles Active
+ particle[loop].life=1.0f; // Give All The Particles Full Life
+ particle[loop].fade=float(TDEApplication::random()%100)/1000.0f+0.003f; // Random Fade Speed
+ particle[loop].r=colors[(loop+1)/(MAX_PARTICLES/12)][0]; // Select Red Rainbow Color
+ particle[loop].g=colors[(loop+1)/(MAX_PARTICLES/12)][1]; // Select Green Rainbow Color
+ particle[loop].b=colors[(loop+1)/(MAX_PARTICLES/12)][2]; // Select Blue Rainbow Color
+ particle[loop].xi=float((TDEApplication::random()%50)-26.0f)*10.0f; // Random Speed On X Axis
+ particle[loop].yi=float((TDEApplication::random()%50)-25.0f)*10.0f; // Random Speed On Y Axis
+ particle[loop].zi=float((TDEApplication::random()%50)-25.0f)*10.0f; // Random Speed On Z Axis
+ particle[loop].xg=0.0f; // SetQt::Horizontal Pull To Zero
+ particle[loop].yg=-0.8f; // SetQt::Vertical Pull Downward
+ particle[loop].zg=0.0f; // Set Pull On Z Axis To Zero
+ particle[loop].size=size; // Set particle size.
+ }
+ }
+ else
+ exit(0);
+}
+/** resize the gl view */
+void Fountain::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,200.0f);
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glLoadIdentity();
+}
+/** paint the GL view */
+void Fountain::paintGL ()
+{
+ //kdDebug() << "PaintGL" << endl;
+
+ 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;
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
+
+ glLoadIdentity();
+ // Reset The ModelView Matrix
+ transIndex++;
+ glTranslatef( GLfloat(5.0*sin(4*3.14*transIndex/360)), GLfloat(4.0*cos(2*3.14*transIndex/360)), 0.0 );
+ xspeed = GLfloat(100.0*cos(3*3.14*transIndex/360)+100);
+ yspeed = GLfloat(100.0*sin(3*3.14*transIndex/360)+100);
+ //slowdown = GLfloat(4.0*sin(2*3.14*transIndex/360)+4.01);
+
+ 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
+ */
+
+ 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].xi/(slowdown*1000);// Move On The X Axis By X Speed
+ particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
+ particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed
+
+ particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
+ particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
+ particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
+ particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'
+
+ if (particle[loop].life<0.0f) // If Particle Is Burned Out
+ {
+ particle[loop].life=2.0f; // Give It New Life
+ particle[loop].fade=float(TDEApplication::random()%100)/1000.0f+0.003f; // Random Fade Value
+ particle[loop].x=0.0f; // Center On X Axis
+ particle[loop].y=0.0f; // Center On Y Axis
+ particle[loop].z=0.0f; // Center On Z Axis
+ particle[loop].xi=xspeed+float((TDEApplication::random()%60)-32.0f); // X Axis Speed And Direction
+ particle[loop].yi=yspeed+float((TDEApplication::random()%60)-30.0f); // Y Axis Speed And Direction
+ particle[loop].zi=float((TDEApplication::random()%60)-30.0f); // Z Axis Speed And Direction
+ 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;
+ if ((1+(random()%20)) == 10)
+ {
+ // Explode
+ particle[loop].active=true; // Make All The Particles Active
+ particle[loop].life=1.0f; // Give All The Particles Full Life
+ particle[loop].fade=float(TDEApplication::random()%100)/1000.0f+0.003f; // Random Fade Speed
+ particle[loop].r=colors[(loop+1)/(MAX_PARTICLES/12)][0]; // Select Red Rainbow Color
+ particle[loop].g=colors[(loop+1)/(MAX_PARTICLES/12)][1]; // Select Green Rainbow Color
+ particle[loop].b=colors[(loop+1)/(MAX_PARTICLES/12)][2]; // Select Blue Rainbow Color
+ particle[loop].xi=float((TDEApplication::random()%50)-26.0f)*10.0f; // Random Speed On X Axis
+ particle[loop].yi=float((TDEApplication::random()%50)-25.0f)*10.0f; // Random Speed On Y Axis
+ particle[loop].zi=float((TDEApplication::random()%50)-25.0f)*10.0f; // Random Speed On Z Axis
+ particle[loop].xg=0.0f; // SetQt::Horizontal Pull To Zero
+ particle[loop].yg=-0.8f; // SetQt::Vertical Pull Downward
+ particle[loop].zg=0.0f; // Set Pull On Z Axis To Zero
+ particle[loop].size=size; // Set particle size.
+ }
+ }
+ // Lets stir some things up
+ index += 0.001;
+ particle[loop].yg =2.0*sin(2*3.14*transIndex/360);
+ particle[loop].xg =2.0*cos(2*3.14*transIndex/360);
+ particle[loop].zg =4.0+(4.0*cos(2*3.14*transIndex/360));
+
+ }
+ }
+
+ glFlush();
+}
+void Fountain::setSize( float newSize )
+{
+ size = newSize;
+}
+void Fountain::setStars( bool doStars )
+{
+ stars = doStars;
+}
+
+void KFountainSaver::updateSize(int newSize)
+{
+ fountain->setSize(newSize/100);
+}
+void KFountainSaver::doStars(bool starState)
+{
+ fountain->setStars(starState);
+}
+